9 research outputs found

    HyperNCA: Growing Developmental Networks with Neural Cellular Automata

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    In contrast to deep reinforcement learning agents, biological neural networks are grown through a self-organized developmental process. Here we propose a new hypernetwork approach to grow artificial neural networks based on neural cellular automata (NCA). Inspired by self-organising systems and information-theoretic approaches to developmental biology, we show that our HyperNCA method can grow neural networks capable of solving common reinforcement learning tasks. Finally, we explore how the same approach can be used to build developmental metamorphosis networks capable of transforming their weights to solve variations of the initial RL task.Comment: Paper accepted as a conference paper at ICLR 'From Cells to Societies' workshop 202

    Deep Neural Network Architectures For Music Genre Classification

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    With the recent advancements in technology, many tasks in fields such as computer vision, natural language processing, and signal processing have been solved using deep learning architectures. In the audio domain, these architectures have been used to learn musical features of songs to predict: moods, genres, and instruments. In the case of genre classification, deep learning models were applied to popular datasets--which are explicitly chosen to represent their genres--and achieved state-of-the-art results. However, these results have not been reproduced on less refined datasets. To this end, we introduce an un-curated dataset which contains genre labels and 30-second audio previews for approximately fifteen thousand songs from Spotify. In our work, we focus on solving automatic genre classification using deep learning and crude data. Specifically, we propose deep architectures that learn hierarchical characteristics of music using raw waveform audio rather than preprocessed audio in the form of mel-spectrograms and apply these models to the Spotify dataset. Our experiments show how deep learning architectures using unpolished data can achieve comparable results to previous state-of-the-art music classifiers using filtered data

    MarioGPT: Open-Ended Text2Level Generation through Large Language Models

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    Procedural Content Generation (PCG) algorithms provide a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. In this work, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. We show that MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model. We also combine MarioGPT with novelty search, enabling it to generate diverse levels with varying play-style dynamics (i.e. player paths). This combination allows for the open-ended generation of an increasingly diverse range of content

    Growing 3D Artefacts and Functional Machines with Neural Cellular Automata

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    Neural Cellular Automata (NCAs) have been proven effective in simulating morphogenetic processes, the continuous construction of complex structures from very few starting cells. Recent developments in NCAs lie in the 2D domain, namely reconstructing target images from a single pixel or infinitely growing 2D textures. In this work, we propose an extension of NCAs to 3D, utilizing 3D convolutions in the proposed neural network architecture. Minecraft is selected as the environment for our automaton since it allows the generation of both static structures and moving machines. We show that despite their simplicity, NCAs are capable of growing complex entities such as castles, apartment blocks, and trees, some of which are composed of over 3,000 blocks. Additionally, when trained for regeneration, the system is able to regrow parts of simple functional machines, significantly expanding the capabilities of simulated morphogenetic systems. The code for the experiment in this paper can be found at: https://github.com/real-itu/3d-artefacts-nca

    Goal-Guided Neural Cellular Automata: Learning to Control Self-Organising Systems

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    Inspired by cellular growth and self-organization, Neural Cellular Automata (NCAs) have been capable of "growing" artificial cells into images, 3D structures, and even functional machines. NCAs are flexible and robust computational systems but -- similarly to many other self-organizing systems -- inherently uncontrollable during and after their growth process. We present an approach to control these type of systems called Goal-Guided Neural Cellular Automata (GoalNCA), which leverages goal encodings to control cell behavior dynamically at every step of cellular growth. This approach enables the NCA to continually change behavior, and in some cases, generalize its behavior to unseen scenarios. We also demonstrate the robustness of the NCA with its ability to preserve task performance, even when only a portion of cells receive goal information

    Variational Neural Cellular Automata

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    In nature, the process of cellular growth and differentiation has lead to an amazing diversity of organisms -- algae, starfish, giant sequoia, tardigrades, and orcas are all created by the same generative process. Inspired by the incredible diversity of this biological generative process, we propose a generative model, the Variational Neural Cellular Automata (VNCA), which is loosely inspired by the biological processes of cellular growth and differentiation. Unlike previous related works, the VNCA is a proper probabilistic generative model, and we evaluate it according to best practices. We find that the VNCA learns to reconstruct samples well and that despite its relatively few parameters and simple local-only communication, the VNCA can learn to generate a large variety of output from information encoded in a common vector format. While there is a significant gap to the current state-of-the-art in terms of generative modeling performance, we show that the VNCA can learn a purely self-organizing generative process of data. Additionally, we show that the VNCA can learn a distribution of stable attractors that can recover from significant damage.Comment: ICLR 202

    Severe Damage Recovery in Evolving Soft Robots through Differentiable Programming

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    Biological systems are very robust to morphological damage, but artificial systems (robots) are currently not. In this paper we present a system based on neural cellular automata, in which locomoting robots are evolved and then given the ability to regenerate their morphology from damage through gradient-based training. Our approach thus combines the benefits of evolution to discover a wide range of different robot morphologies, with the efficiency of supervised training for robustness through differentiable update rules. The resulting neural cellular automata are able to grow virtual robots capable of regaining more than 80\% of their functionality, even after severe types of morphological damage.Comment: Genetic Programming and Evolvable Machines (GENP). arXiv admin note: substantial text overlap with arXiv:2102.0257
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