GENETIC PROGRAMMING OF AUTONOMOUS AGENTS Scott ODell Advisors Dr - - PowerPoint PPT Presentation

genetic programming of autonomous agents
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GENETIC PROGRAMMING OF AUTONOMOUS AGENTS Scott ODell Advisors Dr - - PowerPoint PPT Presentation

GENETIC PROGRAMMING OF AUTONOMOUS AGENTS Scott ODell Advisors Dr Joel Schipper Dr Arnold Patton Bradley University 1 GPAA Genetic Programming (GP) Project Description Results Conclusion 2 GPAA Genetic Programming


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Bradley University

GENETIC PROGRAMMING OF AUTONOMOUS AGENTS

Scott O’Dell Advisors Dr Joel Schipper Dr Arnold Patton

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GPAA

  • Genetic Programming (GP)
  • Project Description
  • Results
  • Conclusion

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GPAA

  • Genetic Programming (GP)
  • Project Description
  • Results
  • Conclusion

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PRACTICAL GENETIC PROGRAMMING

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INTRO TO GP

  • Machine intelligence
  • Theory of evolution
  • What you want: fitness function
  • How to get it: primitive set
  • GP does the details

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INTRO TO GP

Simulation of Evolution

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GPAA

  • Genetic Programming (GP)
  • Project Description
  • Results
  • Conclusion

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TRADITIONAL METHODS

  • 1. Grid Domain
  • Movement is unrealistic
  • Space is warped
  • 2. Complex Primitive Set
  • Less creative
  • More work for designer
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PERIMETER MAINTENANCE

  • Military defense application
  • Intrusion detection
  • Spatial reasoning
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SOFTWARE

  • GP framework and simulator
  • Written for project
  • Ruby
  • quick development
  • easy interfacing

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GPAA

  • Genetic Programming (GP)
  • Project Description
  • Results
  • Conclusion

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GRID-BASED SIMULATIONS

  • Verify software operation
  • Develop fitness function
  • 4 guards
  • Guard sensor range: 4 units
  • Perimeter around base: 7 units

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GRID-BASED SIMULATIONS

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GRID-BASED SIMULATIONS

  • Primitive Set
  • Forward, Left, Right
  • Distance from base
  • Arithmetic: +, -, *, /, %
  • if (a > b) then (c) else (d)

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GRID-BASED SIMULATIONS

  • Fitness Function Simulation
  • Enemies randomly start at edge of grid
  • Move directly to base
  • Removed if guards sense them
  • Removed in base perimeter
  • Fitness Score = Number of enemies detected

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HOMOGENOUS TEAM

  • All guards have

same controller

  • Optimal result

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. . . . * . . * * . . * ^ * . * * * . . * . * . . * . . * . * . . * . . * . . * . . * . . * < . x . > * . . * . . * . . * . . * . . * . * . . * . . * . * . . * * * . * v * . . * * . . * . . . .

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CO-EVOLUTION OF ENEMIES

  • Homogenous Guards
  • Base Perimeter: 7

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GRID BASED SIMULATIONS

  • Software works
  • Exploits grid domain
  • Results are not practical

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CONTINUOUS SIMULATIONS

  • Eliminates warping
  • Realistic movement
  • 4 guards
  • Guard sensor range: 4 units
  • Perimeter around base: 7 units

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CONTINUOUS SIMULATIONS

  • Primitive Set
  • Base and Direction vector
  • Store and Recall vectors
  • Vector arithmetic: +, -, *
  • Conditionals: vector magnitude and angle
  • Controller returns vector; determines heading

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HOMOGENOUS TEAM

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CO-EVOLUTION OF ENEMIES

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CONTINUOUS SIMULATIONS

  • Successful strategies with vector arithmetic
  • Realistic autonomous agent movement
  • Unrealistically precise maneuvers

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UNCERTAIN SIMULATIONS

  • Generic noise to deal with uncertainty
  • Develop cautious agents

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HOMOGENOUS TEAM

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NOISY SIMULATIONS

  • GP can produce robust control programs
  • Guards more cautious
  • Basic strategy unchanged

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GPAA

  • Genetic Programming (GP)
  • Project Description
  • Results
  • Conclusion

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PRACTICAL GENETIC PROGRAMMING

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FUTURE WORK

  • Autonomous agent platform
  • Accurately model noise
  • Test on physical agent

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QUESTIONS

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NOISY SIMULATIONS

  • Generic noise to deal with uncertainty
  • Gaussian error added to sensors and movement
  • Sensor: constant variance = size of guard
  • Movement: variance = 1/10th of ideal movement

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