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 Evolutionary Systems


Mixed-Initiative Procedural Content Generation using Level Design Patterns and Interactive Evolutionary Optimisation

arXiv.org Artificial Intelligence

An approach for building mixed-initiative tools for the procedural generation of game levels using interactive evolutionary optimisation is introduced. A tool is created based on this approach which (a) is focused on supporting the designer to explore the design space and (b) only requires the designer to interact with it by designing levels. The tool identifies level design patterns in an initial hand-designed map and uses that information to drive an optimisation algorithm. This results in a number of suggestions which are presented to the designer, who can then edit them providing the system with valuable designer feedback. The effectiveness of this approach to create levels with similar level design patterns to a target is illustrated through a series of algorithm driven benchmark tests. To test the mixed-initiative aspect of the tool a triple-blind mixed-method, user study was conducted. When compared to a control group, provided with random level suggestions throughout the design process, the mixed-initiative approach increased engagement in the level design task and was effective in inspiring new ideas and design directions. This provides significant evidence that procedural content generation can be used as a powerful tool to support the human design process.


A Deep Q-learning/genetic Algorithms Based Novel Methodology For Optimizing Covid-19 Pandemic Government Actions

arXiv.org Machine Learning

Whenever countries are threatened by a pandemic, as is the case with the COVID-19 virus, governments should take the right actions to safeguard public health as well as to mitigate the negative effects on the economy. In this regard, there are two completely different approaches governments can take: a restrictive one, in which drastic measures such as self-isolation can seriously damage the economy, and a more liberal one, where more relaxed restrictions may put at risk a high percentage of the population. The optimal approach could be somewhere in between, and, in order to make the right decisions, it is necessary to accurately estimate the future effects of taking one or other measures. In this paper, we use the SEIR epidemiological model (Susceptible - Exposed - Infected - Recovered) for infectious diseases to represent the evolution of the virus COVID-19 over time in the population. To optimize the best sequences of actions governments can take, we propose a methodology with two approaches, one based on Deep Q-Learning and another one based on Genetic Algorithms. The sequences of actions (confinement, self-isolation, two-meter distance or not taking restrictions) are evaluated according to a reward system focused on meeting two objectives: firstly, getting few people infected so that hospitals are not overwhelmed with critical patients, and secondly, avoiding taking drastic measures for too long which can potentially cause serious damage to the economy. The conducted experiments prove that our methodology is a valid tool to discover actions governments can take to reduce the negative effects of a pandemic in both senses. We also prove that the approach based on Deep Q-Learning overcomes the one based on Genetic Algorithms for optimizing the sequences of actions.


Evo* 2020 -- Late-Breaking Abstracts Volume

arXiv.org Artificial Intelligence

This volume contains the Late-Breaking Abstracts submitted to the Evo* 2020 Conference, that took place online, from 15 to 17 of April 2020. These papers where presented as short talks and also at the poster session of the conference together with other regular submissions. All of them present ongoing research and preliminary results investigating on the application of different approaches of Bioinspired Methods (mainly Evolutionary Computation) to different problems, most of them real world ones.


Rolling Horizon NEAT for General Video Game Playing

arXiv.org Artificial Intelligence

This paper presents a new Statistical Forward Planning (SFP) method, Rolling Horizon NeuroEvolution of Augmenting Topologies (rhNEAT). Unlike traditional Rolling Horizon Evolution, where an evolutionary algorithm is in charge of evolving a sequence of actions, rhNEAT evolves weights and connections of a neural network in real-time, planning several steps ahead before returning an action to execute in the game. Different versions of the algorithm are explored in a collection of 20 GVGAI games, and compared with other SFP methods and state of the art results. Although results are overall not better than other SFP methods, the nature of rhNEAT to adapt to changing game features has allowed to establish new state of the art records in games that other methods have traditionally struggled with. The algorithm proposed here is general and introduces a new way of representing information within rolling horizon evolution techniques.


A Novel CNet-assisted Evolutionary Level Repairer and Its Applications to Super Mario Bros

arXiv.org Artificial Intelligence

Applying latent variable evolution to game level design has become more and more popular as little human expert knowledge is required. However, defective levels with illegal patterns may be generated due to the violation of constraints for level design. A traditional way of repairing the defective levels is programming specific rule-based repairers to patch the flaw. However, programming these constraints is sometimes complex and not straightforward. An autonomous level repairer which is capable of learning the constraints is needed. In this paper, we propose a novel approach, CNet, to learn the probability distribution of tiles giving its surrounding tiles on a set of real levels, and then detect the illegal tiles in generated new levels. Then, an evolutionary repairer is designed to search for optimal replacement schemes equipped with a novel search space being constructed with the help of CNet and a novel heuristic function. The proposed approaches are proved to be effective in our case study of repairing GAN-generated and artificially destroyed levels of Super Mario Bros. game. Our CNet-assisted evolutionary repairer can also be easily applied to other games of which the levels can be represented by a matrix of objects or tiles.


A Survey of Behavior Trees in Robotics and AI

arXiv.org Artificial Intelligence

Behavior Trees (BTs) were invented as a tool to enable modular AI in computer games, but have received an increasing amount of attention in the robotics community in the last decade. With rising demands on agent AI complexity, game programmers found that the Finite State Machines (FSM) that they used scaled poorly and were difficult to extend, adapt and reuse. In BTs, the state transition logic is not dispersed across the individual states, but organized in a hierarchical tree structure, with the states as leaves. This has a significant effect on modularity, which in turn simplifies both synthesis and analysis by humans and algorithms alike. These advantages are needed not only in game AI design, but also in robotics, as is evident from the research being done. In this paper we present a comprehensive survey of the topic of BTs in Artificial Intelligence and Robotic applications. The existing literature is described and categorized based on methods, application areas and contributions, and the paper is concluded with a list of open research challenges.


Novelty Search makes Evolvability Inevitable

arXiv.org Artificial Intelligence

Evolvability is an important feature that impacts the ability of evolutionary processes to find interesting novel solutions and to deal with changing conditions of the problem to solve. The estimation of evolvability is not straightforward and is generally too expensive to be directly used as selective pressure in the evolutionary process. Indirectly promoting evolvability as a side effect of other easier and faster to compute selection pressures would thus be advantageous. In an unbounded behavior space, it has already been shown that evolvable individuals naturally appear and tend to be selected as they are more likely to invade empty behavior niches. Evolvability is thus a natural byproduct of the search in this context. However, practical agents and environments often impose limits on the reach-able behavior space. How do these boundaries impact evolvability? In this context, can evolvability still be promoted without explicitly rewarding it? We show that Novelty Search implicitly creates a pressure for high evolvability even in bounded behavior spaces, and explore the reasons for such a behavior. More precisely we show that, throughout the search, the dynamic evaluation of novelty rewards individuals which are very mobile in the behavior space, which in turn promotes evolvability.


Many-Objective Software Remodularization using NSGA-III

arXiv.org Artificial Intelligence

Software systems nowadays are complex and difficult to maintain due to continuous changes and bad design choices. To handle the complexity of systems, software products are, in general, decomposed in terms of packages/modules containing classes that are dependent. However, it is challenging to automatically remodularize systems to improve their maintainability. The majority of existing remodularization work mainly satisfy one objective which is improving the structure of packages by optimizing coupling and cohesion. In addition, most of existing studies are limited to only few operation types such as move class and split packages. Many other objectives, such as the design semantics, reducing the number of changes and maximizing the consistency with development change history, are important to improve the quality of the software by remodularizing it. In this paper, we propose a novel many-objective search-based approach using NSGA-III. The process aims at finding the optimal remodularization solutions that improve the structure of packages, minimize the number of changes, preserve semantics coherence, and re-use the history of changes. We evaluate the efficiency of our approach using four different open-source systems and one automotive industry project, provided by our industrial partner, through a quantitative and qualitative study conducted with software engineers.


dMFEA-II: An Adaptive Multifactorial Evolutionary Algorithm for Permutation-based Discrete Optimization Problems

arXiv.org Artificial Intelligence

The emerging research paradigm coined as multitasking optimization aims to solve multiple optimization tasks concurrently by means of a single search process. For this purpose, the exploitation of complementarities among the tasks to be solved is crucial, which is often achieved via the transfer of genetic material, thereby forging the Transfer Optimization field. In this context, Evolutionary Multitasking addresses this paradigm by resorting to concepts from Evolutionary Computation. Within this specific branch, approaches such as the Multifactorial Evolutionary Algorithm (MFEA) has lately gained a notable momentum when tackling multiple optimization tasks. This work contributes to this trend by proposing the first adaptation of the recently introduced Multifactorial Evolutionary Algorithm II (MFEA-II) to permutation-based discrete optimization environments. For modeling this adaptation, some concepts cannot be directly applied to discrete search spaces, such as parent-centric interactions. In this paper we entirely reformulate such concepts, making them suited to deal with permutation-based search spaces without loosing the inherent benefits of MFEA-II. The performance of the proposed solver has been assessed over 5 different multitasking setups, composed by 8 datasets of the well-known Traveling Salesman (TSP) and Capacitated Vehicle Routing Problems (CVRP). The obtained results and their comparison to those by the discrete version of the MFEA confirm the good performance of the developed dMFEA-II, and concur with the insights drawn in previous studies for continuous optimization.


DREAM Architecture: a Developmental Approach to Open-Ended Learning in Robotics

arXiv.org Artificial Intelligence

Robots are still limited to controlled conditions, that the robot designer knows with enough details to endow the robot with the appropriate models or behaviors. Learning algorithms add some flexibility with the ability to discover the appropriate behavior given either some demonstrations or a reward to guide its exploration with a reinforcement learning algorithm. Reinforcement learning algorithms rely on the definition of state and action spaces that define reachable behaviors. Their adaptation capability critically depends on the representations of these spaces: small and discrete spaces result in fast learning while large and continuous spaces are challenging and either require a long training period or prevent the robot from converging to an appropriate behavior. Beside the operational cycle of policy execution and the learning cycle, which works at a slower time scale to acquire new policies, we introduce the redescription cycle, a third cycle working at an even slower time scale to generate or adapt the required representations to the robot, its environment and the task. We introduce the challenges raised by this cycle and we present DREAM (Deferred Restructuring of Experience in Autonomous Machines), a developmental cognitive architecture to bootstrap this redescription process stage by stage, build new state representations with appropriate motivations, and transfer the acquired knowledge across domains or tasks or even across robots. We describe results obtained so far with this approach and end up with a discussion of the questions it raises in Neuroscience.