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Competitive relative performance and fitness selection for evolutionary robotics.

机译:竞争性相对性能和进化机器人技术的适用性选择。

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Evolutionary Robotics (ER) is a field of research that applies evolutionary computing methods to the automated design and synthesis of behavioral robotics controllers. In the general case, reinforcement learning (RL) using high-level task performance feedback is applied to the evolution of controllers for autonomous mobile robots. This form of RL learning is required for the evolution of complex and non-trivial behaviors because a direct error-feedback signal is generally not available. Only the high-level behavior or task is known, not the complex sensor-motor signal mappings that will generate that behavior. Most work in the field has used evolutionary neural computing methods. Over the course of the preceding decade, ER research has been largely focused on proof-of-concept experiments. Such work has demonstrated both the evolvablility of neural network controllers and the feasibility of implementation of those evolved controllers on real robots. However, these proof-of-concept results leave important questions unanswered. In particular, no ER work to date has shown that it is possible to evolve complex controllers in the general case. The research described in this work addresses issues relevant to the extension of ER to generalized automated behavioral robotics controller synthesis. In particular, we focus on fitness selection function specification. The case is made that current methods of fitness selection represent the primary factor limiting the further development of ER. We formulate a fitness function that accommodates the Bootstrap Problem during early evolution, but that limits human bias in selection later in evolution. In addition, we apply ER methods to evolve networks that have far more inputs, and are of a much greater complexity than those used in other ER work. We focus on the evolution of robot controllers for the competitive team game Capture the Flag. Games are played in a variety of maze environments. The robots use processed video data requiring 150 or more neural network inputs for sensing of their environment. The evolvable artificial neural network (ANN) controllers are of a general variable-size architecture that allows for arbitrary connectivity. Resulting evolved ANN controllers contain on the order of 5000 weights. The evolved controllers are tested in competitions of 240 games against hand-coded knowledge-based controllers. Results show that evolved controllers are competitive with the knowledge-based controllers and can win a modest majority of games in a large tournament in a challenging world configuration.
机译:进化机器人(ER)是一个研究领域,将进化计算方法应用于行为机器人控制器的自动化设计和综合。在一般情况下,使用高级任务性能反馈的强化学习(RL)应用于自主移动机器人的控制器的发展。复杂学习和非平凡行为的演化需要这种形式的RL学习,因为通常没有直接的错误反馈信号。只有高级行为或任务是已知的,而不会生成该行为的复杂的传感器-电动机信号映射则是已知的。该领域中的大多数工作都使用了进化神经计算方法。在过去的十年中,ER研究主要集中在概念验证实验上。这样的工作既证明了神经网络控制器的可发展性,又证明了在真正的机器人上实现这些进化的控制器的可行性。但是,这些概念验证的结果仍未解决重要问题。特别是,迄今为止,没有任何ER工作表明在一般情况下可以开发复杂的控制器。这项工作中描述的研究解决了与将ER扩展到广义自动化行为机器人控制器综合相关的问题。特别是,我们着重于适应度选择功能规范。事实证明,当前的适应度选择方法代表了限制ER进一步发展的主要因素。我们制定了适应度函数,可以适应早期进化过程中的Bootstrap问题,但可以限制人类在进化后期选择中的偏见。另外,我们将ER方法应用于具有更多输入并且比其他ER工作中使用的网络复杂得多的网络。我们专注于竞技团队游戏 Capture the Flag 的机器人控制器的发展。在各种迷宫环境中玩游戏。机器人使用需要150个或更多神经网络输入的处理后视频数据来感测其环境。可进化的人工神经网络(ANN)控制器具有通用的可变大小体系结构,可以实现任意连接。最终形成的ANN控制器包含大约5000个权重。进化后的控制器在240场比赛中与手工编码的基于知识的控制器进行了测试。结果表明,发展起来的控制器与基于知识的控制器具有竞争性,并且可以在具有挑战性的世界格局中赢得大型锦标赛中的大部分游戏。

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