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23
Cooperative mobile robotics: Antecedents and directions
, 1995
"... There has been increased research interest in systems composed of multiple autonomous mobile robots exhibiting collective behavior. Groups of mobile robots are constructed, with an aim to studying such issues as group architecture, resource conflict, origin of cooperation, learning, and geometric pr ..."
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Cited by 255 (3 self)
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There has been increased research interest in systems composed of multiple autonomous mobile robots exhibiting collective behavior. Groups of mobile robots are constructed, with an aim to studying such issues as group architecture, resource conflict, origin of cooperation, learning, and geometric problems. As yet, few applications of collective robotics have been reported, and supporting theory is still in its formative stages. In this paper, we give a critical survey of existing works and discuss open problems in this field, emphasizing the various theoretical issues that arise in the study of cooperative robotics. We describe the intellectual heritages that have guided early research, as well as possible additions to the set of existing motivations. 1
Evolving Self-Organizing Behaviors for a Swarm-bot
- Autonomous Robots
, 2004
"... In this paper, we introduce a self-assembling and self-organizing artifact, called a swarm-bot, composed of a swarm of s-bots, mobile robots with the ability to connect to and to disconnect from each other. We discuss the challenges involved in controlling a swarm-bot and address the problem of ..."
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Cited by 93 (54 self)
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In this paper, we introduce a self-assembling and self-organizing artifact, called a swarm-bot, composed of a swarm of s-bots, mobile robots with the ability to connect to and to disconnect from each other. We discuss the challenges involved in controlling a swarm-bot and address the problem of synthesizing controllers for the swarm-bot using artificial evolution.
Competition, Coevolution and the Game of Tag
, 1994
"... Tag is a children's game based on symmetrical pursuit and evasion. In the experiments described here, control programs for mobile agents (simulated vehicles) are evolved based on their skill at the game of tag. A player's fitness is determined by how well it performs when placed in competition with ..."
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Cited by 93 (0 self)
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Tag is a children's game based on symmetrical pursuit and evasion. In the experiments described here, control programs for mobile agents (simulated vehicles) are evolved based on their skill at the game of tag. A player's fitness is determined by how well it performs when placed in competition with several opponents chosen randomly from the coevolving population of players. In the beginning, the quality of play is very poor. Then slightly better strategies begin to exploit the weaknesses of others. Through evolution, guided by competitive fitness, increasingly better strategies emerge over time. 1. Introduction Many of us remember playing the game of tag as children. Tag is played by two or more, one of whom is designated as it. The it player chases the others, who all try to escape. Tag is a simple contest of pursuit and evasion. These activities are common in the natural world, most predatorprey interactions involve pursuit and evasion. Tag also includes an aspect of role-reversal, b...
Evolving Mobile Robots Able to Display Collective Behaviours
- Artificial Life
, 2002
"... this paper we present a set of experiments in which a group of simulated robots were evolved for the ability to aggregate and to move together toward a light target ..."
Abstract
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Cited by 80 (24 self)
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this paper we present a set of experiments in which a group of simulated robots were evolved for the ability to aggregate and to move together toward a light target
An Indexed Bibliography of Genetic Algorithms in Power Engineering
, 1995
"... s: Jan. 1992 -- Dec. 1994 ffl CTI: Current Technology Index Jan./Feb. 1993 -- Jan./Feb. 1994 ffl DAI: Dissertation Abstracts International: Vol. 53 No. 1 -- Vol. 55 No. 4 (1994) ffl EEA: Electrical & Electronics Abstracts: Jan. 1991 -- Dec. 1994 ffl P: Index to Scientific & Technical Proceedings: Ja ..."
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Cited by 67 (8 self)
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s: Jan. 1992 -- Dec. 1994 ffl CTI: Current Technology Index Jan./Feb. 1993 -- Jan./Feb. 1994 ffl DAI: Dissertation Abstracts International: Vol. 53 No. 1 -- Vol. 55 No. 4 (1994) ffl EEA: Electrical & Electronics Abstracts: Jan. 1991 -- Dec. 1994 ffl P: Index to Scientific & Technical Proceedings: Jan. 1986 -- Feb. 1995 (except Nov. 1994) ffl EI A: The Engineering Index Annual: 1987 -- 1992 ffl EI M: The Engineering Index Monthly: Jan. 1993 -- Dec. 1994 The following GA researchers have already kindly supplied their complete autobibliographies and/or proofread references to their papers: Dan Adler, Patrick Argos, Jarmo T. Alander, James E. Baker, Wolfgang Banzhaf, Ralf Bruns, I. L. Bukatova, Thomas Back, Yuval Davidor, Dipankar Dasgupta, Marco Dorigo, Bogdan Filipic, Terence C. Fogarty, David B. Fogel, Toshio Fukuda, Hugo de Garis, Robert C. Glen, David E. Goldberg, Martina Gorges-Schleuter, Jeffrey Horn, Aristides T. Hatjimihail, Mark J. Jakiela, Richard S. Judson, Akihiko Konaga...
From SAB90 to SAB94 : Four Years of Animat Research
, 1994
"... This paper builds on a previous review of significant research on adaptive behavior in animats. It summarizes the current state of the art and suggests some directions likely to provide interesting results in the near future. 1 Introduction An animat is a simulated animal or a real robot whose rule ..."
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Cited by 33 (8 self)
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This paper builds on a previous review of significant research on adaptive behavior in animats. It summarizes the current state of the art and suggests some directions likely to provide interesting results in the near future. 1 Introduction An animat is a simulated animal or a real robot whose rules of behavior are inspired by those of animals. It is usually equipped with sensors, with actuators, and with a behavioral control architecture that allow it to react or to respond to variations in its environment (internal or external), notably to those that might impair its chances of survival. The behavior of an animat is what the animat does. This is characterized by a sequence of actions which reflects the dynamic interplay between the animat and its environment, mediated through the animat's sensors and actuators. The behavior of an animat is adaptive so long as it allows the animat to survive or to fulfill its mission. This requires that the animat's essential variables be monitored a...
The Evolution of Communication Schemes Over Continuous Channels
- In
, 1996
"... Many problems impede the design of multiagent systems, not the least of which is the passing of information between agents. While others hand implement communication routes and semantics, we explore a method by which communication can evolve. In the experiments described here, we model agents as con ..."
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Cited by 26 (0 self)
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Many problems impede the design of multiagent systems, not the least of which is the passing of information between agents. While others hand implement communication routes and semantics, we explore a method by which communication can evolve. In the experiments described here, we model agents as connectionist networks. We supply each agent with a number of communications channels implemented by the addition of both input and output units for each channel. The output units initiate environmental signals whose amplitude decay over distance and are perturbed by environmental noise. An agent does not receive input from other individuals, rather the agent's input reflects the summation of all other agents' output signals along that channel. Because we use real-valued activations, the agents communicate using real-valued vectors. Under our evolutionary program, GNARL, the agents coevolve a communication scheme over continuous channels which conveys task-specific information. 1. INTRODUCTION...
Evolving collective behavior in an artificial ecology
- Artificial Life
, 2001
"... Abstract Collective behavior refers to coordinated group motion, common to many animals. The dynamics of a group can be seen as a distributed model, each “animal ” applying the same rule set. This study investigates the use of evolved sensory controllers to produce schooling behavior. A set of artif ..."
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Cited by 21 (0 self)
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Abstract Collective behavior refers to coordinated group motion, common to many animals. The dynamics of a group can be seen as a distributed model, each “animal ” applying the same rule set. This study investigates the use of evolved sensory controllers to produce schooling behavior. A set of artificial creatures “live ” in an artificial world with hazards and food. Each creature has a simple artificial neural network brain that controls movement in different situations. A chromosome encodes the network structure and weights, which may be combined using artificial evolution with another chromosome, if a creature should choose to mate. Prey and predators coevolve without an explicit fitness function for schooling to produce sophisticated, nondeterministic, behavior. The work highlights the role of species ’ physiology in understanding behavior and the role of
The blind breeding the blind: Adaptive behavior without looking
- In
, 1994
"... Sensors and internal states are often considered necessary components of any adaptively behaving organism, providing the information needed to adapt a creature 's behavior in response to conditions in its external or internal environment. But adaptive, survivalenhancing behavior is possible even in ..."
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Cited by 12 (2 self)
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Sensors and internal states are often considered necessary components of any adaptively behaving organism, providing the information needed to adapt a creature 's behavior in response to conditions in its external or internal environment. But adaptive, survivalenhancing behavior is possible even in simple simulated creatures lacking all direct contact with their environment --- evolutionarily shaped blind action may suffice to keep a population of creatures alive and reproducing. In this paper, we consider the evolution of the behavioral repertoires of such sensor-less creatures in response to environments of various types. Different spatial and temporal distributions of food result in the evolution of very different behavioral strategies, including the use of looping movements as time-keepers in these otherwise cognitively-challenged creatures. Exploring the level of adaptiveness available in even such simple creatures as these serves to establish a baseline to which the adaptive beha...
Coevolutionary Fitness Switching: Learning Complex Collective Behaviors Using Genetic Programming
, 1999
"... Genetic programming provides a useful paradigm for developing multiagent systems in the domains where human programming alone is not sufficient to take into account all the details of possible situations. However, existing GP methods attempt to evolve collective behavior immediately from primitive a ..."
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Cited by 4 (1 self)
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Genetic programming provides a useful paradigm for developing multiagent systems in the domains where human programming alone is not sufficient to take into account all the details of possible situations. However, existing GP methods attempt to evolve collective behavior immediately from primitive actions. More realistic tasks require several emergent behaviors and a proper coordination of these is essential for success. We have recently proposed a framework, called fitness switching, to facilitate learning to coordinate composite emergent behaviors using genetic programming. Coevolutionary fitness switching described in this chapter extends our previous work by introducing the concept of coevolution for more effective implementation of fitness switching. Performance of the presented method is evaluated on the table transport problem and a simple version of simulated robot soccer problem. Simulation results show that coevolutionary fitness switching provides an effective mechanism for learning complex collective behaviors which may not be evolved by simple genetic programming. Evolving complex collective behaviors is an interesting problem for distributed intelligence and artificial life. Some tasks can be done faster or more easily by dividing them up among

