Title: Evolutionary Robotics
1Evolutionary Robotics
- Tom Ziemke
- Dept. of Computer Science
- University of Skövde, Sweden
- tom_at_ida.his.se
2Largely based on
- Nolfi Floreano (2000). Evolutionary Robotics
The Biology, Intelligence and Technology of
Self-Organizing Machines. MIT Press.
3Evolutionary Robotics (ER)
- ER the attempt to develop robots and their
sensorimotor control systems through an automatic
design process ( self-organization) involving
artificial evolution - general procedure (as in all evolutionary
computing) - take an initial population of random individuals
- evaluate each individuals fitness
- let population reproduce using fitness-biased
selection, crossover, mutation, etc. - Go back to step ?
4Why robotics is hard
- behavioral, physical systems are difficult to
design - much more than computer programs they depend on
the interaction with their environment, which is - often dynamic, unpredictable, etc.
- usually not fully accessible for the robot
- robot and environment form a dynamical system
- robots sensory state is a function of the
environment and its own actions - not easy to know a priori what internal
mechanisms result in which behavior (and the
other way round!)
5ER vs. Robot Learning
- robot learning (e.g. using ANNs,) relies on the
capacity to self-organize and generalize from a
limited training set - learning can be very useful where a (formal)
model of the control task is lacking (e.g.
ALVINN) - but it requires explicit feedback
- targets in each time step in supervised learning
- occasional feedback in reinforcement learning
- ER shares reliance on self-organization
- but required amount of feedback (much) lower
- no constraints on what can be evolved
6What is actually evolved?
- most common evolution of neural network weights
as an alternative to conventional training - because local (gradient descent) search methods
have serious limitations - in particular recurrent nets are difficult to
train - supervised and reinforcement learning require
more a priori knowledge - evolution of initial weights for life-time
learning - evolution of learning rules
- evolution of network architectures /
modularization - evolution of robot morphologies
- e.g. brain-body co-evolution
7Khepera robot
- small size makes it easy to build and re-arrange
environments (and relatively simple to simulate)
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9Example (1) - Looping maze
10Looping maze experiment
- goals
- carried out entirely on the physical robot
- simple fitness function that emphasizes
environmental interaction - network
- eight inputs from infrared sensors
- two outputs control motors (1 forward, 0
backward, 0.5 no motion) - output layer is self-recurrent
- population
- 80 individuals (networks)
- fitness evaluation 80 steps ( 300 ms)
11Fitness function
- goal
- robot should move fast, stay away from
obstacles - F V (1 - ?(?v)) (1 - I)
- V average rotation speed of the wheels
- maximized by speed
- ?v difference in speed
- maximized by straight motion
- i highest sensor activity (between 0 no object,
1 touching object) - maximized by distance from objects
12Fitness curve (as usual)
13Evolved direction of motion
- direction of motion not specified, but frontal
direction emerges after a few generation
14- state-space of the three components of the
fitness function - motion of evolution (equilibirum points of the
best individuals) - V 0.6
- 1-i 0.6 (i.e. i 0.4)
- 1 - ?(?v) 0.4
15Example (2) - Homing
- additional sensors
- 2 light sensors
- one IR under the robot detects black and white
- battery (sim.)
- linear decrease in 50 cycles
- instantly recharged in the black area, near the
light tower
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17Fitness function
- simpler version of the previous one
- F V (1 - i)
- V average rotation speed of the wheels
- maximized by speed
- i highest sensor activity (between 0 no object,
1 touching object) - maximized by distance from objects
- robot has to return to the zone, otherwise
battery runs out, but it shouldnt stay there
(fitness 0)
18Evolutionary process
- population of 100 individuals
- each started with a full battery in each
generation in a random position - maximum of steps set to 150
- robot evolved for 10 days in a dark room (except
for the light tower) - after about 200 generations individuals were
capable of - navigating around the environment
- avoiding walls and the recharging area
- starting a homing trajectory when 1/3 of battery
power left - returning to the area when there were only 2-3
battery-steps to go - leaving immediately after recharge
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20Simulation vs. Reality
- controllers are often evolved in simulation
because - robot can damage itself or the environment when
making mistakes - evolution takes a lot of time
- many individuals many generations evaluation
period - transfer simulation ? reality
- possible if simulation is sufficiently realistic
- but that makes simulation more time-consuming
- evolved controllers are often evaluated or
evolved further on the physical robot
21Example (3) - Garbage-collecting robot
- 60 cm 35 cm environment, surrounded by 3cm
walls - equipped with 2 DOF gripper (up-down, open-close)
- task pick up target objects (height 3 cm
diameter 2.3 cm) - search for objects, avoiding walls
- recognize and approach objects
- pick up objects
- search for a wall, avoiding other objects
- recognize and approach wall
- release object
22Example (4) - Competitive Co-Evolution
- CCE the evolution of two or more competing
populations with coupled fitness - e.g. predator - prey
- may enhance the power of artificial evolution
- evolutionary arms races competing populations
can reciprocally drive each other to
incrementally increasing levels of behavioral
complexity
23CCE Experiments with Kheperas
24Body Brain Chicken Egg?
- Creating artificial life forms through
evolutionary robotics faces a "chicken and egg"
problem - Learning to control a complex body is dominated
by inductive biases specific to its sensors and
effectors, while - building a body which is controllable is
conditioned on the pre-existence of a
brain. (Funes Pollack, 1997)
25Example (5) Experimental Setup
26Evolving behavior and vision in predator and prey
- Preconditions
- Same maximum speed in both robots
- Speed in predator constrained by the view angle
27Prey dominate
28Variation Adding a constraint
- Preconditions
- Same maximum speed in both robots
- Speed in both robots constrained by the view
angle
29Predators dominate
30Morphological space
- Prey choose speed over vision
31Evolution of physical structures (Brandeis)
- E.g. Lego structures, first in simulation
- e.g. a bridge, fitness length from starting
point
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33Golem Project - Brain-Body Co-Evolution
- In simulation and reality Golem project at
Pollacks DEMO Lab, Brandeis (Lipson Pollack,
2000) - physical robot is (semi-) automatically
constructed using 3D solid printing from
thermoplastic material (only motors to be added)
34Open issues in evolutionary robotics
- designers influence is still strong fitness
function, genotype-phenotype mapping,
environment, population sizes, robot body (number
and position of sensors, etc.), control
architecture, etc. - but there is active research on all of those
issues - for applications time is certainly still a
problem - relevance for the understanding of natural
systems - ER models are extremely simplified
- but useful
- for understanding general principles (e.g.
co-evolution, interaction between learning and
evolution, etc.) - fairly assumption-free modeling and hypothesis
testing