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Gathering sufficient instance data to either train algorithm-selection models or understand algorithm footprints within an instance space can be challenging. We propose an approach to generating synthetic instances that are tailored to perform well with respect to a target algorithm belonging to a predefined portfolio but are also diverse with respect to their features. Our approach uses a novelty search algorithm with a linearly weighted fitness function that balances novelty and performance to generate a large set of diverse and discriminatory instances in a single run of the algorithm. We consider two definitions of novelty: (1) with respect to discriminatory performance within a portfolio of solvers; (2) with respect to the features of the evolved instances. We evaluate the proposed method with respect to its ability to generate diverse and discriminatory instances in two domains (knapsack and bin-packing), comparing to another well-known quality diversity method, Multi-dimensional Archive of Phenotypic Elites (MAP-Elites) and an evolutionary algorithm that only evolves for discriminatory behaviour. The results demonstrate that the novelty search method outperforms its competitors in terms of coverage of the space and its ability to generate instances that are diverse regarding the relative size of the "performance gap" between the target solver and the remaining solvers in the portfolio. Moreover, for the Knapsack domain, we also show that we are able to generate novel instances in regions of an instance space not covered by existing benchmarks using a portfolio of state-of-the-art solvers. Finally, we demonstrate that the method is robust to different portfolios of solvers (stochastic approaches, deterministic heuristics and state-of-the-art methods), thereby providing further evidence of its generality.
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Learning optimal policies in sparse rewards settings is difficult as the learning agent has little to no feedback on the quality of its actions. In these situations, a good strategy is to focus on exploration, hopefully leading to the discovery of a reward signal to improve on. A learning algorithm capable of dealing with this kind of settings has to be able to (1) explore possible agent behaviors and (2) exploit any possible discovered reward. Exploration algorithms have been proposed that require the definition of a low-dimension behavior space, in which the behavior generated by the agent's policy can be represented. The need to design a priori this space such that it is worth exploring is a major limitation of these algorithms. In this work, we introduce STAX, an algorithm designed to learn a behavior space on-the-fly and to explore it while optimizing any reward discovered. It does so by separating the exploration and learning of the behavior space from the exploitation of the reward through an alternating two-step process. In the first step, STAX builds a repertoire of diverse policies while learning a low-dimensional representation of the high-dimensional observations generated during the policies evaluation. In the exploitation step, emitters optimize the performance of the discovered rewarding solutions. Experiments conducted on three different sparse reward environments show that STAX performs comparably to existing baselines while requiring much less prior information about the task as it autonomously builds the behavior space it explores.
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Novelty search is a powerful tool for finding diverse sets of objects in complicated spaces. Recent experiments on simplified versions of novelty search introduce the idea that novelty search happens at the level of the archive space, rather than individual points. The sparseness measure and archive update criterion create a process that is driven by a two measures: 1) spread out to cover the space while trying to remain as efficiently packed as possible, and 2) metrics inspired by k Nearest Neighbor theory. In this paper, we generalize previous simplifications of novelty search to include traditional population (µ,λ) dynamics for generating new search points, where the population and the archive are updated separately. We provide some theoretical guidance regarding balancing mutation and sparseness criteria and introduce the concept of saturation as a way of talking about fully covered spaces. We show empirically that claims that novelty search is inherently objectiveless are incorrect. We leverage the understanding of novelty search as an optimizer of archive coverage suggest several ways to improve the search, and we demonstrate one simple improvement-generate some new points directly from the archive rather than the parent population.
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Driven by host-pathogen coevolution, cell surface antigens are often the fastest evolving parts of a microbial pathogen. The persistent evolutionary impetus for novel antigen variants suggests the utility of novelty-seeking algorithms in predicting antigen diversification in microbial pathogens. In contrast to traditional genetic algorithms maximizing variant fitness, novelty-seeking algorithms optimize variant novelty. Here, we designed and implemented three evolutionary algorithms (fitness-seeking, novelty-seeking, and hybrid) and evaluated their performances in 10 simulated and 2 empirically derived antigen fitness landscapes. The hybrid walks combining fitness- and novelty-seeking strategies overcame the limitations of each algorithm alone, and consistently reached global fitness peaks. Thus, hybrid walks provide a model for microbial pathogens escaping host immunity without compromising variant fitness. Biological processes facilitating novelty-seeking evolution in natural pathogen populations include hypermutability, recombination, wide dispersal, and immune-compromised hosts. The high efficiency of the hybrid algorithm improves the evolutionary predictability of novel antigen variants. We propose the design of escape-proof vaccines based on high-fitness variants covering a majority of the basins of attraction on the fitness landscape representing all potential variants of a microbial antigen.
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Rather than acting as a review or analysis of the field, this essay focuses squarely on the motivations for investigating open-endedness and the opportunities it opens up. It begins by contemplating the awesome accomplishments of evolution in nature and the profound implications if such a process could be ignited on a computer. Some of the milestones in our understanding so far are then discussed, finally closing by highlighting the grand challenge of formalizing open-endedness as a computational process that can be encoded as an algorithm. The main contribution is to articulate why open-endedness deserves a place alongside artificial intelligence as one of the great computational challenges, and opportunities, of our time.
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Inteligência Artificial , Modelos Teóricos , Algoritmos , Evolução Biológica , Biologia ComputacionalRESUMO
Cooperative coevolutionary algorithms (CCEAs) rely on multiple coevolving populations for the evolution of solutions composed of coadapted components. CCEAs enable, for instance, the evolution of cooperative multiagent systems composed of heterogeneous agents, where each agent is modelled as a component of the solution. Previous works have, however, shown that CCEAs are biased toward stability: the evolutionary process tends to converge prematurely to stable states instead of (near-)optimal solutions. In this study, we show how novelty search can be used to avoid the counterproductive attraction to stable states in coevolution. Novelty search is an evolutionary technique that drives evolution toward behavioural novelty and diversity rather than exclusively pursuing a static objective. We evaluate three novelty-based approaches that rely on, respectively (1) the novelty of the team as a whole, (2) the novelty of the agents' individual behaviour, and (3) the combination of the two. We compare the proposed approaches with traditional fitness-driven cooperative coevolution in three simulated multirobot tasks. Our results show that team-level novelty scoring is the most effective approach, significantly outperforming fitness-driven coevolution at multiple levels. Novelty-driven cooperative coevolution can substantially increase the potential of CCEAs while maintaining a computational complexity that scales well with the number of populations.
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Evolução Biológica , Modelos Biológicos , AlgoritmosRESUMO
Numerous algorithms have been proposed to allow legged robots to learn to walk. However, most of these algorithms are devised to learn walking in a straight line, which is not sufficient to accomplish any real-world mission. Here we introduce the Transferability-based Behavioral Repertoire Evolution algorithm (TBR-Evolution), a novel evolutionary algorithm that simultaneously discovers several hundreds of simple walking controllers, one for each possible direction. By taking advantage of solutions that are usually discarded by evolutionary processes, TBR-Evolution is substantially faster than independently evolving each controller. Our technique relies on two methods: (1) novelty search with local competition, which searches for both high-performing and diverse solutions, and (2) the transferability approach, which combines simulations and real tests to evolve controllers for a physical robot. We evaluate this new technique on a hexapod robot. Results show that with only a few dozen short experiments performed on the robot, the algorithm learns a repertoire of controllers that allows the robot to reach every point in its reachable space. Overall, TBR-Evolution introduced a new kind of learning algorithm that simultaneously optimizes all the achievable behaviors of a robot.
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Algoritmos , Robótica/instrumentação , Caminhada , Inteligência Artificial , Evolução Biológica , Biologia Computacional , Simulação por Computador , Humanos , Robótica/estatística & dados numéricos , Interface Usuário-ComputadorRESUMO
This article presents a lightweight platform for evolving two-dimensional artificial creatures. The aim of providing such a platform is to reduce the barrier to entry for researchers interested in evolving creatures for artificial life experiments. In effect the novel platform, which is inspired by the Sodarace construction set, makes it easy to set up creative scenarios that test the abilities of Sodarace-like creatures made of masses and springs. In this way it allows the researcher to focus on evolutionary algorithms and dynamics. The new indirectly encoded Sodarace (IESoR) system introduced in this article extends the original Sodarace by enabling the evolution of significantly more complex and regular creature morphologies. These morphologies are themselves encoded by compositional pattern-producing networks (CPPNs), an indirect encoding previously shown effective at encoding regularities and symmetries in structure. The capability of this lightweight system to facilitate research in artificial life is then demonstrated through both walking and jumping domains, in which IESoR discovers a wide breadth of strategies through novelty search with local competition.
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Structured evolutionary algorithms have been investigated for some time. However, they have been under explored especially in the field of multi-objective optimization. Despite good results, the use of complex dynamics and structures keep the understanding and adoption rate of structured evolutionary algorithms low. Here, we propose a general subpopulation framework that has the capability of integrating optimization algorithms without restrictions as well as aiding the design of structured algorithms. The proposed framework is capable of generalizing most of the structured evolutionary algorithms, such as cellular algorithms, island models, spatial predator-prey, and restricted mating based algorithms. Moreover, we propose two algorithms based on the general subpopulation framework, demonstrating that with the simple addition of a number of single-objective differential evolution algorithms for each objective, the results improve greatly, even when the combined algorithms behave poorly when evaluated alone at the tests. Most importantly, the comparison between the subpopulation algorithms and their related panmictic algorithms suggests that the competition between different strategies inside one population can have deleterious consequences for an algorithm and reveals a strong benefit of using the subpopulation framework.
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Algoritmos , Metodologias Computacionais , Modelos Teóricos , Simulação por ComputadorRESUMO
Novelty search is a recent algorithm geared toward exploring search spaces without regard to objectives. When the presence of constraints divides a search space into feasible space and infeasible space, interesting implications arise regarding how novelty search explores such spaces. This paper elaborates on the problem of constrained novelty search and proposes two novelty search algorithms which search within both the feasible and the infeasible space. Inspired by the FI-2pop genetic algorithm, both algorithms maintain and evolve two separate populations, one with feasible and one with infeasible individuals, while each population can use its own selection method. The proposed algorithms are applied to the problem of generating diverse but playable game levels, which is representative of the larger problem of procedural game content generation. Results show that the two-population constrained novelty search methods can create, under certain conditions, larger and more diverse sets of feasible game levels than current methods of novelty search, whether constrained or unconstrained. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. Additionally, the proposed enhancement of offspring boosting is shown to enhance performance in all cases of two-population novelty search.