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Comparison of different genotype encodings for simulated three-dimensional agents

Comparison of different genotype encodings for simulated three-dimensional agents
Comparison of different genotype encodings for simulated three-dimensional agents

Comparison of Di?erent Genotype Encodings

for Simulated3D Agents

Maciej Komosinski Adam Rotaru-Varga

Draft,September2001

Institute of Computing Science

Poznan University of Technology

Piotrowo3A,60-965Poznan,Poland

maciej.komosinski@cs.put.poznan.pl

Abstract

This paper analyzes the e?ect of di?erent genetic encodings used for evolving3D agents with phys-ical morphologies.The complex phenotypes used in such systems often require nontrivial encodings.

Di?erent encodings used in Framsticks—a system for evolving3D agents—are presented.These

include a low-level direct mapping and two higher-level encodings:a recurrent and a developmental

one.Quantitative results are presented from three simple optimization tasks(active height,passive

height,and locomotion speed).The low-level encoding produced solutions of lower?tness than the

two higher-level encodings under similar conditions.Results from recurrent and developmental encod-

ings had similar?tness values but displayed qualitative di?erences.Desirable advantages and some

drawbacks of more complex encodings are established.

Keywords

virtual creature evolution,morphological evolution,3D agents,genotype encoding,developmental encoding 1Introduction

A survey of the?eld[21]indicates that there are a number of recent studies of the evolution of simulated creatures equipped with realistic physical behavior[7,16,18].Most of these works can be traced back to the in?uential work of Karl Sims[20].When comparing such systems with other evolutionary systems,we can note that the use of a physical simulation layer implements a complex genotype–?tness relationship. Physical interactions between body parts,the coupling between control and physical body,and interac-tions during body development can all add a level of indirection between the genotype and?tness.The complexity of the genotype–?tness relationship o?ers a potential for rich evolutionary dynamics.

The most important element of the genotype-to-?tness relationship is the genotype-to-phenotype map-ping,or genotype encoding.There is no obvious simple way to encode a complex phenotype—which consists of a variable-size,structured body and a matching control system—into a simpler genotype. Moreover,an evolutionary algorithm can perform poorly when using a certain genotype encoding,and better when using others,for reasons not yet immediately obvious.The employed genotype encoding

can have a signi?cant e?ect on the performance of the evolution.This fact has been recently recognized by researchers who directed e?orts into developing more sophisticated encodings[2,3,10].The afore-mentioned evolutionary systems lack a common base for experimentation1,they use di?erent physical engines,evolutionary algorithms,and various approaches for genotype encodings.Such di?erences render a comparison aimed solely at the e?ect of genetic encodings di?cult.

In the present work we use a single system,Framsticks,as the context of our analysis of various genotype encodings.Framsticks is a realistic,three-dimensional simulation of agents and their interactions [12,16,15].We present the three encodings currently implemented in the system,which include a simple low-level encoding and two higher-level ones:a direct recurrent and an indirect developmental.The low-level encoding is the simplest,and is considered to be a special case,while the other two are more complex,having been designed to be more evolvable.We compare the performance of the encodings in there optimization tasks(passive and active height,velocity),in experiments which di?er only in the encoding used.

The organization of the article is as follows:Section2.contains a general discussion on the e?ect of di?erent encodings.Section3.and Section4.provide an overview of the Framsticks system and its three di?erent encodings,followed by experimental results in Section5.Conclusions and direction for further work are included in Section6.

2The Role of the Genetic Encoding

Most evolutionary simulation systems distinguish between the concepts of genotype and phenotype,and employ a mapping between the two(this mapping is the trivial identity mapping in simple GA cases). As an evolutionary system allows for a more complex phenotype space,a more complex genotype-to-phenotype mapping(or encoding)is called for to allow genotypes to concisely describe complex pheno-types.Given a phenotype space,an encoding does not automatically follow:it is possible to construct di?errent genotype spaces which map into the phenotype space,and even for one particular genotype space,it is possible to devise numerous mappings from it to the phenotype space.Does the selection of a particular encoding have a signi?cant e?ect on the outcome of the evolutionary search?While it is hard to devise an‘ideal’encoding,it is certain that some encodings perform better than others.The issue of genetic encodings has been?rst addressed in the context of GAs,with the binary vs.Gray coding being one speci?c example[17].These studies established that the genetic encoding can have a noticeable e?ect on the evolutionary search.

The task of evolution of physical agents is di?cult for several reasons.Single points in the phenotype space are complete creatures,with a structured morphology and control(each creature has a‘body’and‘brain’).There is a variable amount of information required to describe such an organism.The dimensionality of the search space is not?xed,and the space does not lend itself to a straightforward neighborhood de?nition.Some features of the phenotypes change continuously(e.g.,length of a body part),while others change discretely(e.g.,number of body parts).Furthermore,the evaluation of a single phenotype involves a lengthy physical simulation,which can amplify small changes in the phenotype and lead to large changes in?tness;the imposed?tness landscape is multi-peaked;and evaluations contain non-deterministic components.In order to deal with such a large and complex search space,adequate genetic encodings are called for.The large number of CPU cycles required for?tness evaluations poses an additional technical di?culty.

Let us consider the implications of a chosen genetic encoding for a phenotype space(which we consider as given,determined by the chosen simulation rules).Typically an encoding maps only to a subset of the phenotype space.Valid phenotypes exist which cannot be expressed by the encoding.An example in the Framsticks system is morphologies containing cycles:although they are valid phenotypes,the default encoding(recur)2cannot express them.The existence of phenotypes which are impossible to encode

means that entire portions of the search space are sealed o?from the search.This,nonetheless,might bene?t the search,if the pruned space is smoother or denser in high-?tness points than the entire space.

More importantly,the encoding de?nes the topology of the phenotype space.Genetic operators(which are encoding-speci?c)determine which genotypes—and the corresponding phenotypes—are neighbors. The topology is encoding-speci?c:suppose phenotypes F1and F2are encoded by neighboring genotypes G1and G2under encoding S,and encoded byΓ1andΓ2under encodingΣ.Even if G1and G2are neighboring(there is a mutation in S which turns G1into G2),Γ1andΓ2can be distant in the genotype space inΣ.For example,the recur genotypes‘XXXX’and‘XLXXX’are separated by one point mutation (insert‘L’),but the corresponding simul genotypes are separated by three mutations(one for each of the last three sticks).An encoding—together with its associated genetic operators—determines which phenotypes are neighboring,and also in?uences which phenotypes have a higher probability of being visited.

The phenotype space topology imposed by the encoding determines which parts of the space are easily accessible by the search.Although the evolutionary search operates on phenotypes,the genotype encoding indirectly in?uences the outcome of the search.The bias imposed by an encoding becomes evident in the case of a random search:two random searches with di?erent genotype encoding yield di?erent results,despite the identical phenotype space.A phenotype space has an inherent topology: phenotypes of similar?tness are‘close’to each other.The genotype encoding imposes another topology, by de?ning which phenotypes are close genetically(measured as the number of mutations separating the corresponding genotypes).Under a good encoding,these two topologies are more highly correlated [9].Unfortunately,this correlation is impossible to directly measure,because the vast complexity of the phenotype space and its?tness landscape.Our judgments of encodings are thus subjective,based on various theoretical and experimental observations.

Di?erent encodings have di?erent characteristics,and some are better suited for some types of evolu-tionary search.It is hard to objectively establish these qualities of the encodings,and it is doubtful that a single best one exists.This perspective was our motivation to expand the Framsticks system to support several encodings at the same time.

3The Framsticks World

The following sections contain an overview of the Framsticks system and its capabilities.The Framsticks system simulates a three-dimensional world populated by agents.Agents are composed of an articulated morphology(‘body’)and attached control system(‘brain’),which are described in turn.For a more detailed presentation,consult[1,12,16,15].

3.1Body

The bodies of the agents are composed of a set of interconnected simple elements called sticks;a stick consists of two material endpoints connected through a?exible rod.Sticks have various physical and biological properties(mass,stamina,assimilation,etc.).Articulations exist between sticks where they share an endpoint;the articulations are unrestricted in all three degrees of freedom(bending in two planes plus twisting).

A wide range of physical interactions between sticks are simulated:static and dynamic friction, damping,action and reaction forces,gravity,buoyancy(uplift pressure under water),and energy losses from deformations;some of these forces are shown in Figure1.The?nite element method is used for step-by-step simulation.Collisions are simulated between stick of di?erent agents,but not between the sticks of a single agent(for e?ciency reasons).

gravity

ground reaction friction

damping

elastic reaction

of joints Figure 1:Various kinds of forces considered in

the physical simulator of the Framsticks system.

3.2Brain

A Framsticks agent is also equipped with a control system,which is implemented by a network of arti?cial neurons .Some neurons are specialized into sensors and e?ectors ,for interfacing with the mechanical body.

Generic neurons are simple processing units,similar to the ones used in standard arti?cial neural networks.Every neuron has a variable number of weighted connections from other neurons,and several parameters which in?uence its function.A neuron output value is updated periodically.The updating rule is based on the standard sigmoid function:

o =2

1+e ?s t ·β?1(2)

s t =s t ?1+v t (3)

v t =v t ?1·λ+μ·(i t ?s t ?1)

(4)The additional tunable parameters are λand μ.For λ=0and μ=1we get (1).The parameters β,λand μcan all be under genetic control.

The rules for computing neuron activation values are deterministic,however,initial activations are set stochastically to small values.The reason for employing randomness is to discredit neural networks that rely extensively on speci?c initial patterns,and encourage those which rely more on the information present in the environment.The latter ones tend to produce more robust solutions.

The special neurons include e?ectors (muscles)and various sensors.E?ectors are muscles that can exert modulated forces at articulations they are attached to.Muscles exists in two varieties:bending and rotating .

(a)(b)(c)(d)

Figure2:Visualisation of e?ectors:(a)bending and(b)rotating,and

receptors:(c)equilibrium and(d)touch.E?ectors are drawn on the

?rst of the two endpoints they in?uence.

Sensors,also attached to sticks,include orientation and touch sensors.3An orientation sensor(denoted ‘G’,also called a gyroscope)measures the orientation of the stick relative to the horizontal plane.A touch sensor(denoted‘T’)reacts to a contact force at the end of the stick,and can detect contact with the ground(or lack of it).Both orientation and touch sensors are useful for building controls for locomotion and other behaviors.See Figure2.for an illustration of the Framsticks e?ectors and sensors.Additionally, see the Appendix for more detail on the capabilities of the system.

4Genetic Encodings in Framsticks

4.1Support for multiple encodings

There are multiple encodings supported by the Framsticks system,each with its own representation and operators.The system manipulates and transforms genotype strings in various representations,and ultimately decodes them into the internal representation used by the simulator.

Any creature can be completely described using a low-level representation,by listing all of its com-ponents and attributes.This representation can be treated as a special genotype encoding—special because it is a direct one-to-one mapping—which we call simul.Other higher-level encodings con-vert their representation into the corresponding simul version(possibly through another intermediary representation),as illustrated in Figure3.The reverse mapping of higher-level encodings is di?cult to compute,which is also true for biological phenotype encodings.As a consequence,in the general case it is not possible to convert a lower-level representation into a higher-level one(or a higher-level one into another higher-level one).Nonetheless,an approximate transformation is possible from devel genotypes to recur genotypes,but not the other way around.

Each encoding has its associated genetic operators(mutation,crossover,and optional repair),and a decoding procedure which translates a genotype into a simul(or another‘lower’)representation.A new encoding can be added relatively easily,by implementing these components,without the need to work with internal representations.The Framsticks system is accompanied by the Genotype Development Kit to simplify this process[15].

In this article we describe three encodings:the direct low-level,direct recurrent,and indirect develop-mental.There are other encodings which are currently under development(similarity-based,metabolism-based,etc.).The direct low-level encoding(denoted simul,from‘simulator’,elsewhere also referred to as‘f0’)is a universal encoding which directly describes any valid phenotype.The direct recurrent en-coding(recur from‘recurrent’,‘f1’),the original encoding in Framsticks,is signi?cantly more compact than simul,but still preserves a one-to-one mapping between genotypic and phenotypic parts.It uses higher-level rules to achieve compactness and transparency.The indirect developmental encoding(devel from‘developmental’,‘f4’)is similar to recur,but describes the process of creation of a creature,rather

Figure3:The architecture for multiple encodings.Solid

arrows indicate decoding of one representation into an-

other.Dashed arrow indicates an approximate transforma-

tion(with potential loss of information).

than its?nal form.Consequently,it supports some features that are results of interactions during the developmental process:most importantly,modularity.

4.2Direct low-level

The direct low-level,or simul,encoding describes agents exactly as they are represented in the simulator. This encoding is more of a direct representation than a proper encoding,but it is possible to use it as such. It does not use any higher-level features to make the genotype more compact or?exible,and because of this,it is expected that this encoding is not very well suited for evolution.Its useful characteristics are that it has a minimal decoding cost and that it is universal:every possible agent can be described using this encoding.These properties make it possible to use the simul encoding as an intermediary representation during the translation from other higher-level encodings.

A simul genotype consists of a list of descriptions of all the objects the agent is composed of:parts, joints,neurons,and neuron items(connections,sensors,e?ectors).Every description speci?es all the attributes of the object explicitly(except those which are equal to their default value).A sample genotype is provided in Figure4.All objects are implicitly numbered by their position in the list,and these absolute order numbers are used for later reference(e.g.,each neuron has a reference to the part it is attached to).The absolute reference numbers are global properties,and are a?ected by a change in the number or order of the objects.Generally the simul encoding does not impose any restriction on the phenotypes4, and it even allows morphologies with cycles(such as the one illustrated in Figure5.a).This is not true of the other two encodings.Further details of this format can be found in[13].

In order to use simul as a true encoding,both genetic operators are implemented.Point mutation of a genotype is straightforward:it either changes one attribute of one object,or(less frequently)removes an existing object or adds a new one.In either case,mutation a?ects exactly one element of the agent. The simul encoding does not o?er a straightforward method for crossover.Thus we based crossover on phenotypic geometry:both morphologies are cut in two parts using a plane randomly positioned in space,and the two halves from each of the agents are grafted together.Neurons follow the part they are attached to,and broken links are reconnected to recover lost functionality.Such an example is shown in

p:D=0

p:1,m=2,vol=2,D=0

p:2,m=3,vol=3,D=3

p:2.50017,-0.000170005,-0.865927,D=5

p:2.50017,0.000170005,0.865927,3,vol=3,D=7

p:3.50017,0.000170005,0.865927,D=9

p:2.00051,0.000340067,1.73215,D=11

j:0,1,dx=1,D=0

j:1,2,1.5706,dx=1,D=3

j:2,3,rz=-1.047,1,D=5

j:2,4,rz=1.047,1,D=7

j:4,5,rz=-1.047,1,D=9

j:4,6,rz=1.047,1,D=11

Figure4:A sample simul genotype.This genotype corre-

sponds to the phenotype shown in Figure7.b—recur geno-

type‘XRRX(X,X(X,X))’.Lines starting with a‘p:’represent

material endpoints,while lines starting with a‘j:’represent

rods joining two endpoints.The?rst two numbers after‘j:’

are the references for the two endpoints.

Figure5.In a special case,when two identical parents are crossed over,the resulting o?spring is identical to the parents.

4.3Direct recurrent

The direct recurrent,or recur,encoding was the?rst one employed in the Framsticks system.This higher-level encoding was designed so that genotypes are compact and robust in face of genetic operators. Being easily understood and manipulated by humans was also a consideration.

The details of the recur encoding had been covered in[12,14,16],so only a brief overview is given here.In a recur genotype,the component sticks of a morphology are described using a string as follows: each stick is represented by a letter‘X’,and two consecutive‘X’s represent two sticks joined together. If there is a stick joined to several other sticks,they are represented using the structure‘X(X...,X ...,X...)’.This is su?cient to represent any cycle-free stick topology,see Figure6.for some examples.

Meaning

R

Skew of branching plane

C

Length

F

Muscle strength

Table1:Modi?er symbols in recur.‘RRR’rotates the current branching plane by3·45?=135?;‘rr’by ?90?,etc.

Various attributes of sticks are speci?ed using modi?er letters.Modi?ers change the value of a certain

(a)(b)(c)

Figure5:A simul crossover example.(a)The two parent structures;shown with their cutting planes.(b)The separated parents;dashed lines are joints which are broken,and the two halves shaded in black are used in the child.(c)The child structure;dotted lines are newly created joints.

‘X’‘XX(X,X)’

(a)(b)

‘XXX(XX,X(X,X))’‘XXX(,,,XX(X(X,X),X(X,X,,)))’

(c)(d)

Figure6:Examples of genotypes describing bodies of increasing com-

plexity.(a)Single stick,(b)two joined sticks branching into single sticks,

(c)recurrent branching,(d)recurrent branching with some branches

missing.

property in a relative manner,starting with an implicit default value.Lowercase letters denote modi?ers which decrease,and capital letters denote modi?ers which increase the value of an attribute by a?xed factor.Repeated letters achieve a compound e?ect,for example,‘lX’represents a short stick,while ‘LLLX’a very long one.Furthermore,modi?ers are‘fuzzy’and do not only a?ect the?rst following stick, but later ones as well,with a decreasing weight.For example,the lengths of the sticks in the genotype ‘XLLXXX’are1.00,2.00,1.51,and1.255respectively.There are modi?ers for basic attributes(present also in the simul encoding),and some recur-speci?c ones,such as the curving angle between two sticks. Modi?ers and their meanings are listed in Table1.Related examples of genotype-phenotype pairs are presented in Figure7.

‘CXlXlXlX’‘XRRX(X,X(X,X))’‘CCXXX(XXX,XXX)’

(a)(b)(c)

Figure7:Examples of recur modi?ers.(a)Shortening and curvedness,

(b)rotation of branching plane by90?,(c)tendency for curving.

Neurons are represented by the symbols‘[...]’,inserted after the stick they are attached to. There are various parameters speci?ed for a neuron:type(‘|’for bending muscle,‘@’for rotating muscle, etc.),a comma-separated list of connections in the format‘:’,where input is either an integer,in which case it denotes another neuron using relative numbering(-1means the previous,+2the second next one,etc.),or a sensor(‘T’,‘G’,etc.).Figure8.presents three examples with explanations:‘X[0:5]’is a stick with a neuron which has a single recurrent link from itself,‘X[@1:3]X[G:-2]’is two sticks,both with one neuron,the second connected to a gyroscope sensor,and the?rst connected to the second,and driving a bending muscle.

The recur encoding has specialized genetic operators.Mutation either adds a new modi?er,a new stick or neuron,or deletes an existing modi?er,stick,or neuron,or changes the parameters of an existing neuron.Crossover operates on the genotype strings in a straightforward way:it swaps randomly isolated substrings among two strings.However,cut points are restricted to logical positions(i.e.,the multiple characters describing a single neuron are never separated).

The recur encoding has several properties resulting from its design features.Important properties are:

–Linkage between body parts is done implicitly,rather than using explicit references to parts(eg.,‘XX’implicitly creates a link between the two sticks).

–Linkage between neurons is done using relative rather than absolute numbering.Relative numbering is susceptible to disruptions only if the added(removed)neuron is between the two ends of the link,but resistant otherwise.The latter cases are more frequent,and links speci?ed by absolute numbering would be broken in such cases.

–Attribute changes propagate along the body structure.

‘X[0:5]’‘X[@1:3]X[G:-2]’‘XX[@0:0][|1:1,-1:2]X[-2:3]’

(a)(b)(c)

Figure8:Examples of describing linkage between body and control.(a)

Single stick and neuron,not connected functionally,(b)two sticks:one

with a rotating muscle,the other with a G receptor,(c)example of

a more complex NN and two kinds of neurons for the same joint.The

body shape,the neural network,and the genotype is shown in each case.

Note that the neural networks are shown with inputs arranged to the

left and outputs to the right,which results in a di?erent ordering of the

neurons than in the genotypes.

–Implicit default values and automatic constraints are used extensively(e.g.,if there is a link from

a sensor,there must be a sensor).

–Control elements(sensors,e?ectors)are described near the elements controlled.

Now we can list the characteristics of the recur encoding:

1.Non disruptive.Small changes to the genotype generally cause small changes to the phenotype.

The changes can propagate to multiple sites,but in a continuous and structured manner.

2.Crossover-friendly.Substrings retain at least part of their meaning when isolated and inserted into

another context.Disrupted references are?xed by automatic constraints and implicit rules.

3.Human-friendly.The relationship between a genotype and its phenotype is relatively easy to un-

derstand by a human user,so genotypes can be be analyzed and modi?ed by hand.

https://www.wendangku.net/doc/0016597411.html,plete.The genotype speci?es every aspect of the phenotype completely(albeit not all directly).

5.Minimal redundancy.There are no genotype parts with no in?uence over the genotype.

In summary,the direct recurrent encoding uses higher-level constraints,and is potentially more e?ec-tive in an evolutionary search than the direct low-level encoding.However,this conjecture needs to be tested empirically.

4.4Indirect developmental

The indirect developmental encoding describes an agent by specifying its developmental process rather than its?nal form.A preliminary description of this encoding has been included in[14].The encoding models a set of interacting phenotypic parts which execute actions speci?ed by the genotype.This encoding is inspired by the cellular developmental encoding of Gruau[7],but is extended to include the body as well.Developmental encodings have been applied to evolution of neural networks[11,23,8,4,19], and more recently to both neural networks and morphologies[5,6,2,3,10],and have been found to be

superior to direct encodings,by producing more structured and modular phenotypes.Extra complexity and unnecessarily large phenotypes are reported as disadvantages.

Using the devel encoding,creatures are built by passing through a developmental phase.A developing creature consists of a set of interconnected cells,which can be undi?erentiated or di?erentiated(sticks or neurons).Cells execute genetic codes which alter their properties,or create new cells through division. After a division the newly created cells execute di?erent codes(they di?erentiate).At this point the genetic codes fork,which is why the entire genotype is organized as a tree.Development of a creature starts out as a single undi?erentiated cell.As new cells are created,they follow their instruction in parallel.Undi?erentiated cells can mature into sticks(‘X’)or neurons(‘N’).Development halts when all cells mature[7,19].

Devel is similar to recur insofar as it uses similar genetic symbols(‘X’,‘[...]’,etc.).In recur the genotype is traversed,and the codes are interpreted by an external builder process,which creates the parts of the creature.In devel the codes are interpreted by the developing parts themselves.Recur codes consist of ones that generate new parts,and modi?ers that change properties of parts that are to be created.Devel also has analogous modi?ers,but these a?ect existing parts.

Figure9:A sample devel genotype represented as a tree.

The genotype is‘RR<<X>X>X’,equivalent to the

recur genotype presented in Figure7.b.

A devel genetic code tree is represented as a string,generated by traversing the tree pre-order(for each node,?rst the node is described,then its subtrees).A division‘<’is followed by the codes executed by the parent cell,until the corresponding stop code‘>’,then by the codes executed by the daughter cell. If either of the codes is itself a tree,the same rule is applied recursively.This way the‘<’and‘>’codes also act like nested parentheses.An example is presented in Figure9:the genotype‘RR<<X>X>X’is shown as parsed into a tree structure.The resulting genotype(Figure7.b)consists of six sticks,easily seen from the fact that the tree contains six terminal nodes(and?ve branching nodes).

The devel encoding supports repetition of the same code portion more than once.This is implemented by the repetition code‘#’,which has two subtrees(like‘<’):the?rst is the code which is repeated,and the second is the rest,executed after the repetitions.The‘#’code also speci?es the number of repetitions. The repeated subtree can contain an arbitrary number of codes,including divisions.In this case only daughter cells will continue the repetition,not both of them.

The repeated genotype portion can consist of a single node or a subtree of arbitrary size.If the repeated subtree includes only a modi?er,the e?ect of the modi?er will be enhanced,but no new parts will be created.If it includes a division(‘<’),multiple copies of the element will be created.The simplest case is the repetition of a single stick or neuron.The repeated portion can contain multiple division codes,and even nested repetition codes.For example,the genotype presented in Figure10.features a

repeated body segment consisting of three sticks.

Phenotype modularity produced through developmental repetitions can be contrasted with modularity produced through phylogenic gene duplication.During evolution a genotype portion encoding body substructures can be duplicated(especially by crossover).However,even if the resulting duplicated phenotypic structures are identical,they are no longer encoded by the same genetic codes,and thus will evolve independently.In the case of devel encoding,repeated identical body parts are encoded by shared genetic codes.This opens up the possibility of mutations which a?ect all copies simultaneously [19].Modularity is argued to be a useful property when evolving complex entities[7,2].However,the modularity in devel encoding is somewhat limited in that modules are identical,and cannot diverge or di?erentiate.

The devel encoding is accompanied by specialized genetic operators:mutation a?ects a single node in the genotype tree(it is similar to the recur mutation).Crossover isolates and swaps subtrees from the genotype trees,which is the standard method used in genetic programming.

The devel encoding is similar to the recur encoding in that it uses analogous genetic codes,and every devel genotype can be translated into an approximate recur genotype.Di?erences include support for modularity and the mechanism for propagating attribute values from one element to another.In devel, when a cell divides,the new cell inherits the attributes of the old cell.The e?ect is similar to how modi?er e?ects are propagated in recur.But the propagation-by-division is more?exible:for example,dividing neurons can duplicate their existing connections(see Figure11.for an example).This provides one way to compress information needed to describe a neural network.

Figure10:Example of the repetition operator in genotype

‘rr#5<,RR<LX>LX>>X’.

Figure11:Example of multiplication of neural

links when a cell is divided.The devel genotype

is‘N<[*:0]>[-1:10]<><>’(the correspond-

ing recur is‘X[*:0][-1:10][-2:10][-3:10]’).

In conclusion,the devel encoding is similar to the recur encoding,but uses some features of a

developmental encoding.It supports segmentation and modular body layouts,features which are not supported by recur.However,devel is not a full-?edged developmental encoding,because its support for modularity is limited:repeated modules are always identical.(This is also true of the encoding used in[10],but not of the one used in[3].)

4.5Characteristics of the Three Encodings

In this section we attempt to summarize the characteristics of the three encodings,and chart the di?er-ences in Table2.We include the following characteristics in the comparison.Genotype complexity refers to the internal structural complexity of genotypes,and the degree of dependencies between genes5.The simul and recur encodings have medium complexity,while the devel encoding has somewhat higher complexity,due to the repetition structures.

Recur

Medium

Medium

High

Low

None

None

Low

5We use the word‘gene’loosely,referring to the smallest element of a genotype(a letter in the genotype string),or a set of adjacent elements(a substring of the genotype string).

The?rst two tasks required maximization of the average height of the agent,as measured by the geometric center of body parts.In order to limit evolution to static morphologies,in the?rst task we turned o?the simulation of neural networks.This limitation was removed for the second task,which opened up the possibility of movement to enhance?tness.The motion of a creature may increase the height on average,but morphology is still the dominant factor.The height maximization tasks are relatively simple compared to the full potential of the Framsticks system,but enables us to analyze results easily,just by looking at static images.

The third task was maximization of locomotion speed on land.This task required a coordinated set of body parts(limbs),and control structures(e?ectors,neurons,and usually sensors).Various results for locomotion using Framsticks have been reported previously in[16,14].

5.1System parameters

The evolutionary algorithm used was a steady-state GA,with the most important parameters listed in Table3.Genotypes were selected using tournament selection with size2.When a genotype was selected for reproduction,it was modi?ed in80%of the cases.If it was modi?ed,it was mutated(80% probability)or crossed over.If a genotype was not modi?ed,it was cloned,which served to lengthen the average lifetime of genotypes,to get?tness values sampled more than once.This was needed because of the nondeterministic nature of the simulation(random initialization of neuron states).The?tness of a genotype was de?ned as the average of the?tness values of the multiple individuals sharing the genotype.

These settings were a result of a tedious experimentation and adjustment process.For every combi-nation of genetic encoding and task we executed10?nal runs,for a total of3×3×10=90runs.

Value

Population size

20%

Crossing-over probability

64%

Initial distance from the ground

Setting Velocity

Performance measurement interval500

Simulation time after stabilization5000

Number of evaluations in a single run60,000

Table4:Parameters of?tness formula and the number of evaluations in a single evolutionary run.

Further settings are detailed in Table4.All values concerning time are in simulation steps,and values concerning distance are in simulation units.For comparison,the default stick length is1.0.Every evaluation was started with a stabilization period,during which no performance measurements were taken,and neurons were kept inactive.This was done in order to prevent the use of the potential energy resulting from the initial placement and position of the creatures.

5.2Results–Quantitative analysis

In a quantitative analysis the notion of best individual is important,but complicated by the fact that ?tness evaluations are non-deterministic.A?tness can depend on how many times a genotype had been evaluated.The more evaluations,the more stable and reliable is a?tness estimate.

Figure12:Best,average,and worst?tness values during an evolutionary run.

We reproduce a typical?tness pro?le from a velocity-oriented experiment.Figure12.plots various ?tness values against time.The middle line is the mean?tness of the population.The lines above (best(2))and below(worst(2))are the best and worst?tness values of genotypes evaluated at least two times.Lines best(1)and worst(1)are the best and worst?tness values of all genotypes(including those evaluated only once).As it can be seen,best(1)and worst(1)vary widely.Therefore we decided to de?ne the‘best’genotype as the genotype with highest mean?tness,evaluated at least two times(best(2)). Thus‘best’,‘highest’,etc.,are used with such meaning in the forthcoming discussion.

Charts in Figure13.summarize the?tness results for the three tasks and three genetic encodings. The bars show averages of best individuals taken from the10runs;standard deviations are also shown. In all three tasks,the worst was the simul encoding.Recur and devel were comparable.Statistically, the di?erence was important between devel and simul in task(a),and between recur and simul,and devel and simul in task(b).In task(c),no di?erences were statistically signi?cant6.

It may seem interesting that active height maximization did not yield better results than the passive one.One explanation is that static constructs alone were su?cient to produce solutions very close to physical limits.The?tness result values,taken together with attempts to manually construct agents (described in more detail below),indicate that the value of2.50for average height of the center is very hard to exceed.This is due to some physical limitations:the maximum stick length is2.00,and the high elasticity of sticks and joints makes them unable to bear large weights.The disadvantage of a moving design(e.g.,jumping)is instability,and apparently,in this regime the disadvantage was stronger than

0.51.01.52.02.5simul recur

devel

(a)(b)(c)

Figure 13:Best ?tness values found in the three tasks:(a)passive average

height,(b)active average height,(c)average velocity.Mean values are shown

with standard deviations.

the bene?t.Motion might be better,however,in increasing maximal height rather than average height (as in the case of a big leap followed by collapse).

5.3

Results –Qualitative analysis 5.3.1Height,passive agents

In this task three kinds of construction were typical,with variable intensity of branching:from antenna-like creatures through tree-and bush-like creatures (Figure 14).Typical simul solutions had a triangular base (90%of agents),which allowed for high stability and sti?ness.This shows the importance of cycles in the https://www.wendangku.net/doc/0016597411.html,ing cycles it is possible to convert some of the compressing forces into pulling forces,which are handled better by sticks.If cycles were not available,we would have expected even lower maximum ?tness values.

Using the simul encoding,one of the observed kinds of solutions was a number of sticks erected from a base.Such a structure allowed for a high position of the geometric center with high stability and sti?ness (Figure 14.d).With recur ,in 50%of the agents base points were joined not at ground level,but above (Figure 15.a,b,c).One of the exceptions was the bush-like agent with 4353parts (Figure 15.d).In the case of the devel encoding,the in?uence of modularity was observed in structures resembling a spiral,a chain,or a segmented backbone (Figure 16).

Although evolved creatures were stable during their normal evaluation period,in most cases they were knocked out of balance with minimal e?ort.Some minimal motion could usually be observed even in the case of passive agents,due to elastic forces and non-equilibrium initial conditions.In some cases agents ?ipped over spontaneously when simulated for times exceeding the length used during the evolution.This shows the extreme degree of adaptation to the given environment and peculiarities of the ?tness evaluation.

(a)(b)(c)(d)

Figure14:Representative best agents in passive height maximization task,simul encoding.

(a)(b)

(c)(d)

Figure15:Representative best agents in passive height maximization task,recur encoding.

(a)(b)(c)

(d)

(e)

Figure 16:Representative best agents in passive height maximization

task,devel encoding.

5.3.2Height,active agents

This task is similar to the passive height task,but with the possibility of using neural networks to generate movement.Many resulting structures were similar to ones from the previous task.In simul and recur, about40%of agents appeared to be moving purposefully;the rest were moving in a way that did not deteriorate their?tness or did not move at all(Figure17.a,b).A purposeful movement was usually stretching and straightening(Figure17.c),with an orientation sensor as the signal source.Among devel agents no purposeful movement was observed,but some interesting constructions emerged(Figure18).7

(c)

Figure17:Representative best agents in active height maximization

task.Recur encoding.

(a)(b)(c)(d)(e)

Figure18:Representative best agents in active height max-

imization task.Devel encoding.

5.3.3Velocity

In this task,evolved agents had small bodies(small weight),and used neural networks with e?ectors and receptors.This task is not so severely imitated by simple physical constraints as the height tasks,and there was a higher variety among the observed strategies.

Among agents evolved for velocity the most frequently encountered structure consisted of a few sticks, branched or bent(Figure20.b).The last stick was moved by a bending muscle,and used as a limb for pushing back.The branching on the other end stabilized the direction of the locomotion(if an agent

fell down after a jump,it turned over and got into the same orientation,due to the stabilizing limbs). Consecutive small jumps resulted in locomotion in one direction(Figure19.a).

Another popular solution was a construction with two pushing limbs,with a body perpendicular to the direction of the locomotion(Figure20.a).Usually only one limb had a muscle,and the other served as stabilization,moving passively,and helping sustain the direction of movement.

Apart from the common designs,many di?erent strategies could be observed,some illustrated here. The agent shown in Figure19.b.had three limbs(two pushing back,one pulling),the one in Figure19.c. used a triangular structure for pushing,and the one in Figure20.c.had a symmetrical body with two pushing limbs.

Since solutions had small bodies,there were no evident general di?erences between morphologies in the case of the three encodings.There was no room for segment repetitions and large scale modularity. Subjectively,the movement of recur and devel solutions appeared as somewhat biologically more plau-sible than simul movements.Neural networks,receptors,and e?ectors were very precisely tuned to the morphology,showing a tight coupling between morphology and control.

(a)

(b)

(c)

Figure19:Representative best agents in velocity maximization task.

Simul encoding.

5.4Comparison to human-designed agents

Designing agents by hand is a very complex process,in professional applications it requires planning and extensive knowledge about how the control system,receptors,and e?ectors work,as well as knowledge about the simulator.Designing neural networks for control by hand is especially di?cult and tedious.For this reason,human-built agents usually have lower?tness than agents produced by evolution.However, human creations are often interesting qualitatively.Human designs have such properties as explicit purpose,elegance,simplicity(minimum of means),and often symmetry and modularity.These features are opposed to evolutionary results,which are characterized by hidden purpose,complexity,implicit and very strong interdependencies between parts,as well as redundancy and randomness.

The di?cult process of designing neural networks can be circumvented by a hybrid solution:bodies can be hand-constructed,and control structures evolved for it.It is possible to turn o?evolution of body parts(using simul or recur).This approach can yield interesting creatures[1,12,14,15],often resembling creatures found in nature.

We tried to design agents by hand for the presented tasks,without much success.The locomotion task is simply too complex for a new good solution to be designed by hand in a reasonable amount of

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感官动词的用法

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名家美文摘抄600字

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优美文章600字摘抄片段

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产现场使用。 使用时:应注意被测螺纹公差等级及偏差代号与环规标识的公差等级、偏差代号相同(如M24*1.56h与M24*1.55g两种环规外形相同,其螺纹公差带不相同,错用后将产生批量不合格品)。 检验测量过程:首先要清理干净被测螺纹塞规油污及杂质,然后在环规与被测螺纹对正后,用大母指与食指转动环规,使其在自由状态下旋合通过螺纹全部长度判定合格,否则以不通判定。 3、注意事项 在用量具应在每个工作日用校对塞规计量一次。经校对塞规计量超差或者达到计量器具周检期限的环规,由计量管理人员收回、标识隔离并作相应的处理措施。 可调节螺纹环规经调整后,测量部位会产生失圆,此现象由计量修复人员经螺纹磨削加工后再次计量鉴定,各尺寸合格后方

可投入使用。 报废环规应标识隔离并及时处理,不得流入生产现场。 4、维护与保养 量具(环规)使用完毕后,应及时清理干净测量部位附着物,存放在规定的量具盒内。生产现场在用量具应摆放在工艺定置位置,轻拿轻放,以防止磕碰而损坏测量表面。 严禁将量具作为切削工具强制旋入螺纹,避免造成早期磨损。可调节螺纹环规严禁非计量工作人员随意调整,确保量具的准确性。环规长时间不用,应交计量管理部门妥善保管。

感官动词

感官动词的概念和相关考点 1、什么是感官动词? 听觉:listen to、hear 视觉:look at、seem、watch 嗅觉:smell 触觉:feel、touch 味觉:taste 2、感官动词如何正确使用? Tom drove his car away. →I saw him drive away. (全过程) 用法一:somebody did sth + I saw this I saw somebody do something. Tom was waiting for the bus. →I saw Tom waiting for the bus. (看不到全过程) 用法二:somebody was doing sth + I saw this I saw somebody doing something 练习: 一、句子翻译 1. I didn,t hear you come in. 2. I suddenly felt sth touch me on the shoulder. 3. I could hear it raining. 4. Listen to the birds singing. 5. Can you smell sth burning? 6. I found Sue in my room reading my letters. 二、灵活运用 1. I saw Ann waiting for the bus. 2. I saw Dave and Helen playing tenins. 3. I saw Clair having her meal. 三、选择最佳选项 1. Did anybody see the accident (happen/happening)? 2. We listen to the old man (tell/telling) his story from beginning to the end. 3. Listen! Can you hear a baby (cry/crying)? 4.—Why did you turn around suddenly? — I heard someone (call/calling) my name. 5. We watched the two men (open/opening) a window and (climb/climbing) through it into house. 6. When we got there, we found our cat (sleep/sleeping) on the table. 四、感官动词的被动语态 Oh,the milk is tasted strange.

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