Evolutionary Systems
A Survey of Behavior Trees in Robotics and AI
Iovino, Matteo, Scukins, Edvards, Styrud, Jonathan, Ögren, Petter, Smith, Christian
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
Doncieux, Stephane, Paolo, Giuseppe, Laflaquière, Alban, Coninx, Alexandre
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
Mkaouer, Mohamed Wiem, Kessentini, Marouane, Shaout, Adnan, Koligheu, Patrice, Bechikh, Slim, Deb, Kalyanmoy, Ouni, Ali
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
Osaba, Eneko, Martinez, Aritz D., Galvez, Akemi, Iglesias, Andres, Del Ser, Javier
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
Doncieux, Stephane, Bredeche, Nicolas, Goff, Léni Le, Girard, Benoît, Coninx, Alexandre, Sigaud, Olivier, Khamassi, Mehdi, Díaz-Rodríguez, Natalia, Filliat, David, Hospedales, Timothy, Eiben, A., Duro, Richard
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.
Artificial life properties of directed interaction combinators vs. chemlambda
We provide a framework for experimentation at https://mbuliga.github.io/quinegraphs/ic-vs-chem.html#icvschem with two artificial chemistries: directed interaction combinators (dirIC, defined in section 2) and chemlambda. We are interested if these chemistries allow for artificial life behaviour: replication, metabolism and death. The main conclusion of these experiments is that graph rewrites systems which allow conflicting rewrites are better than those which don't, as concerns their artificial life properties. This is in contradiction with the search for good graph rewrite systems for decentralized computing, where non-conflicting graph rewrite systems are historically preferred. This continues the artificial chemistry experiments with chemlambda, lambda calculus or interaction combinators, available from the entry page at https://chemlambda.github.io/index.html and described in arXiv:2003.14332.
Feature Selection with Evolving, Fast and Slow Using Two Parallel Genetic Algorithms
Cetin, Uzay, Gundogmus, Yunus Emre
Feature selection is one of the most challenging issues in machine learning, especially while working with high dimensional data. In this paper, we address the problem of feature selection and propose a new approach called Evolving Fast and Slow. This new approach is based on using two parallel genetic algorithms having high and low mutation rates, respectively. Evolving Fast and Slow requires a new parallel architecture combining an automatic system that evolves fast and an effortful system that evolves slow. With this architecture, exploration and exploitation can be done simultaneously and in unison. Evolving fast, with high mutation rate, can be useful to explore new unknown places in the search space with long jumps; and Evolving Slow, with low mutation rate, can be useful to exploit previously known places in the search space with short movements. Our experiments show that Evolving Fast and Slow achieves very good results in terms of both accuracy and feature elimination.
Optimizing Vessel Trajectory Compression
Fikioris, Giannis, Patroumpas, Kostas, Artikis, Alexander
Thanks to the Automatic Identification System (AIS), tracking vessels across the seas provides a powerful means for maritime safety and environmental protection. However, large amounts of streaming AIS positional updates from vessels can hardly contribute additional knowledge about their actual motion patterns. Vessels are generally expected to maintain straight, predictable routes at open sea, except in cases of adverse weather conditions, accidents, traffic restrictions, etc. In [11] a maritime surveillance system was introduced, involving a trajectory detection module that can provide summarized representations of vessel trajectories by consuming AIS positional messages online. The key idea behind the proposed summarization is that keeping only some critical points may be enough to reconstruct with tolerable accuracy the original course of each vessel. Indeed, instead of retaining every incoming position for every vessel or even applying a costly multi-pass trajectory simplification algorithm, this method drops positions along trajectory segments of "normal" motion characteristics. In addition, the retained critical points can be marked with suitable annotations, i.e., indicating stops, turning points, changes in speed, etc. The resulting trajectory synopsis per vessel is derived from those judiciously annotated critical points and can approximately reconstruct its original course.
Fuzzy Mutation Embedded Hybrids of Gravitational Search and Particle Swarm Optimization Methods for Engineering Design Problems
Kar, Devroop, Ghosh, Manosij, Guha, Ritam, Sarkar, Ram, García-Hernández, Laura, Abraham, Ajith
Gravitational Search Algorithm (GSA) and Particle Swarm Optimization (PSO) are nature-inspired, swarm-based optimization algorithms respectively. Though they have been widely used for single-objective optimization since their inception, they suffer from premature convergence. Even though the hybrids of GSA and PSO perform much better, the problem remains. Hence, to solve this issue we have proposed a fuzzy mutation model for two hybrid versions of PSO and GSA - Gravitational Particle Swarm (GPS) and PSOGSA. The developed algorithms are called Mutation based GPS (MGPS) and Mutation based PSOGSA (MPSOGSA). The mutation operator is based on a fuzzy model where the probability of mutation has been calculated based on the closeness of particle to population centroid and improvement in the particle value. We have evaluated these two new algorithms on 23 benchmark functions of three categories (unimodal, multi-modal and multi-modal with fixed dimension). The experimental outcome shows that our proposed model outperforms their corresponding ancestors, MGPS outperforms GPS 13 out of 23 times (56.52%) and MPSOGSA outperforms PSOGSA 17 times out of 23 (73.91 %). We have also compared our results against those of recent optimization algorithms such as Sine Cosine Algorithm (SCA), Opposition-Based SCA, and Volleyball Premier League Algorithm (VPL). In addition, we have applied our proposed algorithms on some classic engineering design problems and the outcomes are satisfactory. The related codes of the proposed algorithms can be found in this link: Fuzzy-Mutation-Embedded-Hybrids-of-GSA-and-PSO.
Lenia and Expanded Universe
We report experimental extensions of Lenia, a continuous cellular automata family capable of producing lifelike self-organizing autonomous patterns. The rule of Lenia was generalized into higher dimensions, multiple kernels, and multiple channels. The final architecture approaches what can be seen as a recurrent convolutional neural network. Using semi-automatic search e.g. genetic algorithm, we discovered new phenomena like polyhedral symmetries, individuality, self-replication, emission, growth by ingestion, and saw the emergence of "virtual eukaryotes" that possess internal division of labor and type differentiation. We discuss the results in the contexts of biology, artificial life, and artificial intelligence.