Learning Swarm Behaviors Using Grammatical Evolution and Behavior Trees

Learning Swarm Behaviors Using Grammatical Evolution and Behavior Trees

Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence (IJCAI-19) Learning Swarm Behaviors using Grammatical Evolution and Behavior Trees Aadesh Neupane and Michael Goodrich Brigham Young University, Provo, UT [email protected], [email protected] Abstract evolutionary algorithms [Petrovic, 2008; Pinter-Bartha´ et al., 2012; Konig¨ et al., 2009; Neupane et al., 2018a]. When the Algorithms used in networking, operation research system is complex and the number of states is huge, a hier- and optimization can be created using bio-inspired archical finite state machine (HFSM) offers benefits [Brooks, swarm behaviors, but it is difficult to mimic swarm 1986; Valmari, 1996]. behaviors that generalize through diverse environ- Unfortunately, HFSMs must trade-off between reactivity ments. State-machine-based artificial collective and modularity [Colledanchise and Ogren,¨ 2017]. Also, be- behaviors evolved by standard Grammatical Evo- haviors encoded in HFSMs can be hard to debug and ex- lution (GE) provide promise for general swarm tend [Lim, 2009]. Behaviour Trees (BTs), which are useful in behaviors but may not scale to large problems. game design, overcome some HFSM limitations [Isla, 2005]. This paper introduces an algorithm that evolves BTs have recently been used to evolve behaviors for robot problem-specific swarm behaviors by combining swarms. For example, [Jones et al., 2018] used genetic evo- multi-agent grammatical evolution and Behavior lution algorithm to evolve a BT for a Kilobot foraging task. Trees (BTs). We present a BT-based BNF gram- This paper presents an algorithm that extends a dis- mar, supported by different fitness function types, tributed evolutionary algorithm called GEESE [Neupane et which overcomes some of the limitations in us- al., 2018b] with BTs to generate swarm behaviors. GEESE is ing GEs to evolve swarm behavior. Given human- similar to the work in [Jones et al., 2018], but decentralized provided, problem-specific fitness-functions, the GE is used in-place of genetic programming. There are two learned BT programs encode individual agent be- important differences between the use of GEESE in this paper haviors that produce desired swarm behaviors. We compared to [Neupane et al., 2018b]: First, the grammar that empirically verify the algorithm’s effectiveness on generated genotypes was changed to allow BT programs to three different problems: single-source foraging, be the evolutionary phenotype. Second, three fitness function collective transport, and nest maintenance. Agent types were designed to promote not only task-specific success diversity is key for the evolved behaviors to outper- but also diversity with useful learning through a bootstrap- form hand-coded solutions in each task. ping process. The novelty of this work includes the grammar and fitness function types, enabling GE to evolve effective 1 Introduction swarm BT programs. More specifically: Bio-inspired collectives like honeybee, ant, and termite • Twenty-eight primitive individual behaviors were de- colonies provide elegant distributed solutions to complex signed to mimic behaviors frequently seen in the swarm collective problems like finding food sources, selecting a literature. A BNF grammar was designed that embeds new site, and allocating tasks. Effective collective behav- the primitive behaviors as BT nodes, and experiments iors emerge from biological swarms through local interac- showed that the grammar was general enough to solve tions [Gordon, 2010; Seeley, 2009; Sumpter, 2010]. multiple collective spatial allocation tasks. Despite the potential benefits of bio-inspired algorithms, • Behavioral diversity among agents enabled high perfor- only a few organisms have been explored for their collective mance in all the swarm problems. behavior; for example, very little is understood about the con- • The three fitness functions constrained the search space struction methods of termites [Margonelli, 2018]. One reason so that the GEESE algorithm efficiently found collective for slow research is the effort involved in understanding indi- behaviors that solved the task. vidual agent behavior and creating mathematical models to describe both individual and collective behaviors. Mimick- ing an evolutionary process with artificial agents may yield 2 Related Work useful collective behaviors in a reasonable time. Evolutionary robotics (ER) is useful for generating au- Conventional approaches for evolving swarms behaviors tonomous behaviors. Early work applied neural-network- used Finite State Machines (FSM) with or without neuro- based evolving control architectures to visually guiding 513 Proceedings of the Twenty-Eighth International Joint Conference on Artificial Intelligence (IJCAI-19) robots [Cli et al., 1993]. [Lewis et al., 1992] applied staged be in only one of the following three states: running, success, evolution of a complex motor pattern generator for the con- or failure. Running indicates that processing for that node trol of a walking robot. [Doncieux et al., 2015] aggregated is ongoing, success indicates that the node has achieved its achievements of ER and claimed that ER’s agent-centered objective, and anything else is a failure. paradigm and behavior-based selection process allows chal- The execution nodes in this paper are based on the primi- lenging phenomena to be modeled and analyzed by statistics- tive behaviors of bio-swarms. We use a python-based BT im- based processes. plementation. A variant of the GE algorithm called GEESE Evolving swarm behaviors was first described in [Kriesel is used to convert a colony-specific grammar, written to pro- et al., 2008], which showed that individuals don’t need duce BT programs, into the phenotype of the agents. The to possess complex capabilities for effective swarm behav- phenotype is an executable BT program. iors. [Duarte et al., 2016] demonstrated an evolved neural In many BT formulations, there are four categories of con- net-based controller in a real and uncontrolled environment trol flow nodes: Sequence, Selector, Parallel, and Decorator; for homing, dispersion, clustering, and monitoring with ten and there are two categories of execution nodes: Action and aquatic surface robots. Key properties of swarm intelligence- Condition. The parallel control node is not used in this paper. based control were demonstrated, namely scalability, flexibil- A memory module known as the Blackboard holds relevant ity, and robustness. BT data. We use a dictionary data structure as the Black- Many ER approaches use neural networks (NNs) to evolve board for the agents to store information. Each BT has its robot controllers. However, NN models are hard to reverse unique blackboard, and data sharing is forbidden. For more engineer and are not transparent, meaning that it is difficult information, see [Colledanchise and Ogren,¨ 2018]. to figure out why the algorithm choose a certain action dur- ing execution. A viable alternative to NN models is Genetic 4 GEESE-BT Programs (GPs), particularly Grammatical Evolution (GE). GE is a context-free grammar-based genetic program [Ferrante et al., 2013] used GE to evolve foraging behaviors paradigm that is capable of evolving programs or rules in that than can be traced back to individual-level rules. many languages [Ryan et al., 1998]. GE adopts a popula- [Neupane et al., 2018b] built a distributed multi-agent tion of genotypes represented as binary strings, which are variant of GE to evolve swarm behaviors. Their approach transformed into functional phenotype programs through a performed better in a canonical GE task called the Sante Fe genotype-to-phenotype transformation. The transformation Trail problem, and successfully evolved foraging behaviors uses a BNF grammar, which specifies the language of the pro- that outperformed a hand-coded solution and other GP-based duced solutions. solutions. The evolved behaviors were represented as a FSM. We extend a specific distributed, multi-agent GE algorithm [Neupane and Goodrich, 2019] described a proof-of-concept called GEESE in three ways: we present a BNF grammar ca- about using grammatical evolution and BT to evolve behav- pable of expressing BT for multiple swarm tasks, we present iors for foraging task. a way to address the credit-assignment problem through non- Representing swarm behaviors with FSMs gets trouble- episodic rewards, and we show the importance of three dis- some when the number of states increases. HFSMs and tinct fitness function types. The BNF grammar guides the Probabilistic FSMs are often used to overcome these limi- genotype-to-phenotype mapping process. tations [Brooks, 1986]. BT representations are equivalent to Control Hybrid Dynamical Systems and HFSMs [Marzinotto 4.1 Swarm Grammar et al., 2014], and BTs promote increased readability, main- This section describes the swarm grammar used with GEESE. ¨ tainability, and code reuse [Colledanchise and Ogren, 2018]. The grammar uses a set of elements that are somewhat gen- [Scheper, 2014] used a BT to evolve a program that enabled eral for a set of spatial swarm tasks. The BNF grammar, a DelFly drone to perform a window search and fly-through which is used for every spatial swarm result shown in this task. The evolved BTs performed well in both simulation paper, is shown below. The phenotype created from the map- and in the real world. [Kucking et al., 2018] used BTs with ping process using this grammar is a BT controller. The BT AutoMoDe to perform foraging and aggregation. program is used by the agents to act in the environment.

View Full Text

Details

  • File Type
    pdf
  • Upload Time
    -
  • Content Languages
    English
  • Upload User
    Anonymous/Not logged-in
  • File Pages
    8 Page
  • File Size
    -

Download

Channel Download Status
Express Download Enable

Copyright

We respect the copyrights and intellectual property rights of all users. All uploaded documents are either original works of the uploader or authorized works of the rightful owners.

  • Not to be reproduced or distributed without explicit permission.
  • Not used for commercial purposes outside of approved use cases.
  • Not used to infringe on the rights of the original creators.
  • If you believe any content infringes your copyright, please contact us immediately.

Support

For help with questions, suggestions, or problems, please contact us