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Swarm Behaviour Evolution via Rule Sharing and Novelty Search

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 Added by Phillip Smith Mr
 Publication date 2019
and research's language is English




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We present in this paper an exertion of our previous work by increasing the robustness and coverage of the evolution search via hybridisation with a state-of-the-art novelty search and accelerate the individual agent behaviour searches via a novel behaviour-component sharing technique. Via these improvements, we present Swarm Learning Classifier System 2.0 (SLCS2), a behaviour evolving algorithm which is robust to complex environments, and seen to out-perform a human behaviour designer in challenging cases of the data-transfer task in a range of environmental conditions. Additionally, we examine the impact of tailoring the SLCS2 rule generator for specific environmental conditions. We find this leads to over-fitting, as might be expected, and thus conclude that for greatest environment flexibility a general rule generator should be utilised.

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88 - Giuseppe Paolo 2021
Reward-based optimization algorithms require both exploration, to find rewards, and exploitation, to maximize performance. The need for efficient exploration is even more significant in sparse reward settings, in which performance feedback is given sparingly, thus rendering it unsuitable for guiding the search process. In this work, we introduce the SparsE Reward Exploration via Novelty and Emitters (SERENE) algorithm, capable of efficiently exploring a search space, as well as optimizing rewards found in potentially disparate areas. Contrary to existing emitters-based approaches, SERENE separates the search space exploration and reward exploitation into two alternating processes. The first process performs exploration through Novelty Search, a divergent search algorithm. The second one exploits discovered reward areas through emitters, i.e. local instances of population-based optimization algorithms. A meta-scheduler allocates a global computational budget by alternating between the two processes, ensuring the discovery and efficient exploitation of disjoint reward areas. SERENE returns both a collection of diverse solutions covering the search space and a collection of high-performing solutions for each distinct reward area. We evaluate SERENE on various sparse reward environments and show it compares favorably to existing baselines.
Evolvability is an important feature that impacts the ability of evolutionary processes to find interesting novel solutions and to deal with changing conditions of the problem to solve. The estimation of evolvability is not straightforward and is generally too expensive to be directly used as selective pressure in the evolutionary process. Indirectly promoting evolvability as a side effect of other easier and faster to compute selection pressures would thus be advantageous. In an unbounded behavior space, it has already been shown that evolvable individuals naturally appear and tend to be selected as they are more likely to invade empty behavior niches. Evolvability is thus a natural byproduct of the search in this context. However, practical agents and environments often impose limits on the reach-able behavior space. How do these boundaries impact evolvability? In this context, can evolvability still be promoted without explicitly rewarding it? We show that Novelty Search implicitly creates a pressure for high evolvability even in bounded behavior spaces, and explore the reasons for such a behavior. More precisely we show that, throughout the search, the dynamic evaluation of novelty rewards individuals which are very mobile in the behavior space, which in turn promotes evolvability.
Future mobile devices are anticipated to perceive, understand and react to the world on their own by running multiple correlated deep neural networks on-device. Yet the complexity of these neural networks needs to be trimmed down both within-model and cross-model to fit in mobile storage and memory. Previous studies focus on squeezing the redundancy within a single neural network. In this work, we aim to reduce the redundancy across multiple models. We propose Multi-Task Zipping (MTZ), a framework to automatically merge correlated, pre-trained deep neural networks for cross-model compression. Central in MTZ is a layer-wise neuron sharing and incoming weight updating scheme that induces a minimal change in the error function. MTZ inherits information from each model and demands light retraining to re-boost the accuracy of individual tasks. Evaluations show that MTZ is able to fully merge the hidden layers of two VGG-16 networks with a 3.18% increase in the test error averaged on ImageNet and CelebA, or share 39.61% parameters between the two networks with <0.5% increase in the test errors for both tasks. The number of iterations to retrain the combined network is at least 17.8 times lower than that of training a single VGG-16 network. Moreover, experiments show that MTZ is also able to effectively merge multiple residual networks.
Quality-Diversity (QD) algorithms evolve behaviourally diverse and high-performing solutions. To illuminate the elite solutions for a space of behaviours, QD algorithms require the definition of a suitable behaviour space. If the behaviour space is high-dimensional, a suitable dimensionality reduction technique is required to maintain a limited number of behavioural niches. While current methodologies for automated behaviour spaces focus on changing the geometry or on unsupervised learning, there remains a need for customising behavioural diversity to a particular meta-objective specified by the end-user. In the newly emerging framework of QD Meta-Evolution, or QD-Meta for short, one evolves a population of QD algorithms, each with different algorithmic and representational characteristics, to optimise the algorithms and their resulting archives to a user-defined meta-objective. Despite promising results compared to traditional QD algorithms, QD-Meta has yet to be compared to state-of-the-art behaviour space automation methods such as Centroidal Voronoi Tessellations Multi-dimensional Archive of Phenotypic Elites Algorithm (CVT-MAP-Elites) and Autonomous Robots Realising their Abilities (AURORA). This paper performs an empirical study of QD-Meta on function optimisation and multilegged robot locomotion benchmarks. Results demonstrate that QD-Meta archives provide improved average performance and faster adaptation to a priori unknown changes to the environment when compared to CVT-MAP-Elites and AURORA. A qualitative analysis shows how the resulting archives are tailored to the meta-objectives provided by the end-user.
In this paper, we proposed and validated a fully automatic pipeline for hippocampal surface generation via 3D U-net coupled with active shape modeling (ASM). Principally, the proposed pipeline consisted of three steps. In the beginning, for each magnetic resonance image, a 3D U-net was employed to obtain the automatic hippocampus segmentation at each hemisphere. Secondly, ASM was performed on a group of pre-obtained template surfaces to generate mean shape and shape variation parameters through principal component analysis. Ultimately, hybrid particle swarm optimization was utilized to search for the optimal shape variation parameters that best match the segmentation. The hippocampal surface was then generated from the mean shape and the shape variation parameters. The proposed pipeline was observed to provide hippocampal surfaces at both hemispheres with high accuracy, correct anatomical topology, and sufficient smoothness.
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