Evolution, Brains and Multiple Objectives By Jacob Schrum [email protected].

46
Evolution, Brains and Multiple Objectives By Jacob Schrum [email protected]

Transcript of Evolution, Brains and Multiple Objectives By Jacob Schrum [email protected].

Page 1: Evolution, Brains and Multiple Objectives By Jacob Schrum schrum2@cs.utexas.edu.

Evolution, Brains and Multiple Objectives

By Jacob Schrum

[email protected]

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About Me

B.S. from S.U. in 2006Majors: Math, Computer Science and GermanHonors Thesis w/ Walt Potter:

Genetic Algorithms and Neural Networks Currently Ph.D. student at U.T. Austin

Received M.S.C.S. in 2009Neural Networks Research Group:

Genetic Algorithms and Neural Networks

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Evolution Change in allele frequencies in population Alleles = variant gene forms Genes ⇨ traits Traits affect:

Survival Reproduction

Natural selection favors good traits

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Genetic Algorithms Abstraction of evolution

Genes = bits, integers, reals Natural selection = fitness function Mutation = bit flip, integer swap, random perturbation, … Crossover = parents swap substrings

Other representations, mutation ops, crossover ops, …

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)()()( ADCABA Boolean Satisfiability

Applications

K. A. De Jong and W. M. Spears, “Using Genetic Algorithms to Solve NP-Complete Problems” ICGA 1989

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)()()( ADCABA

Applications

Magic SquaresT. Xie and L. Kang, "An evolutionary algorithm for magic squares" CEC 2003

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)()()( ADCABA

Applications

Circuit DesignJ. D. Lohn and S. P. Colombano, "A circuit representation technique for automated circuit design" EC 3:3 Sep. 1999

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)()()( ADCABA

Applications

Wing Design/Cost OptimizationJ. L. Rogers and J. A. Samareh, "Cost Optimization with a Genetic Algorithm" NASA Langley Research Center, RTA 705-03-11-03, October 2000

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)()()( ADCABA

Applications

Traveling Salesman ProblemP. Jog, J. Y. Suh, and D. van Gucht. "The effects of population size, heuristic crossover and local improvement on a genetic algorithm for the traveling salesman problem" ICGA 1989.

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)()()( ADCABA

Applications

Resource-Constrained SchedulingS. Hartmann, "A competitive genetic algorithm for resource-constrained project scheduling" NRL 45 1998

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)()()( ADCABA

Applications

Lens Design

X. Chen and K. Yamamoto, "Genetic algorithm and its application in lens design", SPIE 1996

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)()()( ADCABA

Applications

Weight Selection for Fixed Neural NetworksF.H.F. Leung, H.K. Lam, S.H. Ling and P.K.S. Tam, "Tuning of the structure and parameters of a neural network using an improved genetic algorithm" NN 14:1 Jan. 2003

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)()()( ADCABA

Applications

What Are Neural Networks?

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Artificial Neural Networks

Brain = network of neurons ANN = simple model of brain

Neurons organized into layers

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What Can Neural Networks Do?

In theory, anything! Universal Approximation Theorem

NNs are function approximators

In practice, learning is hard Supervised: Backpropagation Unsupervised: Self-organizing maps Reinforcement Learning:

Temporal-difference learning and Evolutionary computation

M]1,0[[0,1]N

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Neuro-Evolution Genetic Algorithms + Neural Networks Many different network representations

Fixed length string Subpopulations for each Evolve topology and weights hidden layer neuron [1] [2]

[1] F. Gomez and R. Miikkulainen, "Incremental Evolution Of Complex General Behavior" Adaptive Behavior 5, 1997.[2] K. O. Stanley and R. Miikkulainen, "Evolving Neural Networks Through Augmenting Topologies" EC 10:2, 2002.

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Constructive Neuroevolution Population of networks w/ no hidden nodes Random weights and connections

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Constructive Neuroevolution Evaluate, assign fitness Select the fittest to survive

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Constructive Neuroevolution Fill out population Crossover and/or cloning

Crossover Clone

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Constructive Neuroevolution Random mutations Perturb weight, add link, splice neuron

No mutation Perturb weight Add link Splice neuron

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Constructive Neuroevolution Can add recurrent links as well Provide a form of memory

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Neuroevolution Applications

F. Gomex and R. Miikkulainen, “2-D Pole Balancing With Recurrent Evolutionary Networks” ICANN 1998

Double Pole Balancing

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Neuroevolution Applications

K. O. Stanley and R. Miikkulainen, "Competitive Coevolution through Evolutionary Complexification" JAIR 21, 2004

Robot Duel

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Neuroevolution Applications

N. Kohl, K. Stanley, R. Miikkulainen, M. Samples, and R. Sherony, "Evolving a Real-World Vehicle Warning System" GECCO 2006

Vehicle Crash Warning System

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Neuroevolution Applications

K. O. Stanley, B. D. Bryant, I. Karpov, R. Miikkulainen, "Real-Time Evolution of Neural Networks in the NERO Video Game" AAAI 2006

Training Video Game Agents

http://nerogame.org/

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What I Do With Neuroevolution Discover complex behavior

Multiagent domainsSimulations, robotics, video games

Support for multiple modes of behavior Multiobjective optimization

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Mutiobjective Optimization

Pareto dominance: iff

Assumes maximization Want nondominated points

NSGA-II [3] used Popular EMO method

uv

ii uvni :,,1

ii uvni :,,1 Nondominated

[3] K. Deb, S. Agrawal, A. Pratap, T. Meyarivan, "A Fast Elitist Non-dominated sorting genetic algorithm for multi-objective optimization: NSGA-II" PPSN VI, 2000

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Non-dominated Sorting Genetic Algorithm II

Population P with size N; Evaluate P Use mutation to get P´ size N; Evaluate P´ Calculate non-dominated fronts of {P P´} size 2N New population size N from highest fronts of {P P´}

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Evolve Game AI Game where opponents have multiple objectives

Inflict damage as a group Avoid damage individually Stay alive individually

Objectives are contradictory and distinct

Opponents take damage from batPlayer is knocked back by NPC

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Intelligent Baiting Behavior

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How to avoid stagnation

Some trade-offs are too easy to reach Focus on difficult objectives TUG: Targeting Unachieved Goals

Avoids need for incremental evolution

Evolution

Hard Objectives

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Smaller Team w/ Expert Timing

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Multitask Domains

Perform separate tasks Predator/Prey

Prey: run awayPred: prevent escape

Front/Back RammingAttack with ram on frontAttack with ram on back

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Multitask Mode Mutation Two tasks, two modes Start with one mode, mutation adds another Appropriate mode used for task Preference neurons control mode choice

Multimodal Networks One network, multiple policies

Multitask [4] = one mode per taskMode mutation = network chooses mode to use

[4] R. A. Caruana, "Multitask learning: A knowledge-based source of inductive bias" ICML 1993

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Multimodal Predator/Prey BehaviorLearned with Mode Mutation

Runs away in Prey task Corralling behavior in Predator task

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Multimodal Front/Back Ramming Behavior

Learned with Multitask

Efficient front ramming Immediately turn around to attack with back ram

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What about “real” domains?

Unreal Tournament 2004Commercial video gameBasis for BotPrize competition:

Bot Turing Test Placed 2nd with our bot: UT^2

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UT^2 Behavior/Judging Game

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Summary

Neural networks can represent complex behavior Neuroevolution = way to discover this behavior Multiobjective evolution needed in complex domains Success in challenging designed/commercial domains

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Questions?

E-mail: [email protected]

Webpage: http://www.cs.utexas.edu/~schrum2/

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Auxiliary Slides

Empirical results

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Differences for Alternating and Chasing significant with p < .05

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