constructing intelligent agents via neuroevolution

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Constructing Intelligent Agents via Neuroevolution By Jacob Schrum [email protected]

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Constructing Intelligent Agents via Neuroevolution. By Jacob Schrum [email protected]. Motivation. Intelligent agents are needed Search-and-rescue robots Mars exploration Training simulations Video games Insight into nature of intelligence Sufficient conditions for emergence of: - PowerPoint PPT Presentation

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Page 1: Constructing Intelligent Agents via Neuroevolution

Constructing Intelligent Agents via Neuroevolution

By Jacob Schrum

[email protected]

Page 2: Constructing Intelligent Agents via Neuroevolution

Motivation

• Intelligent agents are needed– Search-and-rescue robots– Mars exploration– Training simulations– Video games

• Insight into nature of intelligence– Sufficient conditions for emergence of:

• Cooperation• Communication• Multimodal behavior

Page 3: Constructing Intelligent Agents via Neuroevolution

Talk Outline

• Bio-inspired learning methods– Neural networks– Evolutionary computation

• My research– Learning multimodal behavior– Modular networks in Ms. Pac-Man– Human-like behavior in Unreal Tournament

• Future work• Conclusion

Page 4: Constructing Intelligent Agents via Neuroevolution

Artificial Neural Networks

• Brain = network of neurons

• ANN = abstraction of brain– Neurons organized into layers

Inputs Outputs

Page 5: Constructing Intelligent Agents via Neuroevolution

What Can Neural Networks Do?

• In theory, anything!– Universal Approximation

Theorem–

• Can’t program: too complicated• In practice, learning/training is hard

– Supervised: Backpropagation– Unsupervised: Self-Organizing Maps– Reinforcement Learning: Temporal-Difference

and Evolutionary Computation

MN ]1,0[]1,0[

Page 6: Constructing Intelligent Agents via Neuroevolution

Evolutionary Computation

• Computational abstraction of evolution– Descent with modification (mutation)– Sexual reproduction (crossover)– Survival of the fittest (natural selection)

• Evolution + Neural Nets = Neuroevolution– Population of neural networks– Mutation and crossover modify networks– Net used as control policy to evaluate fitness

Page 7: Constructing Intelligent Agents via Neuroevolution

Neuroevolution Example

Start WithParent Population

Page 8: Constructing Intelligent Agents via Neuroevolution

Neuroevolution Example

Start WithParent Population

Evaluate andAssign Fitness

100 90 75 61 56 50 31

Page 9: Constructing Intelligent Agents via Neuroevolution

Neuroevolution Example

Start WithParent Population

Evaluate andAssign Fitness

100 90 75 61 56 50 31

Clone, Crossoverand Mutate

To Get ChildPopulation

Page 10: Constructing Intelligent Agents via Neuroevolution

Neuroevolution Example

Start WithParent Population

Evaluate andAssign Fitness

100 90 75 61 56 50 31

Clone, Crossoverand Mutate

Children Are Nowthe New Parents

Repeat Process:Fitness Evaluations

As the process continues, each successive population improves performance

100 120 69 99 60 83 50

Page 11: Constructing Intelligent Agents via Neuroevolution

Neuroevolution Applications

F. Gomez and R. Miikkulainen, “2-D Pole Balancing With Recurrent Evolutionary Networks” ICANN 1998

Double Pole Balancing

Page 12: Constructing Intelligent Agents via Neuroevolution

Neuroevolution Applications

F. Gomez and R. Miikkulainen, “Active Guidance for a Finless Rocket Using Neuroevolution” GECCO 2003

Finless Rocket Control

Page 13: Constructing Intelligent Agents via Neuroevolution

Neuroevolution Applications

N. Kohl, K. Stanley, R. Miikkulainen, M. Samples, and R. Sherony, "Evolving a Real-World Vehicle Warning System" GECCO 2006

Vehicle Crash Warning System

Page 14: Constructing Intelligent Agents via Neuroevolution

Neuroevolution Applications

K. O. Stanley, B. D. Bryant, I. Karpov, R. Miikkulainen, "Real-Time Evolution of Neural Networks in the NERO Video Game" AAAI 2006

Training Video Game Agents

http://nerogame.org/

Page 15: Constructing Intelligent Agents via Neuroevolution

What is Missing?

• NERO agents are specialists– Sniping from a distance– Aggressively rushing in

• Humans can do all of this, and more

• Multimodal behavior– Different behaviors for

different situations

• Human-like behavior– Preferred by humans

Page 16: Constructing Intelligent Agents via Neuroevolution

What I do With Neuroevolution

• Discover complex agent behavior• Discover multimodal behavior

Contributions:• Use multi-objective evolution

– Different objectives for different modes

• Evolve modular networks– Networks with modules for

each mode

• Human-like behavior– Constrain evolution

Page 17: Constructing Intelligent Agents via Neuroevolution

Pareto-based Multiobjective Optimization

High health but did not deal much damage

Dealt lot of damage,but lost lots of health

Tradeoff between objectives

solution optimal one than More

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s.t. in points all contains

optimal Pareto is

:best points dominated-Non

)}(,,1{ 2.

and )}(,,1{ 1.

i.e. , dominates

RemainingHealth -

Dealt Damage -

:objectives with twogame Imagine

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Page 18: Constructing Intelligent Agents via Neuroevolution

Non-dominated Sorting Genetic Algorithm II

• Population P with size N; Evaluate P• Use mutation (& crossover) to get P´ size N; Evaluate P´• Calculate non-dominated fronts of P P´ size 2N• New population size N from highest fronts of P P´

K. Deb, S. Agrawal, A. Pratap, T. Meyarivan, "A Fast Elitist Non-dominated sorting genetic algorithm for multi-objective optimization: NSGA-II" PPSN VI, 2000

Page 19: Constructing Intelligent Agents via Neuroevolution

Ms. Pac-Man

• Popular classic game• Predator-prey scenario

– Ghosts are predators– Until power pill is eaten

• Multimodal behavior needed– Running from threats– Chasing edible ghosts– More?

Page 20: Constructing Intelligent Agents via Neuroevolution

Modular Networks

• Different areas of brain specialize– Structural modularity → functional modularity

• Apply to evolved neural networks– Separate module → behavioral mode

• Preference neurons (grey)

arbitrate between modules• Use module with highest

preference output

( )( )

Page 21: Constructing Intelligent Agents via Neuroevolution

Module Mutation

• Let evolution decide how many modules

Networks start withone module

New modules addedby one of severalmodule mutations

Previous

Random

Duplicate

Page 22: Constructing Intelligent Agents via Neuroevolution

Intelligent Module Usage

• Evolution discovers a novel task division– Not programmed

• Dedicates one module to luring (cyan)

• Improves ghost eating when using other module

Page 23: Constructing Intelligent Agents via Neuroevolution
Page 24: Constructing Intelligent Agents via Neuroevolution
Page 25: Constructing Intelligent Agents via Neuroevolution

Comparison With Other Work

Authors Method Game AVG MAX

Alhejali and Lucas [1] GP FourMaze 16,014 44,560

Alhejali and Lucas [2] GP+Camps FourMaze 11,413 31,850

My Module Mutation Duplicate Results FourMaze 32,647 44,520

Brandstetter and Ahmadi [3] GP CIG 2011 19,198 33,420

Recio et al. [4] ACO CIG 2011 36,031 43,467

Alhejali and Lucas [5] GP+MCTS CIG 2011 32,641 69,010

My Module Mutation Duplicate Results CIG 2011 63,299 84,980

[1] A.M. Alhejali, S.M. Lucas: Evolving diverse Ms. Pac-Man playing agents using genetic programming. UKCI 2010.[2] A.M. Alhejali, S.M. Lucas: Using a training camp with Genetic Programming to evolve Ms Pac-Man agents. CIG 2011.[3] M.F. Brandstetter, S. Ahmadi: Reactive control of Ms. Pac Man using information retrieval based on Genetic Programming. CIG 2012.[4] G. Recio, E. Martín, C. Estébanez, Y. Sáez: AntBot: Ant Colonies for Video Games. TCIAIG 2012.[5] A.M. Alhejali, S.M. Lucas: Using genetic programming to evolve heuristics for a Monte Carlo Tree Search Ms Pac-Man agent. CIG 2013.

Page 26: Constructing Intelligent Agents via Neuroevolution

Types of Intelligence

• Evolved intelligent Ms. Pac-Man behavior– Surprising module usage– Evolution discovers the unexpected– Diverse collection of solutions

• Still not human-like– Human-like vs. optimal– Human intelligence

Page 27: Constructing Intelligent Agents via Neuroevolution

Modern Game: Unreal Tournament

• 3D world with simulated physics• Multiple human and software agents interacting• Agents attack, retreat, explore, etc.• Multimodal behavior required to succeed

Page 28: Constructing Intelligent Agents via Neuroevolution

Human-like Behavior: BotPrize

• International competition at CIG conference

• A Turing Test for video game bots– Judge as human over 50% of time to win– After 5 years, we won in 2012

• Evolved combat behavior– Constrained to

be human-like

Page 29: Constructing Intelligent Agents via Neuroevolution

Guessing Game

• Coleman: ????• Milford: ????• Moises: ????• Lawerence: ????• Clifford: ????• Kathe: ????• Tristan: ????• Jackie: ????

Page 30: Constructing Intelligent Agents via Neuroevolution

Judging Game

Page 31: Constructing Intelligent Agents via Neuroevolution

Player Identities

• Coleman: UT^2 (Our winning bot)• Milford: ICE-2010 (bot)• Moises: Discordia (bot)• Lawerence: Native UT2004 bot• Clifford: w00t (bot)• Kathe: Human• Tristan: Human• Jackie: Native UT2004 bot

Page 32: Constructing Intelligent Agents via Neuroevolution

Human Subject Study

• Six participants played the judging game

• Recorded extensive post-game interviews

• What criteria to humans claim to judge by?

Page 33: Constructing Intelligent Agents via Neuroevolution

Lessons Learned

• Don’t be too skilled– Evolved with accuracy restrictions– Disable elaborate dodging

• Humans are “tenacious”– Opponent-relative actions– Encourage “focusing” on opponent

• Don’t repeat mistakes– Database of human traces to get unstuck

Enem y

Bot

Item

Page 34: Constructing Intelligent Agents via Neuroevolution

Bot Architecture

Page 35: Constructing Intelligent Agents via Neuroevolution
Page 36: Constructing Intelligent Agents via Neuroevolution

Future Work

• Evolving teamwork– Ghosts must cooperate to eat Ms. Pac-Man– Unreal Tournament supports team play

• Domination, Capture the Flag, etc.

• Interactive evolution– Evolve in response to human interaction

• Adaptive opponents/assistants• Evolutionary art• Content generation

http://picbreeder.org/

Page 37: Constructing Intelligent Agents via Neuroevolution

Conclusion

• Evolution discovers unexpected behavior

• Modular networks learn multimodal behavior

• Human behavior not optimal– Evolution can be constrained to be

more human-like

• Many directions for future research

Page 38: Constructing Intelligent Agents via Neuroevolution

Questions?

contact

Jacob Schrum

[email protected]