hornby@email.arc.nasa.gov
Refereed Journal Articles
Hornby, G. S., Takamura, S., Yamamoto, T., and Fujita, M.
Autonomous Evolution of Dynamic Gaits with Two Quadruped Robots.
IEEE Transactions on Robotics, 21:3, 402 - 410, June 2005.
Abstract
A challenging task that must be accomplished for every legged
robot is creating the walking and running behaviors needed for it to move.
In this paper we describe our system for autonomously
evolving dynamic gaits on two of Sony's quadruped robots.
Our evolutionary algorithm runs on board the robot
and uses the robot's sensors to compute the quality of a gait
without assistance from the experimenter.
First we show the evolution of a pace and trot gait
on the OPEN-R prototype robot.
With the fastest gait, the robot moves at over 10m/min.,
which is more than forty body-lengths/min.
While these first gaits are somewhat sensitive to the robot
and environment in which they are evolved,
we then show the evolution of robust dynamic gaits, one of which
is used on the ERS-110, the first consumer version of AIBO.
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Hornby, G. S.
Functional Scalability through Generative Representations:
the Evolution of Table Designs.
Environment and Planning B: Planning and Design,
31(4), 569 - 587, July 2004.
Abstract
One of the main limitations for the functional scalability of computer
automated design systems is the representation used for encoding designs.
Here we describe a generative representation, a representation which allows
reuse of elements in the encoding,
as a way of augmenting evolutionary design systems to
achieve greater functional scalability.
We compare the generative representation against a non-generative
representation and find that table designs evolved with
the generative representation have higher fitness than table designs
created with the non-generative representation.
Further, we show that the evolved table-design representations
are structured into meaningful ways that correspond to the
height, dimensions and surface of the table.
Download this paper as: PDF (hornby_epb04.pdf); postscript (hornby_epb04.ps); gzipped postscript: (hornby_epb04.ps.gz).
Hornby, G. S., Lipson, H. and Pollack, J. B.
Generative Representations for the Automated Design of
Modular Physical Robots.
IEEE Transactions on Robotics and Automation, 19:4, pp 703-719. 2003.
This paper is available
directly from IEEE's web page.
Abstract
The field of evolutionary robotics has demonstrated the ability to
automatically design the morphology and controllers of simple physical
robots through synthetic evolutionary processes. However, it is not clear
if variation-based search processes can attain the complexity of
design necessary for practical engineering of robots. Here we demonstrate
an automatic design system that produces complex robots by exploiting the
principles of regularity, modularity, hierarchy and reuse. These techniques
are already established principles of scaling in engineering design and
have been observed in nature, but have not been broadly used in artificial
evolution. We gain these advantages through the use of a generative
representation, which combines a programmatic representation with an
algorithmic process that compiles the representation into a detailed
construction plan. This approach is shown to have two benefits:
(a) it can reuse components in regular an hierarchical ways,
providing a systematic way to create more complex modules from
simpler ones, and (b) the evolved representations can capture intrinsic
properties of the design space, so that variations in the representation
move through the design space more effectively than equivalent sized
changes in a non-generative representation. Using this system we
demonstrate for the first time the evolution and construction of
modular, three-dimensional, physcially locomoting robots, comprising many
more components than previous work on body-brain evolution.
Pollack, J.. B., Hornby, G. S., Lipson, H., and Funes, P.
Computer Creativity in the Automatic Design of Robots.
LEONARDO, 36:2, pp 115-121. 2003. Abstract Download this paper as:
PDF (pollack_leo03.pdf);
postscript (pollack_leo03.ps);
gzipped postscript: (pollack_leo03.ps.gz).
Hornby, G. S. and Pollack, J. B.
Creating High-Level Components with a Generative Representation for Body-Brain Evolution.
Artificial Life, 8:3. 2002. Abstract
Hornby, G. S. and Pollack, Jordan. B.
Evolving L-Systems To Generate Virtual Creatures
Computers and Graphics, 25:6, pp 1041-1048. 2001. Abstract
Pollack, J.. B., Lipson, H., Hornby, G. S. and Funes, P.
Three Generations of Automatically Designed Robots.
Artificial Life, 7:3. 2001. Abstract
Zebulum R. S., Gwaltney D., Hornby G., Keymeulen D., Lohn J., and
Stoica A. (eds).
NASA/DoD Conference on Evolvable Hardware.
IEEE Press, 2004.
Hornby, G. S.
Using Generative Representations to Evolve Robots.
In, Evolutionary Machine Design: Methodology and Applications,
N. Nedjah and L. Mourelle (eds). (in press). Abstract
Lohn J., Hornby, G. S., and Linden D.
An Evolved Antenna for Deployment on NASA's Space Technology 5 Mission.
In, Genetic Programming Theory and Practice II,
U.-M. O'Reilly and R. L. Riolo and T. Yu and B. Worzel (eds).
Chapter 18, Kluwer, 2004. Abstract Download this paper as:
PDF (lohn_gptp04.pdf);
postscript (lohn_gptp04.ps);
gzipped postscript: (lohn_gptp04.ps.gz).
Pollack, J. B., Lipson, H., Ficici, S. G., Funes, P., Hornby, G. and Watson, R. A.
Evolutionary Techniques in Physical Robots.
In Creative Evolutionary Systems, P. J. Bentley and D. W. Corne (eds).
Morgan-Kaufmann, 2001.
Fujita, M., Hornby, G.S., Takamura, S., and Yamamoto, T.
Identeki Algorithm wo motiita yonkyaku Robot no kokuo pattern no
kurituteki sinka.
Kitano, H. (ed), Chapter 6, Identeki Algorithm 4.
Sangyou-Tosho Coorporation. 2000. (japanese)
Lohn J., Hornby, G. S., and Linden D.
Evolution, Re-evolution, and Prototype of an X-Band Antenna for NASA's Space Technology 5 Mission.
Sixth International Conference on Evolvable Systems: From Biology to
Hardware, 2005. Abstract
PDF (lohn_ices05.pdf);
postscript (lohn_ices05.ps);
gzipped postscript: (lohn_ices05.ps.gz).
Hornby, G. S.
Measuring, Enabling and Comparing Modularity, Regularity
and Hierarchy in Evolutionary Design.
Genetic and Evolutionary Computation Conference.
Springer-Verlag, 2005. Abstract
PDF (hornby_gecco05.pdf);
postscript (hornby_gecco05.ps);
gzipped postscript: (hornby_gecco05.ps.gz).
Lohn, J. D., Linden, D. S., Hornby, G. S., Kraus, W. F.,
Rodriguez-Arroyo, A., Seufert, S. S.
Evolutionary Design of a Single-Wire Circularly-polarized
X-Band Antenna for NASA's Space Technology 5 Mission.
Proc. IEEE Antennas and Propagation Society Symposium, 2005.
Globus A., Hornby G., Larchev G., Hancher M., Cannon H., Lohn J.
Teleoperated Modular Robots for Lunar Operations.
Proc. AIAA 1st Intelligent Systems Technical Conference, 2004.
Lohn J., Hornby G., Larchev G., Kraus W.
Evolvable Hardware for Space Applications.
Proc. AIAA 1st Intelligent Systems Technical Conference, 2004.
Hornby, G. S.
Shortcomings with Tree-structured Edge Encodings for Neural Networks.
Genetic and Evolutionary Computation Conference. Springer-Verlag, 2004. Abstract
PDF (hornby_gecco04.pdf);
postscript (hornby_gecco04.ps);
gzipped postscript: (hornby_gecco04.ps.gz).
Lohn, J. D., Linden, D. S., Hornby, G. S., Kraus, W. F.,
Rodriguez-Arroyo, A., Seufert, S. S.
Evolutionary Design of an X-band antenna
for NASA's Space Technology 5 Mission.
Proc. IEEE Antennas and Propagation Society Symposium,
Vol. 3, 2313-2316, 2004.
Hornby, G.. S.
Generative Representations for Evolving Families of Designs.
Genetic and Evolutionary Computation Conference.
Springer-Verlag, 2003. Abstract
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postscript (hornby_gecco03.ps);
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Lohn J., Crawford J., Globus A., Hornby, G., Kraus W., Larchev G., Pryor A., and Sriviastava D.
Evolvable Systems for Space Applications.
International Conference on Space Mission Challenges for Information Technology (SMC-IT), 2003.
Abstract.
Hornby, G. S. and Pollack, J. B.
Body-Brain Co-evolution Using L-systems as a Generative Encoding.
Genetic and Evolutionary Computation Conference. 2001. Abstract
Hornby, G.. S., Lipson, H. and Pollack, J. B.
Evolution of Generative Design Systems for Modular Physical Robots.
IEEE International Conference on Robotics and Automation. 2001. Abstract
Hornby, G.. S. and Pollack, J. B.
The Advantages of Generative Grammatical Encodings for Physical Design.
Congress on Evolutionary Computation. 2001. Abstract
Pollack, J. B., Lipson, H., Funes, P., and Hornby, G.
First Three Generations of Evolved Robots.
EvoRobots, 62-71, 2001.
Hornby, G.S., Takamura, S., Yokono, J., Hanagata, O., Yamamoto, T. and Fujita, M.
Evolving Robust Gaits with AIBO.
IEEE International Conference on Robotics and Automation.
pp. 3040-3045. 2000. Abstract
Hornby, G.S., Takamura, S., Yokono, J., Hanagata, O., Fujita, M. and Pollack, J.
Evolution of Controllers from a High-Level Simulator to a High DOF Robot.
Miller, J. (ed) Evolvable Systems: from biology to hardware;
proceedings of the third international conference (ICES 2000).
Springer (Lecture Notes in Computer Science; Vol. 1801). pp. 80-89. 2000. Abstract
Pollack, J. B., Lipson. H., Ficici, S., Funes, P., Hornby, G. and Watson, R.
Evolutionary Techniques in Physical Robotics.
Abstract
Takamura, S., Hornby, G.S., Yamamoto, T., Yokono, J., and Fujita, M.
Evolution of Dynamic Gaits for a Robot.
IEEE International Conference on Consumer Electronics.
pp. 192-193. 2000.
Hornby, G.S., Fujita, M., Takamura, S., Yamamoto, T. and Hanagata, O.
Autonomous Evolution of Gaits with the Sony Quadruped Robot.
Proceedings of 1999 Genetic and Evolutionary Computation Conference (GECCO).
Banzhaf, Daida, Eiben, Garzon, Honavar, Jakiela, Smith, eds., Morgan Kauffmann, pp. 1297-1304. 1999. Abstract
Hornby, G. S. and Mirtich, B.
Diffuse versus True Coevolution in a Physics-based World.
Proceedings of 1999 Genetic and Evolutionary Computation Conference (GECCO). Banzhaf, Daida, Eiben, Garzon, Honavar, Jakiela, Smith, eds., Morgan Kauffmann, pp. 1305-1312. 1999. Abstract
Watson, R. A., Hornby, G. S. and Pollack, J. B.
Modeling Building-Block Interdependency .
Parallel Problem Solving from Nature, proceedings of Fifth International Conference /PPSN V,
Springer, pp.97-106. 1998. Abstract Hornby, G. S.
Properties of Artifact Representations for Evolutionary Design.
Workshop on Self-Organization and Development in Artificial and
Natural Systems,
Ninth International Conference on the Simulation and Synthesis of Living
Systems (ALIFE9), 2004. Springer-Verlag.
Hornby, G. S.
Improving Evolvability through Generative Representations.
Workshop on Modularity, regularity and hierarchy in open-ended
evolutionary computation,
Proc. Genetic and Evolutionary Computation Conference, 2004. Springer-Verlag.
Hornby, G.. S.
Creating Complex Building Blocks through Generative Representations
AAAI Spring Symposium: Computation Synthesis: From Basic Building Blocks
to High Level Functionality; TR SS-03-02, pp 98-105. AAAI Press, 2003.
Pollack, J. B., Lipson, H., Funes, P., Ficici, S. G. and Hornby, G.
Coevolutionary Robotics.
The First NASA/DoD Workshop on Evolvable Hardware (EH'99). John R. Koza, Adrian Stoica, Didier Keymeulen, Jason Lohn, eds., IEEE Press. 1999. Abstract
Werger, B. B., Fontan, M. S., Goldberg, D., Hornby, G., Mataric, M. J., and Song, S.
Multiple Agents from the Bottom Up: The Interaction Lab's Robot Competition Effort.
AAAI/IAAI. pp. 802-803. 1997.
Hornby, G. S.
Generative Representations for Evolutionary Design Automation.
Brandeis University, Dept. of Computer Science, Ph.D. Dissertation. 2003. Abstract
Hornby, G.S.
The Recombination Operator, its Correlation to the Fitness Landscape and Search Performance.
Master's Thesis, University of Alberta, Department of Computing Science, 1996. Abstract
The central issue addressed by this work is the ability to automatically
design robots with complex morphologies and a tightly adapted control
system at low cost. Inspired by nature, automatic design is achieved
by using an artificial co-evolutionary process to discover the body
and brain of artificial life forms simultaneously through interaction
with a simulated reality. Through the use of rapid manufacturing,
these evolved designs can be transferred from virtual to true reality.
The artificial evolution process embedded in realistic physical simulation
can create simple designs, often recognizable
from the history of biology or engineering. This paper provides
a brief review of three generations of these robots, from automatically
designed LEGO structures, through the GOLEM project
of electromechanical systems, to new modular designs which make use
of a generative, DNA-like, representation.
One of the main limitations of scalability in body-brain evolution
systems is the representation chosen for encoding creatures.
This paper defines a class of representations called
generative representations,
which are identified by their ability to reuse
elements of the genotype in the translation to the phenotype.
This paper presents an example of a generative representation
for the concurrent evolution of the morphology and neural controller of
simulated robots,
and also introduces Genre, an evolutionary system for
evolving designs using this representation.
Applying Genre to the task of evolving robots for locomotion
and comparing it against a non-generative (direct) representation,
shows that the generative representation system rapidly produces robots
with significantly greater fitness.
Analyzing these results shows that the generative representation system achieves
better performance by capturing useful bias from the design space
and by allowing viable large scale mutations in the phenotype.
Generative representations thereby enable the
encapsulation, coordination, and reuse of assemblies of parts.
Keywords: animation, artificial life, representation, intelligent agents, Lindenmayer systems (L-systems).
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This paper is also available directly from MIT Press'
web page for Artificial Life.
Virtual creatures play an increasingly important role in
computer graphics as special effects and background characters.
The artificial evolution of such creatures potentially offers
some relief from the difficult and time consuming task of
specifying morphologies and behaviors. But, while artificial
life techniques have been used to create a variety of virtual
creatures, previous work has not scaled beyond creatures with
50 components and the most recent work has generated creatures
that are unnatural looking. Here we describe a system that
uses Lindenmayer systems (L-systems) as the encoding of an
evolutionary algorithm (EA) for creating virtual creatures.
Creatures evolved by this system have hundreds of parts, and
the use of an L-system as the encoding results in creatures
with a more natural look.
Keywords: animation, artificial life, representation, intelligent agents, Lindenmayer systems (L-systems).
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The difficulties associated with designing, building and
controlling robots have led their development to a stasis:
applications are limited mostly to repetitive tasks with
predefined moves. Over the last few years we have been trying
to address this challenge through an alternative approach:
Rather than trying to control an existing macine, or create
a general-purpose robot, we propose that both the morphology
and the controller should evolve at the same time. This
process can lead to the automatic design and fabrication
of special purpose mechanisms and controllers that achieve
specific short-term objectives. Here we provide a brief
review of three generations of our recent research, underlying
the robots shown on the cover of this issue: Automatically
designed static structures, automatically designed and manufactured
dynamic electromechanical systems, and modular robots automatically
designed through a generative DNA-like encoding.
Keywords: robotics.
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PDF (pollack_alife01.pdf);
postscript (pollack_alife01.ps);
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Edited Works
Lohn J., Gwaltney D., Hornby G., Zebulum R. S., Keymeulen D., and
Stoica A. (eds).
NASA/DoD Conference on Evolvable Hardware.
IEEE Press, 2005.
Conference web page.
Conference web page.
Refereed Book Chapters
Recent research has demonstrated the ability of evolutionary
algorithms to automatically design both the physical structure
and software controller of real physical robots.
One of the challenges for these automated design systems is to
improve their ability to scale to the high complexities
found in real-world problems.
Here we claim that for automated design systems to scale
in complexity they must use a representation which allows
for the hierarchical creation and reuse of modules,
which we call a generative representation.
Not only is the ability to reuse modules necessary for
functional scalability, but it is also valuable for improving
efficiency in testing and construction.
We then describe an evolutionary design system with a
generative representation capable of hierarchical modularity
and demonstrate it for the design of locomoting robots in
simulation.
Finally, results from our experiments show that evolution with
our generative representation produces better robots than
those evolved with a non-generative representation.
We present an evolved X-band antenna design and flight prototype currently on
schedule to be deployed on NASA's Space Technology 5 (ST5) spacecraft.
Current methods of designing and optimizing antennas by hand are time and
labor intensive, limit complexity, and require significant expertise and
experience. Evolutionary design techniques can overcome these limitations by
searching the design space and automatically finding effective solutions that
would ordinarily not be found. The ST5 antenna was evolved to meet a
challenging set of mission requirements, most notably the combination of wide
beamwidth for a circularly-polarized wave and wide bandwidth. Two
evolutionary algorithms were used: one used a genetic algorithm style
representation that did not allow branching in the antenna arms; the second
used a genetic programming style tree-structured representation that allowed
branching in the antenna arms. The highest performance antennas from both
algorithms were fabricated and tested, and both yielded very similar
performance. Both antennas were comparable in performance to a hand-designed
antenna produced by the antenna contractor for the mission, and so we consider
them examples of human-competitive performance by evolutionary algorithms. As
of this writing, one of our evolved antenna prototypes is undergoing flight
qualification testing. If successful, the resulting antenna would represent
the first evolved hardware in space, and the first deployed evolved antenna.
Refereed Conference Proceedings
One of the challenges in engineering design is responding to a
change of design requirements.
Previously we presented a four-arm symmetric evolved antenna
for NASA's Space Technology 5 mission.
However, the mission's orbital vehicle was changed, putting it
into a much lower earth orbit, changing the specifications for
the mission.
With minimal changes to our evolutionary system, mostly in the
fitness function, we were able to evolve antennas for the new
mission requirements and, within one month of this change,
two new antennas were designed and prototyped.
Both antennas were tested and both had acceptable performance
compared with the new specifications.
This rapid response shows that evolutionary design processes are
able to accommodate new requirements quickly and with minimal
human effort.
For computer-automated design systems to scale to complex designs
they must be able to produce designs that exhibit the
characteristics of modularity, regularity and hierarchy --
characteristics that are found both in man-made and natural designs.
Here we claim that these characteristics are enabled by implementing
the attributes of combination, control-flow and abstraction in the
representation.
To support this claim we use an evolutionary algorithm to
evolve solutions to different sizes of a table design problem
using five different representations, each with different
combinations of modularity, regularity and hierarchy enabled
and show that the best performance happens when all three of
these attributes are enabled.
We also define metrics for modularity, regularity
and hierarchy in design encodings and demonstrate that high
fitness values are achieved with high values of modularity,
regularity and hierarchy and that there is a positive
correlation between increases in fitness and increases
in the measured values of modularity, regularity and hierarchy.
Nominated for: Best Paper, GP Track.
In evolutionary algorithms a common method for encoding neural
networks is to use a tree-structured assembly procedure for constructing
them.
Since node operators have difficulties in specifying edge weights
and these operators are execution-order dependent, an alternative
is to use edge operators.
Here we identify three problems with edge operators:
in the initialization phase most randomly created genotypes produce
an incorrect number of inputs and outputs;
variation operators can easily change the number of input/output (I/O) units;
and units have a connectivity bias based on their order of creation.
Instead of creating I/O nodes as part of the construction process
we propose using parameterized operators to connect to pre-existing
I/O units.
Results from experiments show that these parameterized operators
greatly improve the probability of creating and maintaining
networks with the correct number of I/O units, remove
the connectivity bias with I/O units and produce
better controllers for a goal-scoring task.
Nominated for: Best Paper, GP Track.
Since typical evolutionary design systems encode only a single artifact
with each individual, each time the objective changes a new set of individuals
must be evolved.
When this objective varies in a way that can be parameterized,
a more general method is to use a representation
in which a single individual encodes an entire class of artifacts.
In addition to saving time by preventing the need for multiple
evolutionary runs, the evolution of parameter-controlled designs
can create families of artifacts with the same style and a reuse
of parts between members of the family.
In this paper an evolutionary design system is described which uses
a generative representation to encode families of designs.
Because a generative representation is an algorithmic encoding of
a design, its input parameters are a way to control
aspects of the design it generates.
By evaluating individuals multiple times with different
input parameters the evolutionary design system creates individuals
in which the input parameter controls specific aspects of a design.
This system is demonstrated on two design substrates:
neural-networks which solve the 3/5/7-parity problem and
three-dimensional tables of varying heights.
We co-evolve the morphology and controller of artificial creatures
using two integrated generative processes.
L-systems are used as the common generative encoding for both
body and brain.
Combining the languages of both into a single L-system allows
for linkage between the genotype of the controller and the parts
of the morphology that it controls.
Creatures evolved by this system are more complex than previous
work, having an order of magnitude more parts and a higher degree
of regularity.
Keywords: L-systems, generative encoding, design.
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Recent research has demonstrated the ability for automatic design
of the morphology and control of real physical robots using techniques
inspired by biological evolution. The main criticism of the
evolutionary design approach, however, is that it is doubtful
whether it will reach the high complexities necessary for
practical engineering.
Here we claim that for automatic design systems to scale in complexity
the designs they produce must be made of re-used modules.
Our approach is based on the use of a generative design grammar subject
to an evolutionary process.
Unlike a direct encoding of a design,
a generative design specification can re-use components,
giving it the ability to create more complex modules
from simpler ones.
Re-used modules are also valuable for improved efficiency
in testing and construction.
We describe a system for creating generative specifications
capable of hierarchical modularity by combining Lindenmayer
systems with evolutionary algorithms.
Using this system we demonstrate for the first time a generative
system for physical, modular, 2D locomoting robots and their controllers.
Keywords: L-systems, generative encoding, design, robotics.
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One of the applications of evolutionary algorithms is the automatic
creation of designs. For evolutionary techniques to scale
to the complexities necessary for actual engineering problems, it has
been argued that generative systems, where the genotype is
an algorithm for constructing the final design, should be used as
the encoding.
We describe a system for creating generative specifications
by combining Lindenmayer systems with evolutionary algorithms
and apply it to the problem of generating table designs.
Designs evolved by our system reach an order of magnitude more
parts than previous generative systems.
Comparing it against a non-generative encoding we find that
the generative system produces designs with higher fitness and
is faster than the non-generative system.
Finally, we demonstrate the ability of our system to go from
design to manufacture by constructing evolved table designs
using rapid prototyping equipment.
Keywords: L-systems, generative encoding, design.
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An evolutionary algorithm is used to evolve gaits with the Sony entertainment robot, AIBO. All processing is handled by the robot's on-board computer with individuals evaluated using the robot's hardware. By sculpting the experimental environment, we increase robustness to different surface types and different AIBOs. Evolved gaits are faster than those created by hand. Using this technique we evolve a gait used in the consumer
version of AIBO.
Keywords: robotics, evolutionary robotics, locomotion.
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Building a simulator for a robot with many degrees of freedom and various sensors,
such as Sony's AIBO, is a daunting task. Our implementation does not simulate
raw sensor values or actuator commands, rather we model an intermediate software
layer which passes processed sensor data to the controller and receives high-level
control commands. This allows us to construct a simulator that runs at over 11000
times faster than real time. Using our simulator we evolve a ball-chasing behavior
that successfully transfers to an actual AIBO.
Keywords: robotics, evolutionary robotics, neural networks, simulation.
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Miller, J. (ed) Evolvable Systems: from biology to hardware;
proceedings of the third international conference (ICES 2000).
Springer (Lecture Notes in Computer Science; Vol. 1801). pp. 175-186. 2000.
Evolutionary and coevolutionary techniques have become a popular
area of research for those interested in automated design. One of
the cutting edge issues in this field is the ability to apply
these techniques to real physical systems with all the
complexities and affordances that such systems present. Here we
present a selection of our work each of which advances the
richness of the evolutionary substrate in one or more dimensions.
We overview research in four areas: a) High part-count static
structures that are buildable, b) The use of commercial CAD/CAM
systems as a simulated substrate, c) Dynamic electromechanical
systems with complex morphology that can be built automatically,
and d) Evolutionary techniques distributed in a physical
population of robots.
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A trend in robotics is towards legged robots. One of the issues with legged robots is the development of gaits. Typically gaits are developed manually. In this paper we report our results of autonomous evolution of dynamic gaits for the Sony Quadruped Robot. Fitness is determined using the robot's digital camera and infrared sensors. Using this system we evolve faster dynamic gaits than previously manually developed.
Keywords: robotics, evolutionary robotics, locomotion.
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We compare two types of coevolutionary tournaments, true and diffuse, in contests using a general-purpose, physics-based simulator. Previous work in coevolving agents has used true coevolution and found that populations tend to enter mediocre states. One hypothesis for alleviating these problems is to use diffuse coevolution. Our results show that agents evaluated with diffuse tournaments are more generalized than those evaluated with true tournaments.
Keywords: co-evolution, pursuer-evader, neural networks.
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The Building-Block Hypothesis appeals to the notion of problem decomposition and the assembly of solutions from sub-solutions. Accordingly, there have been many varieties of GA test problems with a structure based on building-blocks. Many of these problems use deceptive fitness functions to model interdependency between the bits within a block. However, very few have any model of interdependency between building-blocks; those that do are not consistent in the type of interaction used intra-block and inter-block. This paper discusses the inadequacies of the various test problems in the literature and clarifies the concept of building-block interdependency. We formulate a principled model of hierarchical interdependency that can be applied through many levels in a consistent manner and introduce Hierarchical If-and-only-if (H-IFF) as a canonical example. We present some empirical results of GAs on H-IFF showing that if population diversity is maintained and linkage is tight then the GA is able to identify and manipulate building-blocks over many levels of assembly, as the Building-Block Hypothesis suggests.
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Keywords: genetic algorithms, building-block hypothesis.
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Refereed Workshop Papers, and Posters
(excerpt) We address the fundamental issue of fully automated design (FAD) and construction of inexpensive robots and
their controllers. Rather than seek an intelligent general purpose robot - the humanoid robot, ubiquitous
in today's research as the long term goal - we are developing the information technology that can design
and fabricate special-purpose mechanisms and controllers to achieve specific short term objectives. These robots
would be constructed from reusable sensors, effectors, and computers held together with materials custom "printed"
by rapid prototyping (RP) equipment. By releasing the goal of designing software controllers for EXISTING
machines in favor of the automated co-design of software and hardware together, we will be replicating the
principles used by biology in the creation of complex groups of animals adapted to specific environments.
Keywords: evolutionary robotics, coevolution, fully-automated design, autonomous agents, multi-agent systems.
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Theses
In this thesis the class of generative representations is defined and it
is shown that this class of representations improves the scalability
of evolutionary design systems by automatically learning inductive bias of the
design problem thereby capturing design dependencies and better enabling
search of large design spaces.
First, properties of representations are identified as:
combination, control-flow, and abstraction.
Using these properties, representations are classified as
non-generative, or generative.
Whereas non-generative representations use elements of encoded artifacts at
most once in translation from encoding to actual artifact,
generative representations have the ability to reuse parts of the data
structure for encoding artifacts through control-flow (using iteration)
and/or abstraction (using labeled procedures).
Unlike non-generative representations, which do not scale with design
complexity because they cannot capture design dependencies in their structure,
it is argued that evolution with generative representations can better scale
with design complexity because of their ability to hierarchically create
assemblies of modules for reuse, thereby enabling better search of large
design spaces.
Second, GENRE, an evolutionary design system using a generative
representation, is described.
Using this system, a non-generative and a generative representation are
compared on four classes of designs:
three-dimensional static structures constructed from voxels;
neural networks; actuated robots controlled by oscillator networks;
and neural network controlled robots.
Results from evolving designs in these substrates show that the
evolutionary design system is capable of finding solutions of higher fitness
with the generative representation than with the non-generative representation.
This improved performance is shown to be a result
of the generative representation's ability to capture intrinsic properties of
the search space and its ability to reuse parts of the encoding in
constructing designs.
By capturing design dependencies in its structure, variation operators
are more likely to be successful with a generative representation than
with a non-generative representation.
Second, reuse of data elements in encoded designs improves the ability
of an evolutionary algorithm to search large design spaces.
Keywords: animation, artificial life, representation, intelligent agents, Lindenmayer systems (L-systems).
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A common misconception in evolutionary algorithms (EAs) is that one recombination operator is universally better than another. In fact, a recombination operator will only get better performance on a function if it incorporates some knowledge about that function -- called tuning it to the function's fitness landscape. In this thesis we identify three ways in which a recombination operator can be tuned to a real-valued landscape: distance, directionality, and distributional bias. We empirically show that a directionally tuned recombination operator gives better search performance than an untuned operator. We also show that a recombination operator that is tuned to one landscape can be mis-tuned to a similar landscape. In addition we find several surprises that contradict our initial intuition but yield to further analysis. For example one interesting observation is a decrease in the number of individuals on the global optimum. We show this to be caused by the attractive pull of a larger group of individuals on a peak with a larger basin of attraction.
Keywords: crossover, recombination, genetic algorithms, evolutionary algorithms.
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