Robot Behaviors

Exploring the T-Maze: Evolving Learning-Like Robot Behaviors using CTRNNs


5 Experiment 3: Double T-Maze

In the previous section it was shown that evolved robots were able to completely solve the simple T-Maze even in the case when the reward position was switched during an epoch. However, the robots only had to retain one piece of information based on previous experiences, namely whether to turn left or right at the T-junction. The investigations were now turned towards a double T-maze with several T-junctions thus further complicating the task (see figure 8). To compensate for the increased size of the maze the number of sensory-motor cycles was increased to 400 in trial 1 and 200 in the remaining trials. The reward-zone could appear in either upper-left and upper-right corner of the maze. During the first trial only the reward-zone was present, and in the following trials poison-zones were placed in the 3 remaining corners. The other parameters remained unchanged. As in the simple T-Maze, the case where the reward position remained unchanged during an entire epoch was tested first. An evolutionary process seeded with populations of random individuals was launched, but the results were very poor under these conditions. Basically the fitness remained at zero all the time, with very few exceptions of fitness 1 coming and going for a couple of generations in one of the replications of the experiment. In fact this result is not that surprising considering the fitness function used.

In order for a random initial individual to collect some fitness and kick-off the evolutionary progress it had to navigate all the way to one of the upper corners. If it could not do that it simply got zero fitness. A solution to this problem could have been to design an incremental fitness function, where individuals would get some fitness for partially solving the task. Instead it was decided to again rely upon an incremental evolutionary approach. The genetic algorithm was seeded with a population consisting of the best individuals from one of the runs of experiment 1 on the simple T-Maze. The results of 10 replications of the experiment are shown in figure 9. In the best run the fitness reached a level of 18 out of 20. During trial 1 the best individual always turned right at the first junction and left at the second. This would take the robot to the upper right corner of the maze. In epochs with reward to the right the robot would soon find and stay in the reward-zone. When the reward was on the left, on the other hand, the robot was not capable of searching for the reward-zone as it did in the simple T-maze case (fig. 4(a)). Instead the robot simply crashed into the upper wall. In the following trials of these epochs, however, the robot would now turn left at the first junction and right at the second, reaching the reward-zone in the upper-left corner. One trial was wasted, but crucial information about the reward position was gathered and used in the following trials, thus resulting in fitness of 18 out of 20. An attempt to further improve this behavior by an additional incremental evolution was now conducted, seeding evolution with a population of individuals from this experiment. This time, however, the attempt was not successful and the fitness level remained at 18 in every replication of the experiment. This results suggests that the maximal problem complexity solvable for the genetic algorithm and neural network used had been reached. This suggestion was confirmed by an unsuccessful attempt to apply reward-switching to the double T-Maze task, as was done in experiment 2 in the simple T-Maze case. No reliable learning behaviors were observed in the evolved controllers in this case.

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Amazon Books
Creative Projects with LEGO MindstormsCreative Projects with LEGO Mindstorms by Benjamin Erwin
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A good place to start, especially for kids, with Lego Mindstorms
RobotProgramming : A Practical Guide to Behavior-BasedRobotics A Practical Guide to Behavior-Based Robotics by Joe Jones
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Very good for programming not so much behavior as control. Language and controller agnostic


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