Incremental Coevolution With Competitive and Cooperative Tasks in

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Incremental Coevolution With Competitive and Cooperative Tasks in a Multirobot Environment Eiji Uchibe, Okinawa

Incremental Coevolution With Competitive and Cooperative Tasks in a Multirobot Environment Eiji Uchibe, Okinawa Institute of Science Minoru Asada, Osaka University Proceedings of the IEEE, July 2006 Presented By: Dan De. Blasio For : CAP 6671, Spring 2008 8 April 2008

Coevolution �Two (or more) separate populations �Evolve the populations separately �Creates “arms race”

Coevolution �Two (or more) separate populations �Evolve the populations separately �Creates “arms race”

Competitive v. Cooperative Have agents from each population compete to gain fitness Usually one

Competitive v. Cooperative Have agents from each population compete to gain fitness Usually one is being evaluated at a time Agents from multiple populations work together to solve a problem Team evaluated as a whole, not each agent

Robocup �Special because you need both cooperative and competitive components Groups of agents need

Robocup �Special because you need both cooperative and competitive components Groups of agents need to work together as a team (cooperation) Need to defeat the other team (competitive)

Paper v. My Work Presented for a small league team 3 agents per team

Paper v. My Work Presented for a small league team 3 agents per team Work done on a simulation league Up to 11 players per team

Motivation �Evaluation is a big issue �Even with two populations of 100 agents, to

Motivation �Evaluation is a big issue �Even with two populations of 100 agents, to accurately evaluate each player in population A, it would need to play each agent in B �That would be 10, 000 simulated games per generation

How do we reduce the number of games per generation, without degrading the results

How do we reduce the number of games per generation, without degrading the results if our fitness evaluation?

Fitness Sharing �At each iteration, agents are selected from each population to actually control

Fitness Sharing �At each iteration, agents are selected from each population to actually control the players �After evaluation of each agent, the system updates the fitness value of each agent in the population using its similarity to the agent that was selected.

Fitness Sharing

Fitness Sharing

Fitness Sharing �Each Individual in population has: π - policy (brain) v - (previous)performance

Fitness Sharing �Each Individual in population has: π - policy (brain) v - (previous)performance value f - fitness

Fitness Sharing �At the end of each generation, the individuals not selected to participated

Fitness Sharing �At the end of each generation, the individuals not selected to participated are assigned fitness as follows: f is calculated using the similarity of j to the selected player on each game w (similarity) is calculated by seeing if each action state pair would have happened in j as it did in the game l

Policy Representation �Leaves are simple executions (kick, pass, run) �Branches contain an object and

Policy Representation �Leaves are simple executions (kick, pass, run) �Branches contain an object and a description �If true, go left

Genetic Manipulation �Basic GP manipulation is used Crossover ▪ Select two points from parents

Genetic Manipulation �Basic GP manipulation is used Crossover ▪ Select two points from parents trees, swap subtrees Mutation ▪ Change random action, object, or description in tree ▪ Add new branch

Selection

Selection

Selection �v is calculated for each individual as follows: Here ~f is a random

Selection �v is calculated for each individual as follows: Here ~f is a random number between 0 and the minimum fitness in the set of best Also j 1 and j 2 are the parents selected in crossover

Evolution Schedule � 3 robot environment Keeper Shooter passer

Evolution Schedule � 3 robot environment Keeper Shooter passer

Evolution Schedule � Cooperative Schedule Train mainly the shooter and passer to work together

Evolution Schedule � Cooperative Schedule Train mainly the shooter and passer to work together Keeper does not get much playing time � Competitive schedule Keeper and shooter are evolved Passer is left out much of the time � No Schedule All three play all the time

Evolution Schedule �Multiple Schedules For each game select stage from the other three schedule

Evolution Schedule �Multiple Schedules For each game select stage from the other three schedule types

Results Average Fitness using different schedules

Results Average Fitness using different schedules