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536
Competitive Coevolution through Evolutionary Complexification
- Journal of Artificial Intelligence Research
, 2002
"... Two major goals in machine learning are the discovery of complex multidimensional solutions and continual improvement of existing solutions. In this paper, we argue that complexification, i.e. the incremental elaboration of solutions through adding new structure, achieves both these goals. We demons ..."
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Cited by 202 (71 self)
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Two major goals in machine learning are the discovery of complex multidimensional solutions and continual improvement of existing solutions. In this paper, we argue that complexification, i.e. the incremental elaboration of solutions through adding new structure, achieves both these goals. We demonstrate the power of complexification through the NeuroEvolution of Augmenting Topologies (NEAT) method, which evolves increasingly complex neural network architectures. NEAT is applied to an open-ended coevolutionary robot duel domain where robot controllers compete head to head. Because the robot duel domain supports a wide range of sophisticated strategies, and because coevolution benefits from an escalating arms race, it serves as a suitable testbed for observing the effect of evolving increasingly complex controllers. The result is an arms race of increasingly sophisticated strategies. When compared to the evolution of networks with fixed structure, complexifying networks discover significantly more sophisticated strategies. The results suggest that in order to realize the full potential of evolution, and search in general, solutions must be allowed to complexify as well as optimize.
A Taxonomy for Artificial Embryogeny
, 2003
"... A major challenge for evolutionary computation is to evolve phenotypes such as neural networks, sensory systems, or motor controllers at the same level of complexity as found in biological organisms. In order to meet this challenge, many researchers are proposing indirect encodings, that is, evoluti ..."
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Cited by 199 (51 self)
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A major challenge for evolutionary computation is to evolve phenotypes such as neural networks, sensory systems, or motor controllers at the same level of complexity as found in biological organisms. In order to meet this challenge, many researchers are proposing indirect encodings, that is, evolutionary mechanisms where the same genes are used multiple times in the process of building a phenotype. Such gene reuse allows compact representations of very complex phenotypes. Development is a natural choice for implementing indirect encodings, if only because nature itself uses this very process. Motivated by the development of embryos in nature, we define Artificial Embryogeny (AE) as the subdiscipline of evolutionary computation (EC) in which phenotypes undergo a developmental phase. An increasing number of AE systems are currently being developed, and a need has arisen for a principled approach to comparing and contrasting, and ultimately building, such systems. Thus, in this paper, we develop a principled taxonomy for AE. This taxonomy provides a unified context for long-term research in AE, so that implementation decisions can be compared and contrasted along known dimensions in the design space of embryogenic systems. It also allows predicting how the settings of various AE parameters affect the capacity to efficiently evolve complex phenotypes.
Compositional pattern producing networks: A novel abstraction of development
, 2007
"... Natural DNA can encode complexity on an enormous scale. Researchers are attempting to achieve the same representational efficiency in computers by implementing developmental encodings, i.e. encodings that map the genotype to the phenotype through a process of growth from a small starting point to a ..."
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Cited by 122 (42 self)
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Natural DNA can encode complexity on an enormous scale. Researchers are attempting to achieve the same representational efficiency in computers by implementing developmental encodings, i.e. encodings that map the genotype to the phenotype through a process of growth from a small starting point to a mature form. A major challenge in in this effort is to find the right level of abstraction of biological development to capture its essential properties without introducing unnecessary inefficiencies. In this paper, a novel abstraction of natural development, called Compositional Pattern Producing Networks (CPPNs), is proposed. Unlike currently accepted abstractions such as iterative rewrite systems and cellular growth simulations, CPPNs map to the phenotype without local interaction, that is, each individual component of the phenotype is determined independently of every other component. Results produced with CPPNs through interactive evolution of two-dimensional images show that such an encoding can nevertheless produce structural motifs often attributed to more conventional developmental abstractions, suggesting that local interaction may not be essential to the desirable properties of natural encoding in the way that is usually assumed.
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 ..."
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Cited by 120 (37 self)
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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
Evolutionary function approximation for reinforcement learning
- Journal of Machine Learning Research
, 2006
"... Ø�ÓÒ�ÔÔÖÓÜ�Ñ�Ø�ÓÒ�ÒÓÚ�Ð�ÔÔÖÓ��ØÓ�ÙØÓÑ�Ø��ÐÐÝ× � Ø�ÓÒ�Ð���×�ÓÒ×Ì��ר��×�×�ÒÚ�ר���Ø�×�ÚÓÐÙØ�ÓÒ�ÖÝ�ÙÒ �Ò�ÓÖ�Ñ�ÒØÐ��ÖÒ�Ò�ÔÖÓ�Ð�Ñ×�Ö�Ø��×Ù�×�ØÓ�Ø��×�Ø�×� × ÁÒÑ�ÒÝÑ���Ò�Ð��ÖÒ�Ò�ÔÖÓ�Ð�Ñ×�Ò���ÒØÑÙרÐ��ÖÒ Ñ�ÒØ���Òר�ÒØ��Ø�ÓÒÓ��ÚÓÐÙØ�ÓÒ�ÖÝ�ÙÒØ�ÓÒ�ÔÔÖÓÜ�Ñ � Ù�Ðר��Ø�Ö���ØØ�Ö��Ð�ØÓÐ��ÖÒÁÔÖ�×�ÒØ��ÙÐÐÝ�ÑÔÐ � Ø�Ó ..."
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Cited by 110 (17 self)
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Ø�ÓÒ�ÔÔÖÓÜ�Ñ�Ø�ÓÒ�ÒÓÚ�Ð�ÔÔÖÓ��ØÓ�ÙØÓÑ�Ø��ÐÐÝ× � Ø�ÓÒ�Ð���×�ÓÒ×Ì��ר��×�×�ÒÚ�ר���Ø�×�ÚÓÐÙØ�ÓÒ�ÖÝ�ÙÒ �Ò�ÓÖ�Ñ�ÒØÐ��ÖÒ�Ò�ÔÖÓ�Ð�Ñ×�Ö�Ø��×Ù�×�ØÓ�Ø��×�Ø�×� × ÁÒÑ�ÒÝÑ���Ò�Ð��ÖÒ�Ò�ÔÖÓ�Ð�Ñ×�Ò���ÒØÑÙרÐ��ÖÒ Ñ�ÒØ���Òר�ÒØ��Ø�ÓÒÓ��ÚÓÐÙØ�ÓÒ�ÖÝ�ÙÒØ�ÓÒ�ÔÔÖÓÜ�Ñ � Ù�Ðר��Ø�Ö���ØØ�Ö��Ð�ØÓÐ��ÖÒÁÔÖ�×�ÒØ��ÙÐÐÝ�ÑÔÐ � Ø�ÓÒÛ���ÓÑ��Ò�ׯ��Ì�Ò�ÙÖÓ�ÚÓÐÙØ�ÓÒ�ÖÝÓÔØ�Ñ�Þ � Ð�Ø�Ò��ÙÒØ�ÓÒ�ÔÔÖÓÜ�Ñ�ØÓÖÖ�ÔÖ�×�ÒØ�Ø�ÓÒר��Ø�Ò��Ð� Ø�ÓÒØ��Ò�ÕÙ�Û�Ø�ÉÐ��ÖÒ�Ò��ÔÓÔÙÐ�ÖÌ�Ñ�Ø�Ó�Ì� � �Æ��ÒØ�Ò��Ú��Ù�ÐÐ��ÖÒ�Ò�Ì��×Ñ�Ø�Ó��ÚÓÐÚ�×�Ò��Ú� � ÓÔØ�Ñ�Þ�Ø�ÓÒ��ÐÐ�ÒØ��×�Ø��ÓÖÝ��Ú�ÐÓÔ�Ò��«�Ø�Ú�Ö��Ò �ÓÖÁÒר����ØÖ���Ú�×ÓÒÐÝÔÓ×�Ø�Ú��Ò�Ò���Ø�Ú�Ö�Û�Ö� × ÔÖÓ�Ð�Ñ××Ù��×ÖÓ�ÓØÓÒØÖÓÐ��Ñ�ÔÐ�Ý�Ò��Ò�×Ýר�Ñ �ÒÛ���Ø�����ÒØÒ�Ú�Ö×��×�Ü�ÑÔÐ�×Ó�ÓÖÖ�Ø����Ú 1.
Search-based Procedural Content Generation: A Taxonomy and Survey
, 2011
"... The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both digital and non-digital (such as board games). The term search-based procedural content generation is proposed as the name for this emergin ..."
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Cited by 78 (38 self)
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The focus of this survey is on research in applying evolutionary and other metaheuristic search algorithms to automatically generating content for games, both digital and non-digital (such as board games). The term search-based procedural content generation is proposed as the name for this emerging field, which at present is growing quickly. A taxonomy for procedural content generation is devised, centering on what kind of content is generated, how the content is represented and how the quality/fitness of the content is evaluated; search-based procedural content generation in particular is situated within this taxonomy. This article also contains a survey of all published papers known to the authors in which game content is generated through search or optimisation, and ends with an overview of important open research problems.
Exploiting open-endedness to solve problems through the search for novelty
- Proceedings of the Eleventh International Conference on Artificial Life (Alife XI
, 2008
"... This paper establishes a link between the challenge of solving highly ambitious problems in machine learning and the goal of reproducing the dynamics of open-ended evolution in artificial life. A major problem with the objective function in machine learning is that through deception it may actually ..."
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Cited by 75 (17 self)
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This paper establishes a link between the challenge of solving highly ambitious problems in machine learning and the goal of reproducing the dynamics of open-ended evolution in artificial life. A major problem with the objective function in machine learning is that through deception it may actually prevent the objective from being reached. In a similar way, selection in evolution may sometimes act to discourage increasing complexity. This paper proposes a single idea that both overcomes the obstacle of deception and suggests a simple new approach to open-ended evolution: Instead of either explicitly seeking an objective or modeling a domain to capture the open-endedness of natural evolution, the idea is to simply search for novelty. Even in an objective-based problem, such novelty search ignores the objective and searches for behavioral novelty. Yet because many points in the search space collapse to the same point in behavior space, it turns out that the search for novelty is computationally feasible. Furthermore, because there are only so many simple behaviors, the search for novelty leads to increasing complexity. In fact, on the way up the ladder of complexity, the search is likely to encounter at least one solution. In this way, by decoupling the idea of open-ended search from only artificial life worlds, the raw search for novelty can be applied to real world problems. Counterintuitively, in the deceptive maze navigation task in this paper, novelty search significantly outperforms objective-based search, suggesting a surprising new approach to machine learning.
Evolving coordinated quadruped gaits with the HyperNEAT generative encoding
- In Proceedings of the IEEE Congress on Evolutionary Computing
, 2009
"... Abstract — Legged robots show promise for complex mobility tasks, such as navigating rough terrain, but the design of their control software is both challenging and laborious. Traditional evolutionary algorithms can produce these controllers, but require manual decomposition or other problem simplif ..."
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Cited by 59 (12 self)
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Abstract — Legged robots show promise for complex mobility tasks, such as navigating rough terrain, but the design of their control software is both challenging and laborious. Traditional evolutionary algorithms can produce these controllers, but require manual decomposition or other problem simplification because conventionally-used direct encodings have trouble taking advantage of a problem's regularities and symmetries. Such active intervention is time consuming, limits the range of potential solutions, and requires the user to possess a deep understanding of the problem's structure. This paper demonstrates that HyperNEAT, a new and promising generative encoding for evolving neural networks, can evolve quadruped gaits without an engineer manually decomposing the problem. Analyses suggest that HyperNEAT is successful because it employs a generative encoding that can more easily reuse phenotypic modules. It is also one of the first neuroevolutionary algorithms that exploits a problem's geometric symmetries, which may aid its performance. We compare HyperNEAT to FT-NEAT, a direct encoding control, and find that HyperNEAT is able to evolve impressive quadruped gaits and vastly outperforms FT-NEAT. Comparative analyses reveal that HyperNEAT individuals are more holistically affected by genetic operators, resulting in better leg coordination. Overall, the results suggest that HyperNEAT is a powerful algorithm for evolving control systems for complex, yet regular, devices, such as robots. L I.