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Control >> Aggregation >> Evolving clustering formation

Evolving Clustering Formation


These works focus on the evolution of controllers capable of generating self-organised clustering of a group of s-bots distributed in a closed arena. The size of the arena is bigger than the perceptual range of the s-bots to emphasise the locality of sensing. The arena does not contain any environmental signals.

Experimental setup




The s-bots are initially scattered in a walled squared arena 3 x 3 meters. Their task is to get close to each other in order to form a single group of agents. As in the experiments described here the s-bots can only rely on local information which is provided by proximity sensors for obstacle avoidance behaviour and by a sound signalling system. The aggregation is particularly difficult due to the fact that the arena in which the s-bots are located is bigger than the agents' perceptual range. Therefore, the s-bots have to: i) employ an exploratory behaviour to be able to perceive each other; ii) once in the proximity of one or more s-bots, each agent has to coordinate its motion through the exploitation of sound signalling in order to approach its neighbours; iii) collisions has to be carefully avoided by exploiting the information provided by the proximity sensors.

Given the high computational costs of simulations required by the tasks described in this section, we chose to employ the fast s-bot model (see Simulator). Each s-bot has control only on its two motorised wheels. Additionally, it is equipped with a simulated speaker that can emit a tone for long range signalling. s-bots can perceive the intensity of sound using three sound sensors that simulate three directional microphones using a set of equations.  The tone emitted by an s-bot can be perceived by another s-bot from a distance of up to 75 cm. Beyond this value, the tone is covered by noise, simulated adding a random component uniformly distributed within 5% of the sensor saturation value. Short range detection of obstacles or of other s-bots is achieved using 8 proximity sensors, simulated using a sampling technique.  Also in this case, noise is simulated adding a random component uniformly distributed within 5% of the sensor saturation value.

The s-bot is controlled by a single layer perceptron, whose connection weights are encoded in a binary genotype. The perceptron has 12 sensory neurons, that encode the state of the 8 proximity sensors, of the 3 sound sensors and of a bias unit (i.e., a unit whose activation state is always 1.0).

In a preliminary set of experiments, we devised a fitness function that takes into account the number n of s-bots used in each evaluation. In each epoch, the genotype is evaluated for its ability to minimise the average distance of all s-bots from the centre of mass of the group. This is called aggregation quality D(t).

In a second set of experiments, a second component S(t), called motion quality, has been added. S(t) accounts for straight motion of s-bots and was introduced to avoid a turning-on-the-spot behaviour of the s-bots when aggregated, which was observed to be a local optimum in which the evolved strategies often converged using the aggregation quality only.

Results




In the first set of experiments, i.e., those in which the fitness function has only one component D(t), the behaviours evolved are classified into two categories, based on the strategies evolved. The first behaviour, called the static clustering behaviour, creates compact clusters where s-bots stay close to each other and do not change their relative positions. The second behaviour, called floating clustering behaviour, creates rather loose but moving clusters, thus resulting in a scalable behaviour.


Snapshot of the final position of a static cluster formation. Snapshot of the final position of a floating cluster formation.
static behaviour
movie (MPEG, 7.0Mb)
floating behaviour
movie (MPEG, 7.0Mb)
Snapshot of the final position of a scalable floating cluster formation.
scalable behaviour
movie (MPEG, 9.0Mb)



In the second set of experiments, i.e., those in which the fitness function has two components D(t) and S(t), we managed to generate fully scalable aggregation behaviours. The evolutionary experiment was replicated 20 times, starting with different randomly initialised populations. Aggregation behaviours were successfully generated in each replication. Figure 1 plots the average fitness of the 20 replications of the experiment. The best genotype of the population reaches in average 60% of the theoretical maximum value. It is important to bear in mind that the fitness is the result of a product, whose factors assume values in the range [0,1]. Thus, a value around 60% may be the result of two components that have both high performance values, around 80%.

fitness value during of evolution

Figure 1:Performance across 100 generations, averaged over 20 replications. The fitness of the best genotype and the average fitness of the population are plotted against the generation number.


In order to assess the performance achieved by the evolved strategies, for each replication of the experiment, we selected the best 20 genotypes of the last generation, and we evaluated their fitness for 200 times (i.e., 200 epochs). Then, for each replication, we selected the genotype with the highest average fitness. It is possible to notice that these performances are slightly lower than the average fitness values of the best genotypes reached at the end of the evolutions, This is mainly due to an over-estimation of the performance of the best genotype during the evolution. In fact, given a limited number of epochs, the fitness value F of a genotype is just an estimate of its real performance. Since only the best cases are retained by the selection operator, performances measured during evolution represent an over-estimate of the real performance that can be obtained by those genotypes.

A qualitative analysis of the evolved controllers reveals that different replications result in slightly different behaviours. Some similarities can be observed among the evolved solutions. For example, solitary s-bots tend to explore the arena moving in large circles and turning away from obstacles when they are too close to them. The evolved solutions differ mainly in the behaviour of s-bots when they are close to each other. In general, all evolved strategies rely on a delicate balance between attraction to sound sources and repulsion from  obstacles, the former being perceived by sound sensors, the latter by proximity sensors. For the sake of simplicity, we will describe here the behaviour of the controller produced by the tenth replication of the experiment.

The following movies show an example of this behavior:

Aggregation Example Movie with the fast simulation model (MPEG 7.6 MB)
Aggregation Example Movie with the detailed simulation model (MPEG 7.1 MB)

This controller not only has a good performance, but it also presents the best scalability properties, as discussed later. In this case, the interaction between attraction and repulsion from other s-bots creates a ``following behaviour'' that can be observed with small groups of s-bots (see Figure 2 left).  When the number of s-bots increases, this ordered ``following behaviour'' is replaced by a disordered motion of the s-bots, which continuously change their relative position, so that the aggregate continuously expands and shrinks, slightly moving across the arena (see Figure 2 right). This feature of the evolved strategy is strictly related to scalability.

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Figure 2. Left: The aggregation of 4 s-bots usually produces groups moving in circles. Right:When the group is bigger, the movement is more disordered and the s-bots continuously change their relative position.


The scalability of the best controllers of each evolutionary run was evaluated for s-bots groups ranging from 4 to 40. For this purpose, the aggregation quality and performance measure were redefined.

We performed 100 evaluations for different group sizes (n = 4,8,12,...,40). The results obtained showed that not all the evolved controllers have comparable performance. However, half of the
tested controllers present a very good scalability. The best scalable strategy was the one produced by the tenth replication, already analysed above. We have mentioned that this controller creates an aggregate that moves across the arena. This is a result of the complex motion of s-bots within the aggregate, which in turn is the result of the interaction between attraction to sound sources and repulsion from obstacles.  The slow motion of the aggregate across the arena leads to scalability, as an aggregate can continue to move joining solitary s-bots or other already formed aggregates, eventually forming a single cluster of s-bots.

Figure 3 plots the performance of this controller as a function of the group size. We can see that the performance gracefully degrades when the group size increases over the limit used during evolution. It indicates that the aggregation behaviour scales well and is not dependent on some particular settings. The best performance is obtained with 4 s-bots, and corresponds to the situation in which all the s-bots have an ordered circular motion, that allows them to stay very close to each other. The outliers correspond to situations in which the 4 s-bots never met each other in the limited time used for evaluation.  When increasing the group size to 8 and 12 s-bots, we observe a drop in performance that is mainly due to the transition from the ordered to the disordered motion of the s-bots within the aggregate. In this case, the aggregate is more dynamic, continuously changing shape, size and position driven by the complex interactions among the s-bots. We observe also a higher variance in the data or more outliers, corresponding to the formation of two or more small aggregates that did not have enough time to join in a single one.  Further increasing the group size, we observe that the performance reaches a stable level. Less outliers are observed and also the variance in the data is reduced, because the increasing density of s-bots in the arena makes it easier for smaller groups to aggregate in a single one.

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Figure 3: Scalability of the aggregation behaviour. The performance for some group sizes is shown. The box-plot shows 100 evaluations. The average values are shown by the thick black line. Boxes represent the inter-quartile range of the data, while the horizontal bars inside the boxes mark the median values. The whiskers extends to the most extreme data points within 1.5 of the inter- quartile range from the box. The empty circles mark the outliers.

References

  • G. Baldassarre, S. Nolfi, and D. Parisi. Evolving mobile robots able to display collective behaviour. Artificial Life, 9:255--267, 2003.
  • E.Sahin, T. H. Labella V. Trianni J.-L.  Deneubourg P. Rasse D. Floreano L.~M. Gambardella F. Mondada S. Nolfi and M.Dorigo M. SWARMBOT: Pattern Formation in a Swarm of Self-Assembling Mobile Robots. In Proceedings of IEEE International Conference on Systems, Man and Cybernetics, Hammamet, Tunisia, October 2002.
  • G. Baldassarre S. Nolfi and D. Parisi. Evolving Mobile Robots Able to Display Collective Behavior. In Proceedings of the International Workshop on Self-organisation and Evolution of Social Behaviour, Monte Verita, Switzerland, September 2002
  •  V. Trianni, R. Gross, T.H. Labella, E.Sahin, and M.Dorigo. Evolving aggregation behaviors in a swarm of robots. In W. Banzhaf, T. Christaller, P. Dittrich, J. T. Kim, and J.Ziegler, editors, Proceedings of the VII European Conference on Artificial Life (ECAL), Lecture Notes in Artificial Intelligence, volume 2801, pages 865--874, Berlin, Heidelberg, 2003. Springer Verlag.


Control >> Aggregation >> Evolving clustering formation

Swarm-bots project started
on October 1,2001
The project terminated
on March 31, 2005.
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