Results 1 - 10
of
42
Cooperative Coevolution: An Architecture for Evolving Coadapted Subcomponents
- Evolutionary Computation
, 2000
"... To successfully apply evolutionary algorithms to the solution of increasingly complex problems, we must develop effective techniques for evolving solutions in the form of interacting coadapted subcomponents. One of the major difficulties is finding computational extensions to our current evolutionar ..."
Abstract
-
Cited by 153 (4 self)
- Add to MetaCart
To successfully apply evolutionary algorithms to the solution of increasingly complex problems, we must develop effective techniques for evolving solutions in the form of interacting coadapted subcomponents. One of the major difficulties is finding computational extensions to our current evolutionary paradigms that will enable such subcomponents to “emerge ” rather than being hand designed. In this paper, we describe an architecture for evolving such subcomponents as a collection of cooperating species. Given a simple stringmatching task, we show that evolutionary pressure to increase the overall fitness of the ecosystem can provide the needed stimulus for the emergence of an appropriate number of interdependent subcomponents that cover multiple niches, evolve to an appropriate level of generality, and adapt as the number and roles of their fellow subcomponents change over time. We then explore these issues within the context of a more complicated domain through a case study involving the evolution of artificial neural networks.
Incremental Evolution of Complex General Behavior
- Adaptive Behavior
, 1997
"... Several researchers have demonstrated how complex action sequences can be learned through neuro-evolution (i.e. evolving neural networks with genetic algorithms). However, complex general behavior such as evading predators or avoiding obstacles, which is not tied to specific environments, turns out ..."
Abstract
-
Cited by 121 (25 self)
- Add to MetaCart
Several researchers have demonstrated how complex action sequences can be learned through neuro-evolution (i.e. evolving neural networks with genetic algorithms). However, complex general behavior such as evading predators or avoiding obstacles, which is not tied to specific environments, turns out to be very difficult to evolve. Often the system discovers mechanical strategies (such as moving back and forth) that help the agent cope, but are not very effective, do not appear believable and would not generalize to new environments. The problem is that a general strategy is too difficult for the evolution system to discover directly. This paper proposes an approach where such complex general behavior is learned incrementally, by starting with simpler behavior and gradually making the task more challenging and general. The task transitions are implemented through successive stages of delta-coding (i.e. evolving modifications), which allows even converged populations to adapt to the new t...
Forming Neural Networks through Efficient and Adaptive Coevolution
- Evolutionary Computation
, 1998
"... This article demonstrates the advantages of a cooperative, coevolutionary search in difficult control problems. The SANE system coevolves a population of neurons that cooperate to form a functioning neural network. In this process, neurons assume different but overlapping roles, resulting in a robus ..."
Abstract
-
Cited by 73 (12 self)
- Add to MetaCart
This article demonstrates the advantages of a cooperative, coevolutionary search in difficult control problems. The SANE system coevolves a population of neurons that cooperate to form a functioning neural network. In this process, neurons assume different but overlapping roles, resulting in a robust encoding of control behavior. SANE is shown to be more efficient, more adaptive, and maintain higher levels of diversity than the more common network-based population approaches. Further empirical studies illustrate the emergent neuron specializations and the different roles the neurons assume in the population. 1 Introduction Artificial evolution has become an increasingly popular method for forming control policies in difficult decision problems (Grefenstette, Ramsey, & Schultz, 1990; Moriarty & Miikkulainen, 1996a; Whitley, Dominic, Das, & Anderson, 1993). Such applications are very different from the function optimization tasks to which evolutionary algorithms (EA) have been tradition...
Solving Non-Markovian Control Tasks with Neuroevolution
- In Proceedings of the 16th International Joint Conference on Artificial Intelligence
, 1999
"... The success of evolutionary methods on standard control learning tasks has created a need for new benchmarks. The classic pole balancing problem is no longer difficult enough to serve as a viable yardstick for measuring the learning efficiency of these systems. The double pole case, where two poles ..."
Abstract
-
Cited by 70 (22 self)
- Add to MetaCart
The success of evolutionary methods on standard control learning tasks has created a need for new benchmarks. The classic pole balancing problem is no longer difficult enough to serve as a viable yardstick for measuring the learning efficiency of these systems. The double pole case, where two poles connected to the cart must be balanced simultaneously is much more difficult, especially when velocity information is not available. In this article, we demonstrate a neuroevolution system, Enforced Sub-populations (ESP), that is used to evolve a controller for the standard double pole task and a much harder, non-Markovian version. In both cases, our results show that ESP is faster than other neuroevolution methods. In addition, we introduce an incremental method that evolves on a sequence of tasks, and utilizes a local search technique (DeltaCoding) to sustain diversity. This method enables the system to solve even more difficult versions of the task where direct evolution cannot. 1 Introdu...
Real-time neuroevolution in the nero video game
- IEEE Transactions on Evolutionary Computation
, 2005
"... In most modern video games, character behavior is scripted; no matter how many times the player exploits a weakness, that weakness is never repaired. Yet if game characters could learn through interacting with the player, behavior could improve as the game is played, keeping it interesting. This pap ..."
Abstract
-
Cited by 48 (16 self)
- Add to MetaCart
In most modern video games, character behavior is scripted; no matter how many times the player exploits a weakness, that weakness is never repaired. Yet if game characters could learn through interacting with the player, behavior could improve as the game is played, keeping it interesting. This paper introduces the real-time NeuroEvolution of Augmenting Topologies (rtNEAT) method for evolving increasingly complex artificial neural networks in real time, as a game is being played. The rtNEAT method allows agents to change and improve during the game. In fact, rtNEAT makes possible an entirely new genre of video games in which the player trains a team of agents through a series of customized exercises. To demonstrate this concept, the NeuroEvolving Robotic Operatives (NERO) game was built based on rtNEAT. In NERO, the player trains a team of virtual robots for combat against other players ’ teams. This paper describes results from this novel application of machine learning, and demonstrates that rtNEAT makes possible video games like NERO where agents evolve and adapt in real time. In the future, rtNEAT may allow new kinds of educational and training applications through interactive and adapting games. 1
Evolving Neural Networks to Play Go
- Applied Intelligence
, 1998
"... Go is a difficult game for computers to master, and the best go programs are still weaker than the average human player. Since the traditional game playing techniques have proven inadequate, new approaches to computer go need to be studied. This paper presents a new approach to learning to play go. ..."
Abstract
-
Cited by 37 (5 self)
- Add to MetaCart
Go is a difficult game for computers to master, and the best go programs are still weaker than the average human player. Since the traditional game playing techniques have proven inadequate, new approaches to computer go need to be studied. This paper presents a new approach to learning to play go. The SANE (Symbiotic, Adaptive Neuro-Evolution) method was used to evolve networks capable of playing go on small boards with no pre-programmed go knowledge. On a 9 \Theta 9 go board, networks that were able to defeat a simple computer opponent were evolved within a few hundred generations. Most significantly, the networks exhibited several aspects of general go playing, which suggests the approach could scale up well. 1 Introduction Go is hard. For computers at least, this is true. Though the game has not received the level of attention that computer chess, for example, has received, considerable effort has gone into trying to create strong go playing programs. Yet, despite this effort, the...
Cooperative Coevolution of Multi-Agent Systems
, 2001
"... In certain tasks such as pursuit and evasion, multiple agents need to coordinate their behavior to achieve a common goal. An interesting question is, how can such behavior best be evolved? When the agents are controlled with neural networks, a powerful method is to coevolve them in separate subpopul ..."
Abstract
-
Cited by 30 (3 self)
- Add to MetaCart
In certain tasks such as pursuit and evasion, multiple agents need to coordinate their behavior to achieve a common goal. An interesting question is, how can such behavior best be evolved? When the agents are controlled with neural networks, a powerful method is to coevolve them in separate subpopulations, and test together in the common task. In this paper, such a method, called Multi-Agent ESP (Enforced Subpopulations) is presented, and demonstrated in a prey-capture task. The approach is shown more efficient and robust than evolving a single central controller for all agents. The role of communication in such domains is also studied, and shown to be unnecessary and even detrimental if effective behavior in the task can be expressed as role-based cooperation rather than synchronization. 1
Learning Cooperative Lane Selection Strategies for Highways
- In Proceedings of the Fifeenth National Conference on Artificial Intelligence
, 1998
"... This paper presents a novel approach to traffic management by coordinating driver behaviors. Current traffic management systems do not consider lane organization of the cars and only affect traffic flows by controlling traffic signals or ramp meters. However, drivers can increase traffic throughput ..."
Abstract
-
Cited by 29 (3 self)
- Add to MetaCart
This paper presents a novel approach to traffic management by coordinating driver behaviors. Current traffic management systems do not consider lane organization of the cars and only affect traffic flows by controlling traffic signals or ramp meters. However, drivers can increase traffic throughput and more consistently maintain desired speeds by selecting lanes intelligently. We pose the problem of intelligent lane selection as a challenging and potentially rewarding problem for artificial intelligence, and we propose a methodology that uses supervised and reinforcement learning to form distributed control strategies. Initial results are promising and demonstrate that intelligent lane selection can achieve higher traffic throughput, maximize desired speeds, and reduce the total number of lane changes. Introduction A large effort is under way by government and industry in America, Europe, and Japan to develop intelligent vehicle and highway systems (IVHS). These systems incorporate i...
Active Guidance for a Finless Rocket using Neuroevolution
, 2003
"... Finless rockets are more efficient than finned designs, but are too unstable to fly unassisted. These rockets require an active guidance system to control their orientation during flight and maintain stability. Because rocket dynamics... ..."
Abstract
-
Cited by 28 (11 self)
- Add to MetaCart
Finless rockets are more efficient than finned designs, but are too unstable to fly unassisted. These rockets require an active guidance system to control their orientation during flight and maintain stability. Because rocket dynamics...

