The optimization of functions to find the best solution according to one or several objectives has a central role in many engineering and research fields. Recently, a new family of optimization algorithms, named Quality-Diversity optimization, has been introduced, and contrasts with classic algorithms. Instead of searching for a single solution, Quality-Diversity algorithms are searching for a large collection of both diverse and high-performing solutions. The role of this collection is to cover the range of possible solution types as much as possible, and to contain the best solution for each type. The contribution of this paper is threefold. Firstly, we present a unifying framework of Quality-Diversity optimization algorithms that covers the two main algorithms of this family (Multi-dimensional Archive of Phenotypic Elites and the Novelty Search with Local Competition), and that highlights the large variety of variants that can be investigated within this family. Secondly, we propose algorithms with a new selection mechanism for Quality-Diversity algorithms that outperforms all the algorithms tested in this paper. Lastly, we present a new collection management that overcomes the erosion issues observed when using unstructured collections. These three contributions are supported by extensive experimental comparisons of Quality-Diversity algorithms on three different experimental scenarios.
The behaviors contained in these collections can be seen as locomotion primitives and thus can be combined to produce complex behaviors. Following this idea, the Evolutionary Repertoire-Based Control (EvoRBC @cite_49 ) evolves a neural network, called the arbitrator'', that selects the appropriate behavior in the repertoire, which was previously generated with MAP-Elites. This approach has been applied on a four-wheeled steering robot that has to solve a navigation task through a maze composed of several sharp angles, and a foraging task in which the robots needs to collect and consume as many objects as possible.
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The use of evolutionary robotics in robots with complex means of locomotion has, so far, mainly been limited to gait evolution. Increasing the number of degrees of freedom available to a controller significantly enlarges the search space, which in turn makes the evolution of solutions for a given task more challenging. In this paper, we present Evolutionary Repertoire-based Control (EvoRBC), an approach that enables the evolution of control for robots with arbitrary locomotion complexity. EvoRBC separates the synthesis of control into two levels: the generation of a repertoire of behavior primitives through the application of Quality Diversity techniques; and the evolution of a behavior arbitrator that uses the repertoire's primitives to solve a particular task. We evaluate EvoRBC in simulated robots with different numbers of degrees of freedom in two tasks, navigation and foraging. Our results show that while standard evolutionary approaches are highly affected by the locomotion complexity of the robot, EvoRBC is consistently able to evolve high-performing solutions. We also show that EvoRBC allows for the evolution of general controllers, that can be successfully used in robots different than those with which they were evolved. Learning in robotics typically involves choosing a simple goal (e.g. walking) and assessing the performance of each controller with regard to this task (e.g. walking speed). However, learning advanced, input-driven controllers (e.g. walking in each direction) requires testing each controller on a large sample of the possible input signals. This costly process makes difficult to learn useful low-level controllers in robotics. Here we introduce BR-Evolution, a new evolutionary learning technique that generates a behavioral repertoire by taking advantage of the candidate solutions that are usually discarded. Instead of evolving a single, general controller, BR-evolution thus evolves a collection of simple controllers, one for each variant of the target behavior; to distinguish similar controllers, it uses a performance objective that allows it to produce a collection of diverse but high-performing behaviors. We evaluated this new technique by evolving gait controllers for a simulated hexapod robot. Results show that a single run of the EA quickly finds a collection of controllers that allows the robot to reach each point of the reachable space. Overall, BR-Evolution opens a new kind of learning algorithm that simultaneously optimizes all the achievable behaviors of a robot. For robot swarms to operate outside of the laboratory in complex real-world environments, they require the kind of error tolerance, flexibility, and scalability seen in living systems. While robot swarms are often designed to mimic some aspect of the behavior of social insects or other organisms, no systems have yet addressed all of these capabilities in a single framework. We describe a swarm robotics system that emulates ant behaviors, which govern memory, communication, and movement, as well as an evolutionary process that tailors those behaviors into foraging strategies that maximize performance under varied and complex conditions. The system evolves appropriate solutions to different environmental challenges. Solutions include the following: (1) increased communication when sensed information is reliable and resources to be collected are highly clustered, (2) less communication and more individual memory when cluster sizes are variable, and (3) greater dispersal with increasing swarm size. Analysis of the evolved behaviors reveals the importance of interactions among behaviors, and of the interdependencies between behaviors and environments. The effectiveness of interacting behaviors depends on the uncertainty of sensed information, the resource distribution, and the swarm size. Such interactions could not be manually specified, but are effectively evolved in simulation and transferred to physical robots. This work is the first to demonstrate high-level robot swarm behaviors that can be automatically tuned to produce efficient collective foraging strategies in varied and complex environments. Numerous algorithms have been proposed to allow legged robots to learn to walk. However, most of these algorithms are devised to learn walking in a straight line, which is not sufficient to accomplish any real-world mission. Here we introduce the Transferability-based Behavioral Repertoire Evolution algorithm TBR-Evolution, a novel evolutionary algorithm that simultaneously discovers several hundreds of simple walking controllers, one for each possible direction. By taking advantage of solutions that are usually discarded by evolutionary processes, TBR-Evolution is substantially faster than independently evolving each controller. Our technique relies on two methods: 1 novelty search with local competition, which searches for both high-performing and diverse solutions, and 2 the transferability approach, which combines simulations and real tests to evolve controllers for a physical robot. We evaluate this new technique on a hexapod robot. Results show that with only a few dozen short experiments performed on the robot, the algorithm learns a repertoire of controllers that allows the robot to reach every point in its reachable space. Overall, TBR-Evolution introduced a new kind of learning algorithm that simultaneously optimizes all the achievable behaviors of a robot.