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Evolution, Brains and Multiple Objectives
By Jacob Schrum
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About Me B.S. from S.U. in 2006 Currently Ph.D. student at U.T. Austin
Majors: Math, Computer Science and German Honors Thesis w/ Walt Potter: Genetic Algorithms and Neural Networks Currently Ph.D. student at U.T. Austin Received M.S.C.S. in 2009 Neural 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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Boolean Satisfiability
Applications Boolean Satisfiability K. A. De Jong and W. M. Spears, “Using Genetic Algorithms to Solve NP-Complete Problems” ICGA 1989
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Applications Magic Squares
T. Xie and L. Kang, "An evolutionary algorithm for magic squares" CEC 2003
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Applications Circuit Design
J. D. Lohn and S. P. Colombano, "A circuit representation technique for automated circuit design" EC 3:3 Sep. 1999
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Wing Design/Cost Optimization
Applications Wing Design/Cost Optimization J. L. Rogers and J. A. Samareh, "Cost Optimization with a Genetic Algorithm" NASA Langley Research Center, RTA , October 2000
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Traveling Salesman Problem
Applications Traveling Salesman Problem P. 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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Resource-Constrained Scheduling
Applications Resource-Constrained Scheduling S. Hartmann, "A competitive genetic algorithm for resource-constrained project scheduling" NRL
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Applications Lens Design
X. Chen and K. Yamamoto, "Genetic algorithm and its application in lens design", SPIE 1996
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Weight Selection for Fixed Neural Networks
Applications Weight Selection for Fixed Neural Networks F.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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What Are Neural Networks?
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
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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
Double Pole Balancing F. Gomex and R. Miikkulainen, “2-D Pole Balancing With Recurrent Evolutionary Networks” ICANN 1998
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Neuroevolution Applications
Robot Duel K. O. Stanley and R. Miikkulainen, "Competitive Coevolution through Evolutionary Complexification" JAIR 21, 2004
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Neuroevolution Applications
Vehicle Crash Warning System N. Kohl, K. Stanley, R. Miikkulainen, M. Samples, and R. Sherony, "Evolving a Real-World Vehicle Warning System" GECCO 2006
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Neuroevolution Applications
Training Video Game Agents K. O. Stanley, B. D. Bryant, I. Karpov, R. Miikkulainen, "Real-Time Evolution of Neural Networks in the NERO Video Game" AAAI 2006
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What I Do With Neuroevolution
Discover complex behavior Multiagent domains Simulations, 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 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 È P´} size 2N New population size N from highest fronts of {P È 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 bat Player 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 away Pred: prevent escape Front/Back Ramming Attack with ram on front Attack with ram on back
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Multimodal Networks One network, multiple policies
Multitask [4] = one mode per task Mode mutation = network chooses mode to use Multitask Mode Mutation Two tasks, two modes Start with one mode, mutation adds another Appropriate mode used for task Preference neurons control mode choice [4] R. A. Caruana, "Multitask learning: A knowledge-based source of inductive bias" ICML 1993
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Multimodal Predator/Prey Behavior
Learned 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 2004 Commercial video game Basis 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: schrum2@cs. utexas. edu Webpage: http://www. cs
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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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