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Constructing Intelligent Agents via Neuroevolution By Jacob Schrum schrum2@cs.utexas.edu
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Motivation Intelligent agents are needed –Search-and-rescue robots –Mars exploration –Training simulations –Video games Insight into nature of intelligence –Sufficient conditions for emergence of: Cooperation Communication Multimodal behavior
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Talk Outline Bio-inspired learning methods –Neural networks –Evolutionary computation My research –Learning multimodal behavior –Modular networks in Ms. Pac-Man –Human-like behavior in Unreal Tournament Future work Conclusion
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Artificial Neural Networks Brain = network of neurons ANN = abstraction of brain –Neurons organized into layers Inputs Outputs
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What Can Neural Networks Do? In theory, anything! –Universal Approximation Theorem – Can’t program: too complicated In practice, learning/training is hard –Supervised: Backpropagation –Unsupervised: Self-Organizing Maps –Reinforcement Learning: Temporal-Difference and Evolutionary Computation
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Evolutionary Computation Computational abstraction of evolution –Descent with modification (mutation) –Sexual reproduction (crossover) –Survival of the fittest (natural selection) Evolution + Neural Nets = Neuroevolution –Population of neural networks –Mutation and crossover modify networks –Net used as control policy to evaluate fitness
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Neuroevolution Example Start With Parent Population
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Neuroevolution Example Start With Parent Population Evaluate and Assign Fitness 10090 75 61 56 5031
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Neuroevolution Example Start With Parent Population Evaluate and Assign Fitness 10090 75 61 56 5031 Clone, Crossover and Mutate To Get Child Population
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Neuroevolution Example Start With Parent Population Evaluate and Assign Fitness 10090 75 61 56 5031 Clone, Crossover and Mutate Children Are Now the New Parents Repeat Process: Fitness Evaluations As the process continues, each successive population improves performance 100120 69 99 60 8350
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Neuroevolution Applications F. Gomez and R. Miikkulainen, “2-D Pole Balancing With Recurrent Evolutionary Networks” ICANN 1998 Double Pole Balancing
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Neuroevolution Applications F. Gomez and R. Miikkulainen, “Active Guidance for a Finless Rocket Using Neuroevolution” GECCO 2003 Finless Rocket Control
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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 is Missing? NERO agents are specialists –Sniping from a distance –Aggressively rushing in Humans can do all of this, and more Multimodal behavior –Different behaviors for different situations Human-like behavior –Preferred by humans
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What I do With Neuroevolution Discover complex agent behavior Discover multimodal behavior Contributions: Use multi-objective evolution –Different objectives for different modes Evolve modular networks –Networks with modules for each mode Human-like behavior –Constrain evolution
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Pareto-based Multiobjective Optimization High health but did not deal much damage Dealt lot of damage, but lost lots of health Tradeoff between objectives
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Non-dominated Sorting Genetic Algorithm II Population P with size N; Evaluate P Use mutation (& crossover) 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´ 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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Ms. Pac-Man Popular classic game Predator-prey scenario –Ghosts are predators –Until power pill is eaten Multimodal behavior needed –Running from threats –Chasing edible ghosts –More?
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Modular Networks Different areas of brain specialize –Structural modularity → functional modularity Apply to evolved neural networks –Separate module → behavioral mode Preference neurons (grey) arbitrate between modules Use module with highest preference output ( )( )
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Module Mutation Let evolution decide how many modules Networks start with one module New modules added by one of several module mutations Previous Random Duplicate
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Intelligent Module Usage Evolution discovers a novel task division –Not programmed Dedicates one module to luring (cyan) Improves ghost eating when using other module
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Comparison With Other Work AuthorsMethodGameAVGMAX Alhejali and Lucas [1]GPFourMaze16,01444,560 Alhejali and Lucas [2]GP+CampsFourMaze11,41331,850 My Module Mutation Duplicate ResultsFourMaze32,64744,520 Brandstetter and Ahmadi [3]GPCIG 201119,19833,420 Recio et al. [4]ACOCIG 201136,03143,467 Alhejali and Lucas [5]GP+MCTSCIG 201132,64169,010 My Module Mutation Duplicate ResultsCIG 201163,29984,980 [1] A.M. Alhejali, S.M. Lucas: Evolving diverse Ms. Pac-Man playing agents using genetic programming. UKCI 2010. [2] A.M. Alhejali, S.M. Lucas: Using a training camp with Genetic Programming to evolve Ms Pac-Man agents. CIG 2011. [3] M.F. Brandstetter, S. Ahmadi: Reactive control of Ms. Pac Man using information retrieval based on Genetic Programming. CIG 2012. [4] G. Recio, E. Martín, C. Estébanez, Y. Sáez: AntBot: Ant Colonies for Video Games. TCIAIG 2012. [5] A.M. Alhejali, S.M. Lucas: Using genetic programming to evolve heuristics for a Monte Carlo Tree Search Ms Pac-Man agent. CIG 2013.
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Types of Intelligence Evolved intelligent Ms. Pac-Man behavior –Surprising module usage –Evolution discovers the unexpected –Diverse collection of solutions Still not human-like –Human-like vs. optimal –Human intelligence
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Modern Game: Unreal Tournament 3D world with simulated physics Multiple human and software agents interacting Agents attack, retreat, explore, etc. Multimodal behavior required to succeed
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Human-like Behavior: BotPrize International competition at CIG conference A Turing Test for video game bots –Judge as human over 50% of time to win –After 5 years, we won in 2012 Evolved combat behavior –Constrained to be human-like
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Guessing Game Coleman: ???? Milford: ???? Moises: ???? Lawerence: ???? Clifford: ???? Kathe: ???? Tristan: ???? Jackie: ????
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Judging Game
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Player Identities Coleman: UT^2 (Our winning bot) Milford: ICE-2010 (bot) Moises: Discordia (bot) Lawerence: Native UT2004 bot Clifford: w00t (bot) Kathe: Human Tristan: Human Jackie: Native UT2004 bot
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Human Subject Study Six participants played the judging game Recorded extensive post-game interviews What criteria to humans claim to judge by?
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Lessons Learned Don’t be too skilled –Evolved with accuracy restrictions –Disable elaborate dodging Humans are “tenacious” –Opponent-relative actions –Encourage “focusing” on opponent Don’t repeat mistakes –Database of human traces to get unstuck
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Bot Architecture
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Future Work Evolving teamwork –Ghosts must cooperate to eat Ms. Pac-Man –Unreal Tournament supports team play Domination, Capture the Flag, etc. Interactive evolution –Evolve in response to human interaction Adaptive opponents/assistants Evolutionary art Content generation http://picbreeder.org/
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Conclusion Evolution discovers unexpected behavior Modular networks learn multimodal behavior Human behavior not optimal –Evolution can be constrained to be more human-like Many directions for future research
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Questions? contact Jacob Schrum schrum2@cs.utexas.edu
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