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 automatic design


Automatically designing robot swarms in environments populated by other robots: an experiment in robot shepherding

Ramos, David Garzón, Birattari, Mauro

arXiv.org Artificial Intelligence

Automatic design is a promising approach to realizing robot swarms. Given a mission to be performed by the swarm, an automatic method produces the required control software for the individual robots. Automatic design has concentrated on missions that a swarm can execute independently, interacting only with a static environment and without the involvement of other active entities. In this paper, we investigate the design of robot swarms that perform their mission by interacting with other robots that populate their environment. We frame our research within robot shepherding: the problem of using a small group of robots, the shepherds, to coordinate a relatively larger group, the sheep. In our study, the group of shepherds is the swarm that is automatically designed, and the sheep are pre-programmed robots that populate its environment. We use automatic modular design and neuroevolution to produce the control software for the swarm of shepherds to coordinate the sheep. We show that automatic design can leverage mission-specific interaction strategies to enable an effective coordination between the two groups.


Towards Automatic Design of Factorio Blueprints

Patterson, Sean, Espasa, Joan, Chang, Mun See, Hoffmann, Ruth

arXiv.org Artificial Intelligence

Factorio is a 2D construction and management simulation video game about building automated factories to produce items of increasing complexity. A core feature of the game is its blueprint system, which allows players to easily save and replicate parts of their designs. Blueprints can reproduce any layout of objects in the game, but are typically used to encapsulate a complex behaviour, such as the production of a non-basic object. Once created, these blueprints are then used as basic building blocks, allowing the player to create a layer of abstraction. The usage of blueprints not only eases the expansion of the factory but also allows the sharing of designs with the game's community. The layout in a blueprint can be optimised using various criteria, such as the total space used or the final production throughput. The design of an optimal blueprint is a hard combinatorial problem, interleaving elements of many well-studied problems such as bin-packing, routing or network design. This work presents a new challenging problem and explores the feasibility of a constraint model to optimise Factorio blueprints, balancing correctness, optimality, and performance.


Automatic Design of Semantic Similarity Ensembles Using Grammatical Evolution

Martinez-Gil, Jorge

arXiv.org Artificial Intelligence

Semantic similarity measures are widely used in natural language processing to catalyze various computer-related tasks. However, no single semantic similarity measure is the most appropriate for all tasks, and researchers often use ensemble strategies to ensure performance. This research work proposes a method for automatically designing semantic similarity ensembles. In fact, our proposed method uses grammatical evolution, for the first time, to automatically select and aggregate measures from a pool of candidates to create an ensemble that maximizes correlation to human judgment. The method is evaluated on several benchmark datasets and compared to state-of-the-art ensembles, showing that it can significantly improve similarity assessment accuracy and outperform existing methods in some cases. As a result, our research demonstrates the potential of using grammatical evolution to automatically compare text and prove the benefits of using ensembles for semantic similarity tasks. The source code that illustrates our approach can be downloaded from https://github.com/jorge-martinez-gil/sesige.


Automatic off-line design of robot swarms: exploring the transferability of control software and design methods across different platforms

Kegeleirs, Miquel, Ramos, David Garzón, Garattoni, Lorenzo, Francesca, Gianpiero, Birattari, Mauro

arXiv.org Artificial Intelligence

Automatic off-line design is an attractive approach to implementing robot swarms. In this approach, a designer specifies a mission for the swarm, and an optimization process generates suitable control software for the individual robots through computer-based simulations. Most relevant literature has focused on effectively transferring control software from simulation to physical robots. For the first time, we investigate (i) whether control software generated via automatic design is transferable across robot platforms and (ii) whether the design methods that generate such control software are themselves transferable. We experiment with two ground mobile platforms with equivalent capabilities. Our measure of transferability is based on the performance drop observed when control software and/or design methods are ported from one platform to another. Results indicate that while the control software generated via automatic design is transferable in some cases, better performance can be achieved when a transferable method is directly applied to the new platform.


OpenAI's AutoDIME: Automating Multi-Agent Environment Design for RL Agents

#artificialintelligence

Natural selection driven by interspecific and intraspecific competition is a fundamental evolutionary mechanism that has led to the wide diversity and complexity of species inhabiting Earth. The process is mirrored to a degree in contemporary AI research, where competitive multi-agent reinforcement learning (RL) environments have enabled machines to reach superhuman performance. Designing multi-agent RL environments with conditions conducive to the development of interesting and useful agent skills can however be a time-consuming and laborious process. A common approach in single-agent settings is domain randomization, where the agent is trained on a wide distribution of randomized environments. Recent works have improved this process via automatic environment curricula techniques that adapt environment distribution during training to maximize the number of environments that produce better and more robust skills.


AutoDIME: Automatic Design of Interesting Multi-Agent Environments

#artificialintelligence

Designing a distribution of environments in which RL agents can learn interesting and useful skills is a challenging and poorly understood task, for multi-agent environments the difficulties are only exacerbated. One approach is to train a second RL agent, called a teacher, who samples environments that are conducive for the learning of student agents. However, most previous proposals for teacher rewards do not generalize straightforwardly to the multi-agent setting. We examine a set of intrinsic teacher rewards derived from prediction problems that can be applied in multi-agent settings and evaluate them in Mujoco tasks such as multi-agent Hide and Seek as well as a diagnostic single-agent maze task. Of the intrinsic rewards considered we found value disagreement to be most consistent across tasks, leading to faster and more reliable emergence of advanced skills in Hide and Seek and the maze task. Another candidate intrinsic reward considered, value prediction error, also worked well in Hide and Seek but was susceptible to noisy-TV style distractions in stochastic environments. Policy disagreement performed well in the maze task but did not speed up learning in Hide and Seek. Our results suggest that intrinsic teacher rewards, and in particular value disagreement, are a promising approach for automating both single and multi-agent environment design.


Automatic design of quantum feature maps

Altares-López, Sergio, Ribeiro, Angela, García-Ripoll, Juan José

arXiv.org Artificial Intelligence

We propose a new technique for the automatic generation of optimal ad-hoc ans\"atze for classification by using quantum support vector machine (QSVM). This efficient method is based on NSGA-II multiobjective genetic algorithms which allow both maximize the accuracy and minimize the ansatz size. It is demonstrated the validity of the technique by a practical example with a non-linear dataset, interpreting the resulting circuit and its outputs. We also show other application fields of the technique that reinforce the validity of the method, and a comparison with classical classifiers in order to understand the advantages of using quantum machine learning.


Bayesian optimization for automatic design of face stimuli

da Costa, Pedro F., Lorenz, Romy, Monti, Ricardo Pio, Jones, Emily, Leech, Robert

arXiv.org Machine Learning

Investigating the cognitive and neural mechanisms involved with face processing is a fundamental task in modern neuroscience and psychology. To date, the majority of such studies have focused on the use of pre-selected stimuli. The absence of personalized stimuli presents a serious limitation as it fails to account for how each individual face processing system is tuned to cultural embeddings or how it is disrupted in disease. In this work, we propose a novel framework which combines generative adversarial networks (GANs) with Bayesian optimization to identify individual response patterns to many different faces. Formally, we employ Bayesian optimization to efficiently search the latent space of state-of-the-art GAN models, with the aim to automatically generate novel faces, to maximize an individual subject's response. We present results from a web-based proof-of-principle study, where participants rated images of themselves generated via performing Bayesian optimization over the latent space of a GAN. We show how the algorithm can efficiently locate an individual's optimal face while mapping out their response across different semantic transformations of a face; inter-individual analyses suggest how the approach can provide rich information about individual differences in face processing.


Robots can now learn to swarm on the go

Robohub

A new generation of swarming robots which can independently learn and evolve new behaviours in the wild is one step closer, thanks to research from the University of Bristol and the University of the West of England (UWE). The team used artificial evolution to enable the robots to automatically learn swarm behaviours which are understandable to humans. This new advance published this Friday in Advanced Intelligent Systems, could create new robotic possibilities for environmental monitoring, disaster recovery, infrastructure maintenance, logistics and agriculture. Until now, artificial evolution has typically been run on a computer which is external to the swarm, with the best strategy then copied to the robots. However, this approach is limiting as it requires external infrastructure and a laboratory setting.


Bioinspired robots can now learn to swarm on the go

#artificialintelligence

A new generation of swarming robots which can independently learn and evolve new behaviors in the wild is one step closer, thanks to research from the University of Bristol and the University of the West of England (UWE). The team used artificial evolution to enable the robots to automatically learn swarm behaviors which are understandable to humans. This new advance published today in Advanced Intelligent Systems, could create new robotic possibilities for environmental monitoring, disaster recovery, infrastructure maintenance, logistics and agriculture. Until now, artificial evolution has typically been run on a computer which is external to the swarm, with the best strategy then copied to the robots. However, this approach is limiting as it requires external infrastructure and a laboratory setting.