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A. E. Eiben

Publications and source records attributed to A. E. Eiben.

27 records · Page 2Linked to original sources

Environmental regulation using Plasticoding for the evolution of robots

Evolutionary robot systems are usually affected by the properties of the environment indirectly through selection. In this paper, we present and investigate a system where the environment also has a direct effect: through regulation. We propose a novel robot encoding method where a genotype encodes multiple possible phenotypes, and the incarnation of a robot depends on the environmental conditions taking place in a determined moment of its life. This means that the morphology, controller, and behavior of a robot can change according to the environment. Importantly, this process of development can happen at any moment of a robot lifetime, according to its experienced environmental stimuli. We provide an empirical proof-of-concept, and the analysis of the experimental results shows that Plasticoding improves adaptation (task performance) while leading to different evolved morphologies, controllers, and behaviour.

cs.RO↗

A clustering-based reinforcement learning approach for tailored personalization of e-Health interventions

Personalization is very powerful in improving the effectiveness of health interventions. Reinforcement learning (RL) algorithms are suitable for learning these tailored interventions from sequential data collected about individuals. However, learning can be very fragile. The time to learn intervention policies is limited as disengagement from the user can occur quickly. Also, in e-Health intervention timing can be crucial before the optimal window passes. We present an approach that learns tailored personalization policies for groups of users by combining RL and clustering. The benefits are two-fold: speeding up the learning to prevent disengagement while maintaining a high level of personalization. Our clustering approach utilizes dynamic time warping to compare user trajectories consisting of states and rewards. We apply online and batch RL to learn policies over clusters of individuals and introduce our self-developed and publicly available simulator for e-Health interventions to evaluate our approach. We compare our methods with an e-Health intervention benchmark. We demonstrate that batch learning outperforms online learning for our setting. Furthermore, our proposed clustering approach for RL finds near-optimal clusterings which lead to significantly better policies in terms of cumulative reward compared to learning a policy per individual or learning one non-personalized policy across all individuals. Our findings also indicate that the learned policies accurately learn to send interventions at the right moments and that the users workout more and at the right times of the day.

cs.AI↗

A new Taxonomy of Continuous Global Optimization Algorithms

Surrogate-based optimization, nature-inspired metaheuristics, and hybrid combinations have become state of the art in algorithm design for solving real-world optimization problems. Still, it is difficult for practitioners to get an overview that explains their advantages in comparison to a large number of available methods in the scope of optimization. Available taxonomies lack the embedding of current approaches in the larger context of this broad field. This article presents a taxonomy of the field, which explores and matches algorithm strategies by extracting similarities and differences in their search strategies. A particular focus lies on algorithms using surrogates, nature-inspired designs, and those created by design optimization. The extracted features of components or operators allow us to create a set of classification indicators to distinguish between a small number of classes. The features allow a deeper understanding of components of the search strategies and further indicate the close connections between the different algorithm designs. We present intuitive analogies to explain the basic principles of the search algorithms, particularly useful for novices in this research field. Furthermore, this taxonomy allows recommendations for the applicability of the corresponding algorithms.

cs.NE↗

Time Efficiency in Optimization with a Bayesian-Evolutionary Algorithm

Not all generate-and-test search algorithms are created equal. Bayesian Optimization (BO) invests a lot of computation time to generate the candidate solution that best balances the predicted value and the uncertainty given all previous data, taking increasingly more time as the number of evaluations performed grows. Evolutionary Algorithms (EA) on the other hand rely on search heuristics that typically do not depend on all previous data and can be done in constant time. Both the BO and EA community typically assess their performance as a function of the number of evaluations. However, this is unfair once we start to compare the efficiency of these classes of algorithms, as the overhead times to generate candidate solutions are significantly different. We suggest to measure the efficiency of generate-and-test search algorithms as the expected gain in the objective value per unit of computation time spent. We observe that the preference of an algorithm to be used can change after a number of function evaluations. We therefore propose a new algorithm, a combination of Bayesian optimization and an Evolutionary Algorithm, BEA for short, that starts with BO, then transfers knowledge to an EA, and subsequently runs the EA. We compare the BEA with BO and the EA. The results show that BEA outperforms both BO and the EA in terms of time efficiency, and ultimately leads to better performance on well-known benchmark objective functions with many local optima. Moreover, we test the three algorithms on nine test cases of robot learning problems and here again we find that BEA outperforms the other algorithms.

cs.NE↗

Learning Directed Locomotion in Modular Robots with Evolvable Morphologies

We generalize the well-studied problem of gait learning in modular robots in two dimensions. Firstly, we address locomotion in a given target direction that goes beyond learning a typical undirected gait. Secondly, rather than studying one fixed robot morphology we consider a test suite of different modular robots. This study is based on our interest in evolutionary robot systems where both morphologies and controllers evolve. In such a system, newborn robots have to learn to control their own body that is a random combination of the bodies of the parents. We apply and compare two learning algorithms, Bayesian optimization and HyperNEAT. The results of the experiments in simulation show that both methods successfully learn good controllers, but Bayesian optimization is more effective and efficient. We validate the best learned controllers by constructing three robots from the test suite in the real world and observe their fitness and actual trajectories. The obtained results indicate a reality gap that depends on the controllers and the shape of the robots, but overall the trajectories are adequate and follow the target directions successfully.

cs.NE↗

EvoMan: Game-playing Competition

This paper describes a competition proposal for evolving Intelligent Agents for the game-playing framework called EvoMan. The framework is based on the boss fights of the game called Mega Man II developed by Capcom. For this particular competition, the main goal is to beat all of the eight bosses using a generalist strategy. In other words, the competitors should train the agent to beat a set of the bosses and then the agent will be evaluated by its performance against all eight bosses. At the end of this paper, the competitors are provided with baseline results so that they can have an intuition on how good their results are.

cs.AI↗

Surrogate Models for Enhancing the Efficiency of Neuroevolution in Reinforcement Learning

In the last years, reinforcement learning received a lot of attention. One method to solve reinforcement learning tasks is Neuroevolution, where neural networks are optimized by evolutionary algorithms. A disadvantage of Neuroevolution is that it can require numerous function evaluations, while not fully utilizing the available information from each fitness evaluation. This is especially problematic when fitness evaluations become expensive. To reduce the cost of fitness evaluations, surrogate models can be employed to partially replace the fitness function. The difficulty of surrogate modeling for Neuroevolution is the complex search space and how to compare different networks. To that end, recent studies showed that a kernel based approach, particular with phenotypic distance measures, works well. These kernels compare different networks via their behavior (phenotype) rather than their topology or encoding (genotype). In this work, we discuss the use of surrogate model-based Neuroevolution (SMB-NE) using a phenotypic distance for reinforcement learning. In detail, we investigate a) the potential of SMB-NE with respect to evaluation efficiency and b) how to select adequate input sets for the phenotypic distance measure in a reinforcement learning problem. The results indicate that we are able to considerably increase the evaluation efficiency using dynamic input sets.

cs.NE↗

Multi-rendezvous Spacecraft Trajectory Optimization with Beam P-ACO

The design of spacecraft trajectories for missions visiting multiple celestial bodies is here framed as a multi-objective bilevel optimization problem. A comparative study is performed to assess the performance of different Beam Search algorithms at tackling the combinatorial problem of finding the ideal sequence of bodies. Special focus is placed on the development of a new hybridization between Beam Search and the Population-based Ant Colony Optimization algorithm. An experimental evaluation shows all algorithms achieving exceptional performance on a hard benchmark problem. It is found that a properly tuned deterministic Beam Search always outperforms the remaining variants. Beam P-ACO, however, demonstrates lower parameter sensitivity, while offering superior worst-case performance. Being an anytime algorithm, it is then found to be the preferable choice for certain practical applications.

cs.NE↗

Evolution of Things

Evolution is one of the major omnipresent powers in the universe that has been studied for about two centuries. Recent scientific and technical developments make it possible to make the transition from passively understanding to actively mastering evolution. As of today, the only area where human experimenters can design and manipulate evolutionary processes in full is that of Evolutionary Computing, where evolutionary processes are carried out in a digital space, inside computers, in simulation. We argue that in the near future it will be possible to move evolutionary computing outside such imaginary spaces and make it physically embodied. In other words, we envision the "Evolution of Things", rather than just the evolution of code, leading to a new field of Embodied Artificial Evolution (EAE). The main objective of the present paper is to offer an umbrella term and vision in order to aid the development of this high potential research area. To this end, we introduce the notion of EAE, discuss a few examples and applications, and elaborate on the expected benefits as well as the grand challenges this developing field will have to address.

cs.NE↗