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Book Review: New Directions (and Insights) in Braitenberg Vehicles and Cognitive Science 书评:布里滕贝格车辆与认知科学的新方向(和新见解)
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-11-05 DOI: 10.1162/artl_r_00452
Bradly Alicea
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引用次数: 0
Reviewers of Volume 30 第30卷审稿人
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-11-05 DOI: 10.1162/artl_x_00465
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引用次数: 0
Evolving Novel Gene Regulatory Networks for Structural Engineering Designs 为结构工程设计开发新的基因调控网络
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-11-05 DOI: 10.1162/artl_a_00448
Rahul Dubey;Simon Hickinbotham;Andrew Colligan;Imelda Friel;Edgar Buchanan;Mark Price;Andy M. Tyrrell
Engineering design optimization poses a significant challenge, usually requiring human expertise to discover superior solutions. Although various search techniques have been employed to generate diverse designs, their effectiveness is often limited by problem-specific parameter tuning, making them less generalizable and scalable. This article introduces a framework inspired by evolutionary and developmental (evo-devo) concepts, aiming to automate the evolution of structural engineering designs. In biological systems, evo-devo governs the growth of single-cell organisms into multicellular organisms through the use of gene regulatory networks (GRNs). GRNs are inherently complex and highly nonlinear, and this article explores the use of neural networks and genetic programming as artificial representations of GRNs to emulate such behaviors. To evolve a wide range of Pareto fronts for artificial GRNs, this article introduces a new technique, a real value–encoded neuroevolutionary method termed real-encoded NEAT (RNEAT). The performance of RNEAT is compared with that of two well-known evolutionary search techniques across different 2-D and 3-D problems. The experimental results demonstrate two key findings. First, the proposed framework effectively generates a population of GRNs that can produce diverse structures for both 2-D and 3-D problems. Second, the proposed RNEAT algorithm outperforms its competitors on more than 50% of the problems examined. These results validate the proof of concept underlying the proposed evo-devo-based engineering design evolution.
工程设计优化是一项巨大的挑战,通常需要人类的专业知识来发现优秀的解决方案。虽然人们已经采用了各种搜索技术来生成多样化的设计,但它们的有效性往往受到特定问题参数调整的限制,因此通用性和可扩展性较差。本文介绍了一个受进化和发展(evo-devo)概念启发的框架,旨在实现结构工程设计的自动进化。在生物系统中,进化-退化通过使用基因调控网络(GRN)来控制单细胞生物向多细胞生物的生长。基因调控网络本质上是复杂和高度非线性的,本文探讨了如何利用神经网络和遗传编程作为基因调控网络的人工代表来模拟这种行为。为了为人工 GRN 演化出各种帕累托前沿,本文介绍了一种新技术,即实值编码神经进化法,称为实值编码神经进化法(RNEAT)。在不同的二维和三维问题上,RNEAT 的性能与两种著名的进化搜索技术进行了比较。实验结果证明了两个重要发现。首先,所提出的框架能有效生成 GRNs 群体,从而为二维和三维问题生成多样化的结构。其次,所提出的 RNEAT 算法在超过 50% 的问题上优于其竞争对手。这些结果验证了所提出的基于进化发展的工程设计进化概念。
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引用次数: 0
Heterogeneous Thresholds, Social Ranking, and the Emergence of Vague Categories 异质阈值、社会排名和模糊类别的出现。
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-11-05 DOI: 10.1162/artl_a_00442
Jonathan Lawry
Threshold models in which an individual’s response to a particular state of the world depends on whether an associated measured value exceeds a given threshold are common in a variety of social learning and collective decision-making scenarios in both natural and artificial systems. If thresholds are heterogeneous across a population of agents, then graded population level responses can emerge in a context in which individual responses are discrete and limited. In this article, I propose a threshold-based model for social learning of shared quality categories. This is then combined with the voting model of fuzzy categories to allow individuals to learn membership functions from their peers, which can then be used for decision-making, including ranking a set of available options. I use agent-based simulation experiments to investigate variants of this model and compare them to an individual learning benchmark when applied to the ranking problem. These results show that a threshold-based approach combined with category-based voting across a social network provides an effective social mechanism for ranking that exploits emergent vagueness.
在阈值模型中,个体对世界特定状态的反应取决于相关测量值是否超过给定的阈值,这种模型在自然和人工系统中的各种社会学习和集体决策场景中都很常见。如果阈值在整个群体中是异质的,那么在个体反应是离散和有限的情况下,就会出现群体层面的分级反应。在本文中,我提出了一种基于阈值的共享质量类别社会学习模型。该模型与模糊类别的投票模型相结合,允许个体从同伴那里学习成员函数,然后用于决策,包括对一组可用选项进行排序。我使用基于代理的模拟实验来研究该模型的变体,并将它们与应用于排名问题的个人学习基准进行比较。这些结果表明,基于阈值的方法与社交网络中基于类别的投票相结合,为利用新出现的模糊性进行排序提供了一种有效的社交机制。
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引用次数: 0
Artificial Life Needs More Translational Research 人工生命需要更多的转化研究。
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-11-05 DOI: 10.1162/artl_e_00464
Alan Dorin;Susan Stepney
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引用次数: 0
Outsourcing Control Requires Control Complexity 外包控制要求控制复杂。
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-11-05 DOI: 10.1162/artl_a_00443
Carlotta Langer;Nihat Ay
An embodied agent influences its environment and is influenced by it. We use the sensorimotor loop to model these interactions and quantify the information flows in the system by information-theoretic measures. This includes a measure for the interaction among the agent’s body and its environment, often referred to as morphological computation. Additionally, we examine the controller complexity, which can be seen in the context of the integrated information theory of consciousness. Applying this framework to an experimental setting with simulated agents allows us to analyze the interaction between an agent and its environment, as well as the complexity of its controller. Previous research revealed that a morphology adapted well to a task can substantially reduce the required complexity of the controller. In this work, we observe that the agents first have to understand the relevant dynamics of the environment to interact well with their surroundings. Hence an increased controller complexity can facilitate a better interaction between an agent’s body and its environment.
一个具身代理会影响其所处的环境,同时也会受到环境的影响。我们使用传感器运动环路来模拟这些交互作用,并通过信息论措施来量化系统中的信息流。这包括对代理的身体与环境之间的交互作用的测量,通常称为形态计算。此外,我们还研究了控制器的复杂性,这可以从意识的综合信息理论的角度来看待。将这一框架应用到模拟代理的实验环境中,我们就能分析代理与其环境之间的互动关系,以及其控制器的复杂性。以往的研究表明,与任务相适应的形态可以大大降低控制器所需的复杂度。在这项工作中,我们发现,要想与周围环境良好互动,代理首先必须了解环境的相关动态。因此,增加控制器的复杂性可以促进机器人身体与环境之间更好的互动。
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引用次数: 0
Emergence and Criticality in Spatiotemporal Synchronization: The Complementarity Model 时空同步中的新兴性和临界性:互补模型。
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-11-05 DOI: 10.1162/artl_a_00440
Alessandro Scirè
This work concerns the long-term collective excitability properties and the statistical analysis of the critical events displayed by a recently introduced spatiotemporal many-body model, proposed as a new paradigm for Artificial Life. Numerical simulations show that excitable collective structures emerge in the form of dynamic networks, created by bursts of spatiotemporal activity (avalanches) at the edge of a synchronization phase transition. The spatiotemporal dynamics is portraited by a movie and quantified by time varying collective parameters, showing that the dynamic networks undergo a “life cycle,” made of self-creation, homeostasis, and self-destruction. The power spectra of the collective parameters show 1/f power law tails. The statistical properties of the avalanches, evaluated in terms of size and duration, show power laws with characteristic exponents in agreement with those values experimentally found in the neural networks literature. The mechanism underlying avalanches is argued in terms of local-to-collective excitability. The connections that link the present work to self-organized criticality, neural networks, and Artificial Life are discussed.
这项工作涉及长期集体兴奋特性以及对最近引入的时空多体模型所显示的临界事件的统计分析,该模型被提出作为人工生命的新范例。数值模拟显示,可兴奋的集体结构以动态网络的形式出现,由同步相变边缘的时空活动爆发(雪崩)产生。影片描绘了时空动态,并通过时变集体参数进行量化,显示动态网络经历了自我创建、平衡和自我毁灭的 "生命周期"。集合参数的功率谱显示出 1/f 的幂律尾巴。根据规模和持续时间评估的雪崩统计特性显示,幂律的特征指数与神经网络文献中的实验值一致。从局部到集体的兴奋性角度论证了雪崩的内在机制。讨论了本研究与自组织临界、神经网络和人工生命之间的联系。
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引用次数: 0
Evolvability in Artificial Development of Large, Complex Structures and the Principle of Terminal Addition. 大型复杂结构人工开发中的可进化性和末端加法原理。
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-10-31 DOI: 10.1162/artl_a_00460
Alessandro Fontana, Borys Wróbel

Epigenetic tracking (ET) is a model of development that is capable of generating diverse, arbitrary, complex three-dimensional cellular structures starting from a single cell. The generated structures have a level of complexity (in terms of the number of cells) comparable to multicellular biological organisms. In this article, we investigate the evolvability of the development of a complex structure inspired by the "French flag" problem: an "Italian Anubis" (a three-dimensional, doglike figure patterned in three colors). Genes during development are triggered in ET at specific developmental stages, and the fitness of individuals during simulated evolution is calculated after a certain stage. When this evaluation stage was allowed to evolve, genes that were triggered at later stages of development tended to be incorporated into the genome later during evolutionary runs. This suggests the emergence of the property of terminal addition in this system. When the principle of terminal addition was explicitly incorporated into ET, and was the sole mechanism for introducing morphological innovation, evolvability improved markedly, leading to the development of structures much more closely approximating the target at a much lower computational cost.

表观遗传追踪(ET)是一种发育模型,能够从单细胞开始生成多样、任意、复杂的三维细胞结构。生成结构的复杂程度(就细胞数量而言)可与多细胞生物体相媲美。在这篇文章中,我们研究了受 "法国国旗 "问题启发的一种复杂结构:"意大利阿努比斯"(一种三维的、以三种颜色为图案的狗状图形)的可演化性。发育过程中的基因在特定的发育阶段会在 ET 中被触发,模拟进化过程中个体的适应性会在某个阶段后被计算出来。当这一评估阶段被允许进化时,在发育后期被触发的基因往往会在进化运行的后期被纳入基因组。这表明在该系统中出现了末端加法的特性。当末端添加原则被明确纳入 ET,并成为引入形态创新的唯一机制时,进化性显著提高,从而以更低的计算成本开发出更接近目标的结构。
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引用次数: 0
Network Bottlenecks and Task Structure Control the Evolution of Interpretable Learning Rules in a Foraging Agent. 网络瓶颈和任务结构控制着觅食机器人可解释学习规则的演化
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-10-31 DOI: 10.1162/artl_a_00458
Emmanouil Giannakakis, Sina Khajehabdollahi, Anna Levina

Developing reliable mechanisms for continuous local learning is a central challenge faced by biological and artificial systems. Yet, how the environmental factors and structural constraints on the learning network influence the optimal plasticity mechanisms remains obscure even for simple settings. To elucidate these dependencies, we study meta-learning via evolutionary optimization of simple reward-modulated plasticity rules in embodied agents solving a foraging task. We show that unconstrained meta-learning leads to the emergence of diverse plasticity rules. However, regularization and bottlenecks in the model help reduce this variability, resulting in interpretable rules. Our findings indicate that the meta-learning of plasticity rules is very sensitive to various parameters, with this sensitivity possibly reflected in the learning rules found in biological networks. When included in models, these dependencies can be used to discover potential objective functions and details of biological learning via comparisons with experimental observations.

开发可靠的持续局部学习机制是生物和人工系统面临的核心挑战。然而,环境因素和学习网络的结构限制如何影响最佳可塑性机制,即使是在简单的环境中,也仍然是模糊不清的。为了阐明这些依赖关系,我们研究了在解决觅食任务的具身机器人中,通过进化优化简单奖励调制可塑性规则的元学习。我们的研究表明,无约束的元学习会导致多种可塑性规则的出现。然而,模型中的正则化和瓶颈有助于减少这种可变性,从而产生可解释的规则。我们的研究结果表明,可塑性规则的元学习对各种参数非常敏感,这种敏感性可能反映在生物网络的学习规则中。如果将这些依赖关系纳入模型,就可以通过与实验观察结果的比较,发现生物学习的潜在目标函数和细节。
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引用次数: 0
Investigating the Limits of Familiarity-Based Navigation. 研究基于熟悉度的导航的局限性
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-10-31 DOI: 10.1162/artl_a_00459
Amany Azevedo Amin, Efstathios Kagioulis, Norbert Domcsek, Thomas Nowotny, Paul Graham, Andrew Philippides

Insect-inspired navigation strategies have the potential to unlock robotic navigation in power-constrained scenarios, as they can function effectively with limited computational resources. One such strategy, familiarity-based navigation, has successfully navigated a robot along routes of up to 60 m using a single-layer neural network trained with an Infomax learning rule. Given the small size of the network that effectively encodes the route, here we investigate the limits of this method, challenging it to navigate longer routes, investigating the relationship between performance, view acquisition rate and dimension, network size, and robustness to noise. Our goal is both to determine the parameters at which this method operates effectively and to explore the profile with which it fails, both to inform theories of insect navigation and to improve robotic deployments. We show that effective memorization of familiar views is possible for longer routes than previously attempted, but that this length decreases for reduced input view dimensions. We also show that the ideal view acquisition rate must be increased with route length for consistent performance. We further demonstrate that computational and memory savings may be made with equivalent performance by reducing the network size-an important consideration for applicability to small, lower-power robots-and investigate the profile of memory failure, demonstrating increased confusion across the route as it extends in length. In this extension to previous work, we also investigate the form taken by the network weights as training extends and the areas of the image on which visual familiarity-based navigation most relies. Additionally, we investigate the robustness of familiarity-based navigation to view variation caused by noise.

受昆虫启发的导航策略具有在动力受限的情况下开启机器人导航的潜力,因为它们可以在有限的计算资源下有效发挥作用。其中一种策略是基于熟悉度的导航,它利用用Infomax学习规则训练的单层神经网络,成功地沿着长达60米的路线为机器人导航。鉴于有效编码路线的网络规模较小,我们在此研究了这种方法的局限性,挑战它导航更长的路线,研究性能、视图获取率和维度、网络规模以及对噪声的鲁棒性之间的关系。我们的目标既是确定该方法有效运行的参数,也是探索其失败的概况,以便为昆虫导航理论提供信息,并改进机器人的部署。我们的研究表明,与之前的尝试相比,我们可以在更长的路线上有效记忆熟悉的视图,但当输入视图的维度减少时,记忆的长度也会减少。我们还证明,理想的视图获取率必须随着路线长度的增加而提高,才能获得一致的性能。我们进一步证明,通过减小网络规模(这是适用于小型、低功率机器人的一个重要考虑因素),可以在实现同等性能的情况下节省计算量和内存,并研究了内存失效的概况,证明随着路线长度的增加,整个路线的混乱程度也会增加。在对之前工作的扩展中,我们还研究了网络权重在训练过程中的形式,以及基于视觉熟悉度的导航最依赖的图像区域。此外,我们还研究了基于熟悉度的导航对噪声引起的视图变化的稳健性。
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引用次数: 0
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Artificial Life
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