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Evolutionary Robotics

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Title: Evolutionary Robotics


1
Evolutionary Robotics

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Why Robotics, Artificial Intelligence, or any
Engineering-based approach?
  • Psychobiology is in the business of
    reverse-engineering cognitive systems
  • Top-down vs. Bottom-up approaches
  • Emergentism raises problems for reductionism
  • Constructionism
  • Encourages specificity
  • Epistemological Barriers

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Braitenbergs Vehicles
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Why Evolutionary?
  • Functional Decomposition
  • Optimization vs. Good-Enough
  • Exaptation (Evolution is a miser)
  • Natural Selection provides a weakly constraining
    fitness function

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Architectures
  • Representationalism
  • Cognitive Systems deal rules operating over
    symbols, specifically propositions, e.g. the
    black dog
  • Knowledge-based Systems
  • One module contains a warehouse of knowledge,
    stored propositionally
  • Another module queries and searches the knowledge
    base for relevant material

8
Architectures
  • Production Systems (ACT-r)
  • Operate via condition-action rules
  • If (predator), then (fear activation)
  • If (fear activation), then (run)
  • If (run), then (increase heart rate)
  • Multiple modules for domain specific tasks
  • Working memory buffer
  • Perception module
  • Action module
  • Global behavior emerges from interactions of
    components
  • Symbolic systems are very powerful

9
Architectures
  • Behavior-based Robotics
  • Global behavior of robot emerges through the
    interaction between basic behaviors and the
    environment
  • Basis behaviors implemented in separate parts of
    the control system and a coordination mechanism
    determines relative strength of each behavior in
    the particular situation

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Problems
  • Production Systems and Behavior Based Robotics
    are not wrong, just incomplete
  • Behaviorism capitalized on stimulus-response
    associations
  • Need an architecture sensitive to the structural
    and statistical properties of its inputs
  • Need an architecture that has the capacity for
    self-organization (removing the burden of
    explicit design from the experimenter)

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Problems
  • Often, behavior is built into the system rather
    than emerging from the system, thus limiting its
    explanatory value
  • Working memory buffer is constrained to only hold
    7-2 items
  • What is the propositional representation of a
    picture?
  • Functional Decomposition

12
Neural Networks
  • McCulloch and Pitts- 1943
  • We know that the neuron is the fundamental
    computational unit in the brain
  • We know that cognitive abilities arise from
    collections of neurons acting together (lesions)
  • How do collections of interconnected neurons
    produce coherent behavior?
  • Computer simulations of neurons and collections
    of neurons may tell us

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Logical Operators
AND Sally went to the beach and drank a coke.

T2
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OR Sally will either live or die.
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Properties of Neural Networks
  • Associative
  • Networks are inherently associative. Activity in
    one node spreads to neighboring nodes, activating
    their respective representations.
  • Because of this associativity, and the properties
    of distributed representations, similar
    representations cluster.
  • Example Hypercolumns Retinotopy

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  • Pattern Completion
  • Networks can complete known patterns on the basis
    of partial information. If several units from a
    particular well-known pattern are activated, but
    a few are not, the activation reverberates
    through the network, causing the missing
    information to be completed in the manner most
    consistent with the stimulus information given.
  • This property also allows them to compensate for
    noisy input

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  • . Graceful Degredation
  • If you destroy a piece of the CPU of a computer,
    it will crash. Or, if you delete a few lines of
    code from a program, it will also crash.
  • Brains are not like this.
  • Neurons die all the time, dont radically disrupt
    functioning.
  • Lesions cause focal deficits
  • Because any given neuron or piece of cortex is
    only one of many players in a representation of
    cognitive function, damage has limited effects.
    Deficits increase with increased damage, but its
    not catastrophic

19
Learning
  • 1949 Donald Hebb
  • Networks can learn by altering the synaptic
    strength, or the weights of connections between
    units.
  • However, prior to the 80s, connection weights had
    to be hand-set by trial-and-error to get the
    network to perform a task.
  • The trick is to devise a rule that specifies how
    to adjust the weights as a function of past
    performance so that improvement takes place.

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Supervised Learning
  • A teacher provides feedback to a network on its
    performance.
  • The teacher may be a set of nodes with the
    correct output for a given problem. A network
    then tries to reach that output given a set of
    inputs.
  • An error signal is computed which calculates the
    difference between the actual output (teacher)
    and the arrived at solution (learner).
  • Aspects of motor system do this actual vs.
    intended output

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Backpropogation
  • An algorithm which assigns blame to nodes for
    the amount of error.
  • Determines which connection weights contributed
    most to the error and sdjusts them.
  • Process iterated until no or minimal error
    remains.

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Reinforcement Learning
  • Network (learner) is not told the correct output,
    only whether the arrived at solution is good or
    bad.
  • Example The dopaminergic, reward system.

23
Unsupervised Learning
  • Self-Organization
  • No teacher or reinforcement.
  • The local, causal dynamics of the network shape
    its behavior.
  • Hebbian Learning

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The Power of Learning in NNs
  • In production systems and engineering, a problem
    is solved in advance, then implemented.
  • Neural networks only receive inputs and desired
    outputs, and finds solutions on its own.
  • Often, the derived solution is very unintuitive.

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Emergenesis in a Neural Network
Invalidly-Cued Trial
Validly-Cued Trial
cue
x
x
target
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Alert
Interrupt
Localize
RT
Disengage
Move
neutral
valid
invalid
Engage
Inhibit
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Response Unit
Object Unit
Spatial Units
Input Unit
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Khepera Robot
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Genetic Algorithms
  • Operates on a population of artificial
    chromosomes by selectively reproducing
    chromosomes of individuals with higher
    performance and applying random changes
  • Applied for many generations until fitness
    function stops increasing, or a satisfactory
    individual is found

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Artificial Chromosome
  • An artificial chromosome is a string that encodes
    the characteristics of an individual
  • String may encode the value of a variable of a
    function that must be optimized, may encode
    connection weights of a neural network, or
    network architecture with learning rules for
    network development, etc.
  • Most of the subsequent experiments encode
    synaptic weights, so that in essence, multiple
    networks are explored
  • How and what to encode in the chromosome is the
    subject of intense research

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Fitness Function
  • A performance criterion that evaluates the
    performance of each individual phenotype. Higher
    is better.
  • Examples object location, the closest robots to
    an object are selected maze navigation, those
    successfully navigating maze fastest are selected
  • Choice of fitness function has consequence for
    artificial evolution
  • The more detailed and constrained a fitness
    function is, the closer artificial evolution
    becomes to a supervised learning technique and
    less is left to emergence and autonomy of the
    evolving system

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Selective Reproduction
  • Copies are made of the best individuals in the
    population
  • the probability of a given individual being
    reproduced equals its fitness divided by the sum
    fitness of the population
  • Tournament Selection
  • Elitism
  • Copies are are then subjected to crossover with a
    random partner of the same generation, and
    mutation

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Evolution of Simple Navigation
Fitness function has three components to be
maximized Speed, Straightness, Obstacle
Avoidance
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  • Robot reaches peak speed of 48 mm/s on
    straight-aways (max. speed is 80 mm/s)
  • In terms of fitness function, there is no
    advantage for robots that move forward or
    backward. All robots move in direction of side
    with more sensors (front) thus maximizing
    information to deal with upcoming walls
  • Both of these emerge from robot-environment
    interaction
  • When compared to hand-coded robots, evolved
    robots performed better or comparable (as
    measured by fitness function)

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  • When the selection criterion changes (either a
    change in environment or fitness function), some
    individuals that previously were not among the
    best may be selected for reproduction and pull
    the population toward a new area of genetic space
  • Thus, evolving systems are continuously adaptive
  • Adaptation as displacement of a partially
    converged population in genetic space (Harvey
    1992, 1993)

42
Reactive Intelligence
  • Sensors and motors are directly linked
  • Agents react to the same sensory state with the
    same motor action

43
Active Perception
  • What about cases where a robot must react
    differently to similar looking sensory patterns?
    (Perceptual aliasing problem)

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Overcoming Perceptual Aliasing
  • Agents partially determine the sensory patterns
    they receive from the environment by executing
    actions that modify the position of the agent
    with respect to the external environment or by
    altering the environment itself

45
Power and Limits of Reactive Agents
  • Robots exploit the dimensions of the environment
  • Performance decreases with increasingly radical
    changes of environment dimensions
  • Reactive agents are able to exploit sensory-motor
    interactions and the environment to solve complex
    tasks and disambiguate similar percepts
  • However, the agents limits are reached as the
    environment becomes increasingly variable and
    indeterministic

46
Modularity
  • Modularity is an integral part of traditional
    functional decomposition approaches
  • Specific behaviors allocated to different modules
  • No mandate for modularity in evolutionary systems
  • Is modularity beneficial for some tasks?
  • Assuming we evolve modular controllers but let
    the evolutionary process determine the
    functionality of each module, will architectural
    modules correspond to basic behaviors?

47
  • Modules do aid performance
  • They do not map onto easily discernible functions
    from a distal perspective (outside looking in)
  • Subsequent analysis shows that from a proximate
    perspective (from within), modules aid in
    producing different motor behaviors to similar
    sensory states
  • Modules then are a straight-forward extension of
    the behavior of purely reactive agents

48
Hidden Layers
  • Allow a re-representation of the input layer
  • These re-representations may combine inputs from
    previous layer, like battery level and floor
    brightness, allowing behaviors to be based upon
    these new higher-level representations
  • Spontaneous emergence of internal representations
    (crude topography map)

49
Lessons
  • Increasing internal dynamics, e.g. modules or
    hidden layers, allows increased behavioral
    flexibility
  • Behavioral flexibility allows for increased
    robustness in the face of environmental changes
  • Environmental Generalization vs. Environmental
    Independence
  • Abstraction results from overlapping domain
    representations at higher levels

50
Evolution and Learning
  • Pro
  • Learning allows individuals to adapt to changes
    in the environment that occur in the lifespan of
    an individual
  • It can help and guide evolution
  • Con
  • Entails a delay in the ability to acquire fitness
  • Increased unreliability
  • Perhaps delayed reproduction

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  • Lamarkian Evolution
  • Baldwin effect
  • Evolution tends to select individuals who have
    already at birth those useful features which
    would otherwise be learned
  • Indirect genetic assimilation, canalization

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  • Evolution can select for a predisposition to
    learn in a given domain. This predisposition may
    consist of
  • The presence of starting conditions at birth,
    e.g. a particular architecture suitable for
    learning a certain task
  • An inherited tendency to behave in such a way
    that the individual is exposed to the
    appropriately learning experiences

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Competitive Co-evolution
  • Co-evolution of competing populations (e.g.
    predator and prey) may produce increasingly
    complex evolving challenges
  • May reciprocally drive one another to increasing
    levels of behavioral complexity by producing an
    evolutionary arms race
  • May also result in cycling
  • Co-evolving populations may cycle between
    alternative classes of strategies that do not
    represent progress in the long run, but are
    temporarily effective against the co-evolving
    population

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  • Co-evolution will result in increased behavioral
    complexity only if a general enough solution is
    found that is effective in a variety of
    environmental circumstances in order to avoid
    cycling
  • This solution must
  • Exist
  • Be accessible to the agent on the genetic
    landscape

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Conclusions
  • Agents are embodied
  • Agents are situated within an environment
  • Agents often settle on solutions that are
    unintuitive, raising doubts about the efficacy of
    functional decomposition
  • As the field develops, more interesting results
    will arise, for example, when more realistic
    implementations of genetic code are discovered

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Thank You!
  • Happy Thanksgiving
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