Evolutionary Systems
Adapting Procedural Content Generation to Player Personas Through Evolution
Fernandes, Pedro M., Jørgensen, Jonathan, Poldervaart, Niels N. T. G.
Automatically adapting game content to players opens new doors for game development. In this paper we propose an architecture using persona agents and experience metrics, which enables evolving procedurally generated levels tailored for particular player personas. Using our game, "Grave Rave", we demonstrate that this approach successfully adapts to four rule-based persona agents over three different experience metrics. Furthermore, the adaptation is shown to be specific in nature, meaning that the levels are persona-conscious, and not just general optimizations with regard to the selected metric.
Multi-Task Learning on Networks
The multi-task learning (MTL) paradigm can be traced back to an early paper of Caruana (1997) in which it was argued that data from multiple tasks can be used with the aim to obtain a better performance over learning each task independently. A solution of MTL with conflicting objectives requires modelling the trade-off among them which is generally beyond what a straight linear combination can achieve. A theoretically principled and computationally effective strategy is finding solutions which are not dominated by others as it is addressed in the Pareto analysis. Multi-objective optimization problems arising in the multi-task learning context have specific features and require adhoc methods. The analysis of these features and the proposal of a new computational approach represent the focus of this work. Multi-objective evolutionary algorithms (MOEAs) can easily include the concept of dominance and therefore the Pareto analysis. The major drawback of MOEAs is a low sample efficiency with respect to function evaluations. The key reason for this drawback is that most of the evolutionary approaches do not use models for approximating the objective function. Bayesian Optimization takes a radically different approach based on a surrogate model, such as a Gaussian Process. In this thesis the solutions in the Input Space are represented as probability distributions encapsulating the knowledge contained in the function evaluations. In this space of probability distributions, endowed with the metric given by the Wasserstein distance, a new algorithm MOEA/WST can be designed in which the model is not directly on the objective function but in an intermediate Information Space where the objects from the input space are mapped into histograms. Computational results show that the sample efficiency and the quality of the Pareto set provided by MOEA/WST are significantly better than in the standard MOEA.
Hybrid Self-Attention NEAT: A novel evolutionary approach to improve the NEAT algorithm
Khamesian, Saman, Malek, Hamed
This article presents a "Hybrid Self-Attention NEAT" method to improve the original NeuroEvolution of Augmenting Topologies (NEAT) algorithm in high-dimensional inputs. Although the NEAT algorithm has shown a significant result in different challenging tasks, as input representations are high dimensional, it cannot create a well-tuned network. Our study addresses this limitation by using self-attention as an indirect encoding method to select the most important parts of the input. In addition, we improve its overall performance with the help of a hybrid method to evolve the final network weights. The main conclusion is that Hybrid Self- Attention NEAT can eliminate the restriction of the original NEAT. The results indicate that in comparison with evolutionary algorithms, our model can get comparable scores in Atari games with raw pixels input with a much lower number of parameters.
QKSA: Quantum Knowledge Seeking Agent -- resource-optimized reinforcement learning using quantum process tomography
Sarkar, Aritra, Al-Ars, Zaid, Gandhi, Harshitta, Bertels, Koen
In this research, we extend the universal reinforcement learning (URL) agent models of artificial general intelligence to quantum environments. The utility function of a classical exploratory stochastic Knowledge Seeking Agent, KL-KSA, is generalized to distance measures from quantum information theory on density matrices. Quantum process tomography (QPT) algorithms form the tractable subset of programs for modeling environmental dynamics. The optimal QPT policy is selected based on a mutable cost function based on algorithmic complexity as well as computational resource complexity. Instead of Turing machines, we estimate the cost metrics on a high-level language to allow realistic experimentation. The entire agent design is encapsulated in a self-replicating quine which mutates the cost function based on the predictive value of the optimal policy choosing scheme. Thus, multiple agents with pareto-optimal QPT policies evolve using genetic programming, mimicking the development of physical theories each with different resource trade-offs. This formal framework is termed Quantum Knowledge Seeking Agent (QKSA). Despite its importance, few quantum reinforcement learning models exist in contrast to the current thrust in quantum machine learning. QKSA is the first proposal for a framework that resembles the classical URL models. Similar to how AIXI-tl is a resource-bounded active version of Solomonoff universal induction, QKSA is a resource-bounded participatory observer framework to the recently proposed algorithmic information-based reconstruction of quantum mechanics. QKSA can be applied for simulating and studying aspects of quantum information theory. Specifically, we demonstrate that it can be used to accelerate quantum variational algorithms which include tomographic reconstruction as its integral subroutine.
Active Sensing for Search and Tracking: A Review
Varotto, Luca, Cenedese, Angelo, Cavallaro, Andrea
Active Position Estimation (APE) is the task of localizing one or more targets using one or more sensing platforms. APE is a key task for search and rescue missions, wildlife monitoring, source term estimation, and collaborative mobile robotics. Success in APE depends on the level of cooperation of the sensing platforms, their number, their degrees of freedom and the quality of the information gathered. APE control laws enable active sensing by satisfying either pure-exploitative or pure-explorative criteria. The former minimizes the uncertainty on position estimation; whereas the latter drives the platform closer to its task completion. In this paper, we define the main elements of APE to systematically classify and critically discuss the state of the art in this domain. We also propose a reference framework as a formalism to classify APE-related solutions. Overall, this survey explores the principal challenges and envisages the main research directions in the field of autonomous perception systems for localization tasks. It is also beneficial to promote the development of robust active sensing methods for search and tracking applications.
CELLS: Cost-Effective Evolution in Latent Space for Goal-Directed Molecular Generation
Chen, Zhiyuan, Fang, Xiaomin, Wang, Fan, Fan, Xiaotian, Wu, Hua, Wang, Haifeng
Efficiently discovering molecules that meet various property requirements can significantly benefit the drug discovery industry. Since it is infeasible to search over the entire chemical space, recent works adopt generative models for goal-directed molecular generation. They tend to utilize the iterative processes, optimizing the parameters of the molecular generative models at each iteration to produce promising molecules for further validation. Assessments are exploited to evaluate the generated molecules at each iteration, providing direction for model optimization. However, most previous works require a massive number of expensive and time-consuming assessments, e.g., wet experiments and molecular dynamic simulations, leading to the lack of practicability. To reduce the assessments in the iterative process, we propose a cost-effective evolution strategy in latent space, which optimizes the molecular latent representation vectors instead. We adopt a pre-trained molecular generative model to map the latent and observation spaces, taking advantage of the large-scale unlabeled molecules to learn chemical knowledge. To further reduce the number of expensive assessments, we introduce a pre-screener as the proxy to the assessments. We conduct extensive experiments on multiple optimization tasks comparing the proposed framework to several advanced techniques, showing that the proposed framework achieves better performance with fewer assessments.
If we can't design autonomous robots, maybe they can design themselves – TechCrunch
Elon Musk's recent announcement of an upcoming Tesla Bot -- complete with a human form, "human-level hands" and a characteristically optimistic delivery date -- has garnered a healthy serving of criticism for good reason. Among other capabilities, Musk says, the robot will eventually be capable of running errands such as going to the grocery store alone. Boston Dynamics, which has developed the most advanced humanoid robot ever created, has spent more than a decade working on its Atlas platform. While progress has been impressive, with Atlas running, jumping and even dancing in front of tens of millions of YouTube viewers, the company is quick to acknowledge that the robot is a long way from performing complex tasks autonomously. One of the best examples of evolutionary robotics potential -- and unfulfilled promise -- goes as far back as 2010 to a study published in the PLOS Biology journal.
Team builds first living robots that can reproduce
AI-designed (C-shaped) organisms push loose stem cells (white) into piles as they move through their environment. To persist, life must reproduce. Over billions of years, organisms have evolved many ways of replicating, from budding plants to sexual animals to invading viruses. Now scientists at the University of Vermont, Tufts University, and the Wyss Institute for Biologically Inspired Engineering at Harvard University have discovered an entirely new form of biological reproduction--and applied their discovery to create the first-ever, self-replicating living robots. The same team that built the first living robots ("Xenobots," assembled from frog cells--reported in 2020) has discovered that these computer-designed and hand-assembled organisms can swim out into their tiny dish, find single cells, gather hundreds of them together, and assemble "baby" Xenobots inside their Pac-Man-shaped "mouth"--that, a few days later, become new Xenobots that look and move just like themselves.
If we can't design autonomous robots, maybe they can design themselves – TechCrunch
Elon Musk's recent announcement of an upcoming Tesla Bot -- complete with a human form, "human-level hands" and a characteristically optimistic delivery date -- has garnered a healthy serving of criticism for good reason. Among other capabilities, Musk says, the robot will eventually be capable of running errands such as going to the grocery store alone. Boston Dynamics, which has developed the most advanced humanoid robot ever created, has spent more than a decade working on its Atlas platform. While progress has been impressive, with Atlas running, jumping and even dancing in front of tens of millions of YouTube viewers, the company is quick to acknowledge that the robot is a long way from performing complex tasks autonomously. One of the best examples of evolutionary robotics potential -- and unfulfilled promise -- goes as far back as 2010 to a study published in the PLOS Biology journal.
A Unified Framework for Adversarial Attack and Defense in Constrained Feature Space
Simonetto, Thibault, Dyrmishi, Salijona, Ghamizi, Salah, Cordy, Maxime, Traon, Yves Le
The generation of feasible adversarial examples is necessary for properly assessing models that work on constrained feature space. However, it remains a challenging task to enforce constraints into attacks that were designed for computer vision. We propose a unified framework to generate feasible adversarial examples that satisfy given domain constraints. Our framework supports the use cases reported in the literature and can handle both linear and non-linear constraints. We instantiate our framework into two algorithms: a gradient-based attack that introduces constraints in the loss function to maximize, and a multi-objective search algorithm that aims for misclassification, perturbation minimization, and constraint satisfaction. We show that our approach is effective on two datasets from different domains, with a success rate of up to 100%, where state-of-the-art attacks fail to generate a single feasible example. In addition to adversarial retraining, we propose to introduce engineered non-convex constraints to improve model adversarial robustness. We demonstrate that this new defense is as effective as adversarial retraining. Our framework forms the starting point for research on constrained adversarial attacks and provides relevant baselines and datasets that future research can exploit.