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1.
Front Robot AI ; 10: 1206055, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37670906

RESUMO

The evolutionary robotics field offers the possibility of autonomously generating robots that are adapted to desired tasks by iteratively optimising across successive generations of robots with varying configurations until a high-performing candidate is found. The prohibitive time and cost of actually building this many robots means that most evolutionary robotics work is conducted in simulation, but to apply evolved robots to real-world problems, they must be implemented in hardware, which brings new challenges. This paper explores in detail the design of an example system for realising diverse evolved robot bodies, and specifically how this interacts with the evolutionary process. We discover that every aspect of the hardware implementation introduces constraints that change the evolutionary space, and exploring this interplay between hardware constraints and evolution is the key contribution of this paper. In simulation, any robot that can be defined by a suitable genetic representation can be implemented and evaluated, but in hardware, real-world limitations like manufacturing/assembly constraints and electrical power delivery mean that many of these robots cannot be built, or will malfunction in operation. This presents the novel challenge of how to constrain an evolutionary process within the space of evolvable phenotypes to only those regions that are practically feasible: the viable phenotype space. Methods of phenotype filtering and repair were introduced to address this, and found to degrade the diversity of the robot population and impede traversal of the exploration space. Furthermore, the degrees of freedom permitted by the hardware constraints were found to be poorly matched to the types of morphological variation that would be the most useful in the target environment. Consequently, the ability of the evolutionary process to generate robots with effective adaptations was greatly reduced. The conclusions from this are twofold. 1) Designing a hardware platform for evolving robots requires different thinking, in which all design decisions should be made with reference to their impact on the viable phenotype space. 2) It is insufficient to just evolve robots in simulation without detailed consideration of how they will be implemented in hardware, because the hardware constraints have a profound impact on the evolutionary space.

2.
Philos Trans R Soc Lond B Biol Sci ; 377(1843): 20210117, 2022 01 31.
Artigo em Inglês | MEDLINE | ID: mdl-34894727

RESUMO

We survey and reflect on how learning (in the form of individual learning and/or culture) can augment evolutionary approaches to the joint optimization of the body and control of a robot. We focus on a class of applications where the goal is to evolve the body and brain of a single robot to optimize performance on a specified task. The review is grounded in a general framework for evolution which permits the interaction of artificial evolution acting on a population with individual and cultural learning mechanisms. We discuss examples of variations of the general scheme of 'evolution plus learning' from a broad range of robotic systems, and reflect on how the interaction of the two paradigms influences diversity, performance and rate of improvement. Finally, we suggest a number of avenues for future work as a result of the insights that arise from the review. This article is part of a discussion meeting issue 'The emergence of collective knowledge and cumulative culture in animals, humans and machines'.


Assuntos
Evolução Cultural , Robótica , Animais , Conhecimento , Aprendizagem , Resolução de Problemas
3.
Front Neurorobot ; 16: 504459, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35619968

RESUMO

Robots need to understand their environment to perform their task. If it is possible to pre-program a visual scene analysis process in closed environments, robots operating in an open environment would benefit from the ability to learn it through their interaction with their environment. This ability furthermore opens the way to the acquisition of affordances maps in which the action capabilities of the robot structure its visual scene understanding. We propose an approach to build such affordances maps by relying on an interactive perception approach and an online classification for a real robot equipped with two arms with 7 degrees of freedom. Our system is modular and permits to learn maps from different skills. In the proposed formalization of affordances, actions and effects are related to visual features, not objects, thus our approach does not need a prior definition of the concept of object. We have tested the approach on three action primitives and on a real PR2 robot.

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