The Shanghai Lectures 2019 HeronRobots Pathfinder Lectures Natural - - PowerPoint PPT Presentation

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The Shanghai Lectures 2019 HeronRobots Pathfinder Lectures Natural - - PowerPoint PPT Presentation

The Shanghai Lectures 2019 HeronRobots Pathfinder Lectures Natural and Artificial Intelligence in Embodied Physical Agents The ShanghAI Lectures An experiment in global teaching Fabio Bonsignorio The ShanghAI Lectures and Heron


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The Shanghai Lectures 2019

HeronRobots Pathfinder Lectures Natural and Artificial Intelligence in Embodied Physical Agents

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The ShanghAI Lectures

An experiment in global teaching

Fabio Bonsignorio The ShanghAI Lectures and Heron Robots

欢迎您参与 “来⾃臫上海渚的⼈亻⼯左智能系列劣讲座”

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Lecture 3

Emerging Intelligence: Cognition from Interaction, Development and Evolution 21 November 2019

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Today’s topics

  • brain-in-a-vat
  • short recap
  • self-organization at many levels
  • self-organization and emergence in groups of

agents

  • modular robotics and self-assembly
  • design principles for collective intelligence
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“Brain-in-a-vat”

6 Alva Noë, “Out of our heads - why you are not your brain”, New York, Hill and Wang, 2009

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Short recap

  • given robot evolve control (neural

network)

  • embodied approach co-evolution of

morphology and control 


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Evolving morphology and control: Karl Sims’s

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New version: Golem (Lipson and Pollack)

representation of morphology in genome

  • robot: bars, actuators, neurons
  • bars: length, diameter, stiffness, 


joint type

  • actuators: type, range
  • neurons: thresholds, synaptic strengths

(recursive encoding)

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Genetic Regulatory Networks (GRNs): Bongard’s “block

  • development (morphogenesis) embedded


into evolutionary process, based on GRNs

  • testing of phenotypes in physically


realistic simulation

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Bongard’s evolutionary scheme

genotype: parameters of genetic regulatory network

  • ntogenetic development:

“transcription factors” phenotype selection: physically realistic simulation reproduction: mutation and recombination


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Representation of “gene”

G1 G2 G3 G4 0.31 0.14 0.03 0.81 0.08 0.03 0.23 0.74 0.24 0.39 TF37 TF2 0.03 0.23 0.74

nc nc nc nc Pr P1 P2 P3 P4 P5 P1 P2 P3 P4 P5

nc nc nc nc nc

nc: “non-coding region” TF: “transcription factor” G1, G2, …: “genes” on “genome”

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Limitations of artificial evolution?

think about: Where are the limits of artificial evolution? 
 Or is the potential unlimited?

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Collective intelligence

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Self-organization and emergence at many levels

  • molecules
  • cells
  • rgans
  • individuals
  • groups of individuals
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Time perspectives

collective intelligence

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Time perspectives in understanding and design

state-oriented
 “hand design” learning and development
 initial conditions, 
 learning and developmental 
 processes evolutionary
 evolutionary algorithms, “here and now” perspective
 “ontogenetic” perspective
 
 
 
 “phylogenetic” perspective Understanding: all three perspectives requires Design: level of designer commitments, relation to autonomy Collective intelligence: emergence from interaction

collective intelligence

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Examples of collective behavior — self-organization

“wave”in stadium termite mound bee hive

  • pen source development community
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Examples of collective behavior — self-organization

“wave”in stadium termite mound bee hive

  • pen source development community

self-organization: groups of individuals

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Recall: Emergence

  • collective behavior: global patterns from local

interactions (e.g. “Swiss Robots”, bird flocks, clapping)

  • behavior of individual: emergent from

interaction with environment

  • from time scales
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Swarm behavior

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birds insects sheep fish humans

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Flocking: the “Boids”

  • 1. 

  • 2. 

  • 3. 


Craig Reynolds’s flocking rules

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Flocking: the “Boids”

  • 1. Collision avoidance: Avoid collisions with nearby

flockmates (and other objects)

  • 2. Velocity matching: attempt to match velocity of

nearby flockmates

  • 3. Flock centering: attempt to stay nearby

flockmates

Craig Reynolds’s flocking rules

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Problem to think about: Modeling swarm behavior

frame-of-reference? situated vs. “god’s eye view” “god’s eye view”: straightforward situated view: biologically more plausible but more difficult to implement

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Design principles for collective systems

Principle 1: Level of abstraction Principle 2: Design for emergence Principle 3: From agent to group Principle 4: Homogeneity/heterogeneity

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Assignments for next week

  • Check “How the body…” for self-study
  • Think about how to design a simulation model

for flocking from a situated perspective

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End of lecture 3

Thank you for your attention! stay tuned for lecture 4