Title: Paul CRISTEA
1IWALT 2000 - International Workshop on Advanced
Learning Technologies 4-6 December 2000,
Palmerston North, New Zealand.
Adaptation to Nonstationary Environments
Learning and Evolution
Paul CRISTEA Politehnica University of
Bucharest Spl. Independentei 313, 77206
Bucharest, Romania, Phone 40 -1- 411 44 37,
Fax 40 -1- 410 44 14 e-mail pcristea_at_dsp.pub.ro
2Adaptation to Nonstationary Environments
Learning and Evolution
1. INTRODUCTION 2. EVOLUTIONARY
INTELLIGENT AGENT CONCEPT 3. EVOLUTIONARY
INTELLIGENT AGENT MODEL 4. ONTOLOGY AND
ARCHITECTURE 5. CONCLUSIONS
Paper Outline
3Intelligent Agents
- Capability to
- Learn,
- Communicate,
- Establish complex, yet flexible organizational
structures
Operate in dynamic and uncertain environments
Robust and scalable software systems
- Agent-based computation allows improved
- Modeling,
- Design,
- Implementation
4Evolutionary Systems
- Capability to
- Evolve by changing the gene pool of a population
from generation to generation by such processes
as - Mutation, Genetic Drift, Gene Flow,
- Crossing-Over,
- Selection.
Adapting the behavior to the environment
- Able to address real-world problems involving
- Chaos,
- Randomness,
- Complex nonlinear dynamics
5Evolutionary Systems
The adaptive challenge is determined by the
population, the environment and the interactions
between and within them. Reductionist models
stress either the role of the population or that
of the environment, and usually take into
account only the evolution through selection,
while ignoring learning and competition. In such
studies, simple reactive agents have been
considered, with the behavior described by a
sensorimotor map, i.e., a table of behavioral
rules of the form IF ltenvironment feature Ei
is sensed gt THEN ltdo behavior Bj
gt. This approach has the advantage of keeping
the model simple enough for directly deriving
quantitative results about the efficiency of
accomplishing the adaptive task at the level of
the population, but can not be used to
investigate the effects of the more complex
cognitive capabilities of the agents.
6Evolutionary Computation
Intelligent Agents
Evolutionary Intelligent Agents
- Bring together the two main forces of adaptation
- learning - occurring at the level of each agent
and - at the time scale of agent life,
- evolution - taking place at the level of the
population and - unfolding at the time scale of
successive generations.
7Evolutionary Intelligent Agents
- EIAs are Intelligent Agents provided with a
genotype that controls their - capability to carry out various tasks,
i.e., their phenotype. - EIAs can adapt efficiently to their environment
by using synergetically - both learning and evolution.
- EIAs can address the problem of adaptation to
nonstationary environments, i.e., to
real-life complex and non-predictable
environments - as the nowadays worldwide computer
networks, or - the user friendly learning/teaching
systems. - Current applications of the concept
- Multiresolutional Conceptual Learning A.
Meystel, 2000, - EIA based Information Retrival F.B.Pereira and
E. Costa, 1999, 2000, - EIA based Personalized Web Learning/Teaching
A. Cristea, T. Okamoto, P. Cristea, 2000
, - Genetic Estimation of Competitive Agents
Behavior A.M.Florea, 2000, - Intelligent Signal and Image Processing
P.Cristea, 2000.
8 The behavior of an EIA is not a mere
automatic response to stimuli from the
environment, but is governed by its knowledge
about the world.
Modalities to represent and process information
Cognitive Resources
External World
- Modalities to infer
- new knowledge from
- existing knowledge,
- interaction with the environment,
- communication with other agents
Sensory Representation of the World
Environment
Sensory Input
Cognitive Representation of the World
Other Agents
Communication
Modalities to behave
Actions
9Agent j
Agent k
Cognitive Resources
- Modalities to infer
- new knowledge from
- existing knowledge,
- interaction with the environment,
- communication with other agents
Cognitive reality
Cognitive reality
Linguistic communication
Modalities to behave
Perception
Perception
Sensorialreality
Sensorialreality
Telepathic communication
Modalities to represent and process
information
Actions
Actions
Sensory Input
Sensory Input
Environment
External reality
10Learning occurs mainly at the level of
individuals that modify their current knowledge
by using the outcome of their own experience.
Learning can also have a cooperative dimension,
the agents communicating through a certain
language. The successful representation of the
environment or the successful behavioral rules
can thus be shared within the population. The
decision to accept received knowledge remains
with each individual new knowledge is
appropriated only if it fits the existing
knowledge of that individual, or if the agent
rates its own current knowledge as unsatisfactory
(i.e. incomplete, uncertain or contradictory).
11Evolution occurs at the scale of the population
and involves genetic mechanisms that act over
successive generations. Both reactive and
cognitive features of the agents can be
genetically controlled. An agents genotype is
expressed in its phenotype -- the entirety of
its capabilities. No interactions within the
genome are considered every gene encodes a
unique feature in the phenotype. Some genes are
of binary type, controlling the dichotomy
existence - nonexistence of some capabilities.
Other genes specify quantitatively the value of
some parameters that determine the intensity of
agent features. The reproduction is asexual,
meaning that all agents have similar roles in
reproduction. However, along with single-parent
duplication, i.e., cloning, perturbed/enriched
by low probability small random mutations,
crossing-over -- a two-parent operator -- is also
considered.
12- The cognitive resources of an agent can be
genetically transmitted, - i.e. inherited from its parent(s)
- essential data,
- basic rules,
- mappings.
- The cognitive resources are continuously evolving
during the life - of the agent, both by accumulation of sensory
input and by - learning/refining processes at various levels.
- Baldwin effect
- Some of these acquired cognitive resources can
also be genetically - transmitted, under certain circumstances.
- J. M. Baldwin, A new factor in evolution,
American Naturalist, 30, 1896 ,441 451. - The sensorial and the cognitive maps of the
parent(s) can be inherited - by the offspring.
13Better Fitness
Trained Population (2)
Initial Population (1)
Learning
Advance of a population in the feature space
under the effect of learning.
14Better Fitness
Next Genetic Step
Initial Population Offspring (2)
Evolved Population (3)
Initial Population (1)
Random Reproduction
Selection of the fittest
Initialization
Advance of a population in the feature space
under the effect of evolution
15Better Fitness
Next Cycle
Evolved Population (3)
Trained Population (2)
Initial Population (1)
Evolution
Advance of a population in the feature space
under the combined effect of learning and
evolution.
16A prototype of the EIA system has been
implemented for study purposes, to
experimentally investigate the EIA concept. The
model is quite simple, but illustrates the
basic features of an EIA system. According to
the concept, the EIAs have not only a reactive
behavior, but also cognitive features. A
sensorimotor type of agents has been considered,
evolving in a two-dimensional world and
performing several simple tasks.
17 The system comprises one or more
agent populations - teams. Agents from different
teams interact only by acting in the same
environment. Agents from a team may also
interact directly, e.g., through message
exchange, genetic interactions, etc. All
the agents move synchronously and make at most
one movement at each step. The world is a
rectangular lattice with strong boundary
conditions. Any location is considered adjacent
to its eight surrounding neighboring locations.
An agent may move into a neighboring location,
if accessible. Walls and domain margins are
permanently inaccessible locations. Two agents
cannot be in the same location at the same time.
If two agents attempt to occupy the same
location, there is a collision and only one
of the agents succeeds, according to the agents
push strength. Some of the grid nodes contain a
certain amount of resources - seeds. Each
population has assigned some special locations on
the grid - nests. The task of an agent is to
pick up the resources and carry them to the
nests. This specific task is a pre-programmed
objective of the agent.
18- An agent holds subjective, partial information
about the environment, - at two levels of world representation
- sensorial level - depicted in a sensorial map
constructed with - tactile and visual inputs,
- cognitive level - in a cognitive map, based
on the information in the sensorial map, - modified and enriched through
- - some heuristic processing and with
- - the information
received by communicating - with other agents in the same team
- The agent decides what actions to undertake based
on the subjective - information in the cognitive map and on previous
knowledge - expressed in behavior rules.
- It sends the movement requests to the environment
and updates its - knowledge base knowing the results of these
requests.
19- The fitness of an individual agent is quantified
by its energy. - The agent starts with an initial energy.
- There is an energy cost associated to each action
and - an energy bonus at the completion
of a task. - The existence, behavior and reproduction of an
agent - depend on its energy
- IF lt the energy falls below a threshold gt
- THEN lt the agent can be destroyed gt
-
- IF lt the energy rises above a threshold gt
- THEN lt the agent can replicate and new
agents are created gt. - .
20- An agent is described by
- State attributes -- can change at every step with
the state of the agent - Position the location of the agent in the
grid that forms the world, - Orientation one of the eight neighboring
locations, - Load the amount of resources carried by the
agent. - Permanent attributes -- specified when the agent
is created and changed - only by genetic operations
- Actuator attributes -- determine directly the
agent action results - Speed number of movements an agent can make in
a given time interval, Capacity the maximum
amount of resources an agent can acquire, - Push strength determines the agent that wins
in a collision - Sensor attributes -- determine the agents
sensorial capabilities - Visual Range -- sets the depth of the visual
field - Behavior attributes -- internal attributes of
the agent, without direct influence on - the environment, not visible to the environment
and other agents. - Memory Size -- limits the amount of information
retained by an agent, - Weighting parameters -- for target selection
from multiple potential targets
21 The visual field for Visual Range 5 and for two
different orientations of an agent
22- The locations in the grid are of four different
types - Walls - not accessible to the agents, used to
create a maze configuration in which the
agents evolve and search their targets
resources and nests. The borders of the grid
are also marked as walls. - Nests - where the agents of a team have to
deliver resources. No agent picks up
resources from a nest. - Spaces - contain a non-negative amount of
non-renewable resources. An agent passing
through a space location consumes the resources
and increases its Carried Seeds
value until the amount of resources
in that location becomes zero or the agent
reaches its Capacity. - Generators - model renewable resources. An
agent entering a generator location consumes the
available resources like in a
space location, but after a certain delay the
amount of resources in that
location is incremented with a preset step, until
a preset maximum resource amount
is reached. If the delay is set to zero the
resource amount is constant,
i.e., non-exhaustible.
23- The architecture of the EIA system comprises two
components - Server - managing the environment
- Client - that communicate over an IP network.
- Several clients can connect simultaneously to the
server, modeling several agent - populations acting together in the same
environment. - The clients can be different applications running
different agent control algorithms, - as long as they respect the communication
protocol. - The server implements the world model. It manages
the environment in which the - agents are acting and controls the state of the
agents. - The information about the world stored by the
server is objective, complete and up-to-date. - The agents send movement requests to the server,
which - analyses all the requests,
- estimates the possible interactions between the
agents, - determines the resulting configuration of the
world. - The feedback from the server provides the agents
with tactile (contact) item identification
capabilities. - The server also establishes the visual
information received by each agent in accordance
to its sensorial attributes and dispatches that
information to the corresponding agent.
24 Environment
(Server machine)
Agent population
Agent population
Agent population
(Client machine)
(Client machine)
(Client machine)
Agents
Agents
Agents
Architecture of an EIA system
25- A single client machine hosts an entire agent
population (team), to facilitate the - implementation of population-level features
such as establishing a certain level - of agent collaboration or implementing genetic
interactions between the agents. - The agents remain quasi-autonomous, their actions
being decided at the individual - agent level, not at the population level.
- The client application comprises two modules
- one implementing the intelligent agents and
- another implementing a population manager.
- An agent decides what movements to make based on
- the information in its cognitive map,
- the behavior rules.
- The agent sends action movement requests to the
environment and updates its - knowledge base knowing the results of these
requests. - The communication between the agents in the same
team takes place by exchanging - information at the level of the cognitive map.
26- The population manager acts as a middle layer
between - the agents in the population and the
environment. - Computes the energy value for the agents in the
population, rewarding or taxing them
according to their actions. - Destroys the low energy agents and replicates
the high energy ones. - Performs the evolutionary operations,
implementing the genetic interaction and - applying mutations to individuals of the same
population.
Probability of agent destruction and
replication.
27The client process computes the energy according
to the results received from the server. The
energy parameters have the same value for all the
agents in the team and are set by the user when
initializing the client. The current energy of
an agent E is a positive value. Each agent
starts having an energy Einitial. The energy
decreases with a fixed amount ?Estep for each
step made by the agent. There is an additional
energy cost for a lost conflict (collision).
When the agent succeeds in delivering resources
to a nest of the team, it receives a fixed
amount ?Ebonus for each resource unit (seed )
it delivers.
28If the energy falls below a threshold Ed , the
agent may be destroyed with the
probability If the energy is higher than
another threshold Er , the agent may replicate.
After replication, a new child agent is created
with the energy Einitial. The energy of the
parent agent decreases with the same amount
Einitial. The parent can replicate again as long
as its energy remains above Er . The probability
for replication has been chosen
29The genotype is encoded in a bit string. The
genotype includes the permanent attributes
specific to an agent population. During each
simulation step, there is a low probability that
a mutation occurs to an agent chosen randomly
in the population. A mutation flips randomly one
of the bits of the encoded genotype. A
crossover operation can occur between two agents
from the same population, if they happen to be
placed in adjacent locations. A double-point
crossover operator over all the attributes
encoded in the genotype is used. The
probabilities for crossover and mutation are user
modifiable parameters. When an agent
replicates, it creates a new agent having a copy
of its genotype, except for possible mutations.
The agent knowledge may be genetically
transmitted or not the new agent can
either start with blank maps or inherit the maps
from its parent. The user selects the desired
behavior for the whole population before the
simulation begins. Genetic transmission of
acquired features leads to Baldwin effect.
30- IR basic stages
- Formulating queries
- Finding documents
- Determining relevance
- Traditional IR systems
- Static and centralized collections of directly
accessible documents - Concerned only with Formulating queries
Determining relevance - Finding documents on the Web
- Millions of documents, distributed on many
independent servers - Dynamic nature of the environment, updating of
information - Structured as a graph where documents are
connected by hyperlinks. -
- Altavista and Yahoo use indexing databases
storing efficient representation of a large
number of documents.
31After Francisco Pereira and Ernesto Costa, 2000
32After Francisco Pereira and Ernesto Costa, 2000
33After Francisco Pereira and Ernesto Costa, 2000
34- The paper presents preliminary results in
investigating the concept - of Evolutionary Intelligent Agents (EIA).
- This concept brings together features of
Intelligent Agents and the - Evolutionary / Genetic Algorithms and Genetic
Programing approaches. - There are already strong enough reasons to
believe that this new idea - allows addressing highly complex real-life
problems - ones involving - chaotic disturbances, randomness, and complex
nonlinear dynamics, - that traditional algorithms have been unable to
handle. - The EIAs have the potential to use the two main
forces of adaptation - learning and evolution.
- There are already several successful applications
of EIA to problems like - Multiresolutional Conceptual Learning,
- EIA based Web Information Retrieval,
- EIA based Personalized Web English Language
Teaching, - Intelligent Signal and Image Processing.