For decades, the evolution of cooperation has piqued interest in numerous academic disciplines, such as game theory, economics, biology, and computer science. In this work, we demonstrate the emergence of a novel and effective resource exchange protocol formed by dropping and picking up resources in a foraging environment. This form of cooperation is made possible by the introduction of a campfire, which adds an extended period of congregation and downtime for agents to explore otherwise unlikely interactions. We find that the agents learn to avoid getting cheated by their exchange partners, but not always from a third party. We also observe the emergence of behavior analogous to tolerated theft, despite the lack of any punishment, combat, or larceny mechanism in the environment.
Co-evolution is a powerful problem-solving approach. However, fitness evaluation in co-evolutionary algorithms can be computationally expensive, as the quality of an individual in one population is defined by its interactions with many (or all) members of one or more other populations. To accelerate co-evolutionary systems, we introduce phylogeny-informed interaction estimation, which uses runtime phylogenetic analysis to estimate interaction outcomes between individuals based on how their relatives performed against each other. We test our interaction estimation method with three distinct co-evolutionary systems: two systems focused on measuring problem-solving success and one focused on measuring evolutionary open-endedness. We find that phylogeny-informed estimation can substantially reduce the computation required to solve problems, particularly at the beginning of long-term evolutionary runs. Additionally, we find that our estimation method initially jump-starts the evolution of neural complexity in our open-ended domain, but estimation-free systems eventually "catch-up" if given enough time. More broadly, continued refinements to these phylogeny-informed interaction estimation methods offers a promising path to reducing the computational cost of running co-evolutionary systems while maintaining their open-endedness.
Cells are complex biochemical systems whose behaviors emerge from interactions among myriad molecular components. Computation is often invoked as a general framework for navigating this cellular complexity. However, it is unclear how cells might embody computational processes such that the theories of computation, including finite-state machine models, could be productively applied. Here, we demonstrate finite-state-machine-like processing embodied in cells using the walking behavior of Euplotes eurystomus, a ciliate that walks across surfaces using fourteen motile appendages (cirri). We found that cellular walking entails regulated transitions among a discrete set of gait states. The set of observed transitions decomposes into a small group of high-probability, temporally irreversible transitions and a large group of low-probability, time-symmetric transitions, thus revealing stereotypy in the sequential patterns of state transitions. Simulations and experiments suggest that the sequential logic of the gait is functionally important. Taken together, these findings implicate a finite-state-machine-like process. Cirri are connected by microtubule bundles (fibers), and we found that the dynamics of cirri involved in different state transitions are associated with the structure of the fiber system. Perturbative experiments revealed that the fibers mediate gait coordination, suggesting a mechanical basis of gait control.
The MuZero algorithm is known for achieving high-level performance on traditional zero-sum two-player games of perfect information such as chess, Go, and shogi, as well as visual, non-zero sum, single-player environments such as the Atari suite. Despite lacking a perfect simulator and employing a learned model of environmental dynamics, MuZero produces game-playing agents comparable to its predecessor AlphaZero. However, the current implementation of MuZero is restricted only to deterministic environments. This paper presents Nondeterministic MuZero (NDMZ), an extension of MuZero for nondeterministic, two-player, zero-sum games of perfect information. Borrowing from Nondeterministic Monte Carlo Tree Search and the theory of extensive-form games, NDMZ formalizes chance as a player in the game and incorporates it into the MuZero network architecture and tree search. Experiments show that NDMZ is capable of learning effective strategies and an accurate model of the game.
The escalation of complexity is a commonly cited benefit of coevolutionary systems, but computational simulations generally fail to demonstrate this capacity to a satisfactory degree. We draw on a macroevolutionary theory of escalation to develop a set of criteria for coevolutionary systems to exhibit escalation of strategic complexity. By expanding on a previously developed model of the evolution of memory length for cooperative strategies by Kristian Lindgren, we resolve previously observed limitations on the escalation of memory length by extending operators of evolutionary variation. We present long-term coevolutionary simulations showing that larger population sizes tend to support greater escalation of complexity than smaller ones do. Additionally, we investigate the sensitivity of escalation during transitions of complexity. The Lindgren model has often been used to argue that the escalation of competitive coevolution has intrinsic limitations. Our simulations show that coevolutionary arms races can continue to escalate in computational simulations given sufficient population sizes.
To study open-ended coevolution, we define a complexity metric over interacting finite state machines playing formal language prediction games, and study the dynamics of populations under competitive and cooperative interactions. In the past purely competitive and purely cooperative interactions have been studied extensively, but neither can successfully and continuously drive an arms race. We present quantitative results using this complexity metric and analyze the causes of varying rates of complexity growth across different types of interactions. We find that while both purely competitive and purely cooperative coevolution are able to drive complexity growth above the rate of genetic drift, mixed systems with both competitive and cooperative interactions achieve significantly higher evolved complexity.
We present a method for using neural networks to model evolutionary population dynamics, and draw parallels to recent deep learning advancements in which adversarially-trained neural networks engage in coevolutionary interactions. We conduct experiments which demonstrate that models from evolutionary game theory are capable of describing the behavior of these neural population systems.
We examine hierarchical modularity - modularity on multiple levels, in which the modules at a lower level of abstraction can serve as nodes in a network at a higher level of abstraction that also h...
We propose a linguistic prediction game with competitive and cooperative variants, and a model of game players based on finite state automata. We present a complexity metric for these automata, and study the coevolutionary dynamics of complexity growth in a variety of multi-species simulations. We present quantitative results using this complexity metric and analyze the causes of varying rates of complexity growth across different types of interactions. We find that while both purely competitive and purely cooperative coevolution are able to drive complexity growth above the rate of genetic drift, mixed systems with both competitive and cooperative interactions achieve significantly higher evolved complexity.
We demonstrate a self-organizing, multi-agent system to generate approximate solutions to the route assignment problem for a large number of vehicles across many origins and destinations. Our algorithm produces a set of mixed strategies over the set of paths through the network, which are suitable for use by autonomous vehicles in the absence of centralized control or coordination. Our approach combines ideas from co-evolutionary dynamics in which many species coordinate and compete for efficient navigation, and ideas from swarm intelligence in which many simple agents self-organize into successful behavior using limited inter-agent communication. Experiments demonstrate a marked improvement of both individual and total travel times as compared to greedy uncoordinated strategies, and we analyze the differences in outcomes for various routes as the simulation progresses.
While it has been observed (Hornby et al., 2001) that developmental encodings in evolved systems may promote modularity, there has been little quantitative study of this phenomenon. There has also been little study of the factors driving the emergence of hierarchical modularity - modularity on multiple levels, in which the modules found at a finer-grained level can serve as elements in a coarser-grained network that is also modular - despite the fact that most fields with an interest in modularity, including biology and engineering, define hierarchy as an important aspect of modularity. We examine the effect of developmental encodings on the emergence of multiple levels of modularity through the lens of two developmental systems, GRNEAT and GENRE, and find evidence that developmental encodings promote this emergence of modular hierarchy.
Artificial gene regulatory networks (GRNs) are biologically inspired dynamical systems used to control various kinds of agents, from the cells in developmental models to embodied robot swarms. Most recent work uses a genetic algorithm (GA) or an evolution strategy in order to optimize the network for a specific task. However, the empirical performances of these algorithms are unsatisfactory. This paper presents an algorithm that primarily exploits a network distance metric, which allows genetic similarity to be used for speciation and variation of GRNs. This algorithm, inspired by the successful neuroevolution of augmenting topologies algorithm's use in evolving neural networks and compositional pattern-producing networks, is based on a specific initialization method, a crossover operator based on gene alignment, and speciation based upon GRN structures. We demonstrate the effectiveness of this new algorithm by comparing our approach both to a standard GA and to evolutionary programming on four different experiments from three distinct problem domains, where the proposed algorithm excels on all experiments.
Modularity, often observed in biological systems, does not easily arise in computational evolution. We explore the effect of adding a small fitness cost for each connection between neurons on the modularity of neural networks produced by the NEAT neuroevolution algorithm. We find that this connection cost does not increase the modularity of the best network produced by each run of the algorithm, but that it does lead to increased consistency in the level of modularity produced by the algorithm.
All multicellular living beings are created from a single cell. A developmental process, called embryogenesis, takes this first fertilized cell down a complex path of reproduction, migration, and specialization into a complex organism adapted to its environment. In most cases, the first steps of the embryogenesis take place in a protected environment such as in an egg or in utero. Starting from this observation, we propose a new approach to the generation of real robots, strongly inspired by living systems. Our robots are composed of tens of specialized cells, grown from a single cell using a bio-inspired virtual developmental process. Virtual cells, controlled by gene regulatory networks, divide, migrate, and specialize to produce the robot's body plan (morphology), and then the robot is manually built from this plan. Because the robot is as easy to assemble as Lego, the building process could be easily automated.
Pablo Funes合作论文数Computer Science Department|Volen Center for Complex Systems|Brandeis University16
Anthony Bucci合作论文数Computer Science Department MS018
Brandeis University7