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Joel Lehman

dblp:47/8285 · DBLP profile ↗
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40ranked-venue papers
16as first author
5since 2021 · last 2024
0000-0002-9535-1123ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 37 · 15 first-author · 5 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2Systems, architecture and hardware · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
10 papers
Reinforcement learning · 36% Optimization for machine learning · 15% Learning paradigms · 12%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Embedded and real-time systems · 82% Performance modeling and evaluation · 18%

Topics — the 27 heaviest of 30, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Optimization for machine learning › evolutionary computation
quality-diversity
1.532024
Quality Diversity through Human Feedback: Towards Open-Ended Diversity-Driven Optimization · ICML 2024
Enhanced POET: Open-ended Reinforcement Learning through Unbounded Invention of Learning Challenges and their Solutions · ICML 2020
Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents · NeurIPS 2018
Machine learning › Reinforcement learning › exploration › novelty-based exploration
novelty search
0.822020
Enhanced POET: Open-ended Reinforcement Learning through Unbounded Invention of Learning Challenges and their Solutions · ICML 2020
Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents · NeurIPS 2018
Machine learning › Learning paradigms › curriculum learning
automatic curriculum generation
0.812024
OMNI: Open-endedness via Models of human Notions of Interestingness · ICLR 2024
Machine learning › Learning paradigms
curriculum learning
0.812024
OMNI: Open-endedness via Models of human Notions of Interestingness · ICLR 2024
Knowledge, reasoning and agents › Knowledge representation and reasoning
open-world learning
0.812024
OMNI: Open-endedness via Models of human Notions of Interestingness · ICLR 2024
Machine learning › Reinforcement learning
reinforcement learning from human feedback
0.812024
Quality Diversity through Human Feedback: Towards Open-Ended Diversity-Driven Optimization · ICML 2024
Machine learning › Reinforcement learning › curriculum reinforcement learning
task selection
0.812024
OMNI: Open-endedness via Models of human Notions of Interestingness · ICLR 2024
Machine learning › Reinforcement learning
multi-objective reinforcement learning
0.512021
Reinforcement Learning Under Moral Uncertainty · ICML 2021
Machine learning › Reinforcement learning
safe reinforcement learning
0.512021
Reinforcement Learning Under Moral Uncertainty · ICML 2021
Machine learning › Transfer learning and domain adaptation
meta-learning
0.412020
Generative Teaching Networks: Accelerating Neural Architecture Search by Learning to Generate Synthetic Training Data · ICML 2020
Machine learning › Efficient and distributed learning › automated machine learning
neural architecture search
0.412020
Generative Teaching Networks: Accelerating Neural Architecture Search by Learning to Generate Synthetic Training Data · ICML 2020
Machine learning › Generative modeling
synthetic data generation
0.412020
Generative Teaching Networks: Accelerating Neural Architecture Search by Learning to Generate Synthetic Training Data · ICML 2020
Machine learning › Reinforcement learning
deep reinforcement learning
0.412019
An Atari Model Zoo for Analyzing, Visualizing, and Comparing Deep Reinforcement Learning Agents · IJCAI 2019
Machine learning › Representation and self-supervised learning
representation analysis
0.412019
An Atari Model Zoo for Analyzing, Visualizing, and Comparing Deep Reinforcement Learning Agents · IJCAI 2019
Machine learning › Deep learning architectures and training
convolution
0.312018
An intriguing failing of convolutional neural networks and the CoordConv solution · NeurIPS 2018
Machine learning › Deep learning architectures and training
convolutional neural network
0.312018
An intriguing failing of convolutional neural networks and the CoordConv solution · NeurIPS 2018
Robotics › Motion planning and robot control
coordinate transformation
0.312018
An intriguing failing of convolutional neural networks and the CoordConv solution · NeurIPS 2018
Machine learning › Optimization for machine learning › evolutionary computation
evolution strategies
0.312018
Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents · NeurIPS 2018
Machine learning › Reinforcement learning
exploration
0.312018
Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents · NeurIPS 2018
Natural language and speech › Language models and text generation › text generation
creative writing
0.212024
Quality-Diversity through AI Feedback · ICLR 2024
Machine learning › Deep learning architectures and training
foundation model
0.212024
OMNI: Open-endedness via Models of human Notions of Interestingness · ICLR 2024
Machine learning › Generative modeling › diffusion model
text-to-image generation
0.212024
Quality Diversity through Human Feedback: Towards Open-Ended Diversity-Driven Optimization · ICML 2024
Robotics › Robot manipulation
grasping
0.212015
Tradeoffs in Real-Time Robotic Task Design with Neuroevolution Learning for Imprecise Computation · RTSS 2015
Robotics › Robot manipulation › grasping
unknown object grasping
0.212015
Tradeoffs in Real-Time Robotic Task Design with Neuroevolution Learning for Imprecise Computation · RTSS 2015
Embedded and real-time systems › real-time scheduling
imprecise computation
0.212015
Tradeoffs in Real-Time Robotic Task Design with Neuroevolution Learning for Imprecise Computation · RTSS 2015
Embedded and real-time systems
real-time scheduling
0.212015
Tradeoffs in Real-Time Robotic Task Design with Neuroevolution Learning for Imprecise Computation · RTSS 2015
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.112020
Enhanced POET: Open-ended Reinforcement Learning through Unbounded Invention of Learning Challenges and their Solutions · ICML 2020

Methods — techniques the papers use, named apart from their topics

learning progress · 0.8human feedback · 0.8foundation model · 0.8evolutionary algorithm · 0.8diversity metric inference · 0.8AI feedback · 0.8reward shaping · 0.5reinforcement learning · 0.4goal-switching · 0.4evolutionary computation · 0.4neural network visualization · 0.4neuroevolution · 0.2
YearPublicationVenuePosition
2024 Quality-Diversity through AI Feedback
abstract
In many text-generation problems, users may prefer not only a single response, but a diverse range of high-quality outputs from which to choose. Quality-diversity (QD) search algorithms aim at such outcomes, by continually improving and diversifying a population of candidates. However, the applicability of QD to qualitative domains, like creative writing, has been limited by the difficulty of algorithmically specifying measures of quality and diversity. Interestingly, recent developments in language models (LMs) have enabled guiding search through \emph{AI feedback}, wherein LMs are prompted in natural language to evaluate qualitative aspects of text. Leveraging this development, we introduce Quality-Diversity through AI Feedback (QDAIF), wherein an evolutionary algorithm applies LMs to both generate variation and evaluate the quality and diversity of candidate text. When assessed on creative writing domains, QDAIF covers more of a specified search space with high-quality samples than do non-QD controls. Further, human evaluation of QDAIF-generated creative texts validates reasonable agreement between AI and human evaluation. Our results thus highlight the potential of AI feedback to guide open-ended search for creative and original solutions, providing a recipe that seemingly generalizes to many domains and modalities. In this way, QDAIF is a step towards AI systems that can independently search, diversify, evaluate, and improve, which are among the core skills underlying human society's capacity for innovation.
Herbie Bradley, Andrew Dai 0001, Hannah Teufel, Jenny Zhang, Koen Oostermeijer, Marco Bellagente, Jeff Clune, Kenneth O. Stanley, Grégory Schott, Joel Lehman
ICLR10
2024 OMNI: Open-endedness via Models of human Notions of Interestingness
abstract
Open-ended algorithms aim to learn new, interesting behaviors forever. That requires a vast environment search space, but there are thus infinitely many possible tasks. Even after filtering for tasks the current agent can learn (i.e., learning progress), countless learnable yet uninteresting tasks remain (e.g., minor variations of previously learned tasks). An Achilles Heel of open-endedness research is the inability to quantify (and thus prioritize) tasks that are not just learnable, but also $\textit{interesting}$ (e.g., worthwhile and novel). We propose solving this problem by $\textit{Open-endedness via Models of human Notions of Interestingness}$ (OMNI). The insight is that we can utilize foundation models (FMs) as a model of interestingness (MoI), because they $\textit{already}$ internalize human concepts of interestingness from training on vast amounts of human-generated data, where humans naturally write about what they find interesting or boring. We show that FM-based MoIs improve open-ended learning by focusing on tasks that are both learnable $\textit{and interesting}$, outperforming baselines based on uniform task sampling or learning progress alone. This approach has the potential to dramatically advance the ability to intelligently select which tasks to focus on next (i.e., auto-curricula), and could be seen as AI selecting its own next task to learn, facilitating self-improving AI and AI-Generating Algorithms.
Jenny Zhang, Joel Lehman, Kenneth O. Stanley, Jeff Clune
ICLR2
2024 Quality Diversity through Human Feedback: Towards Open-Ended Diversity-Driven Optimization
abstract
Reinforcement Learning from Human Feedback (RLHF) has shown potential in qualitative tasks where easily defined performance measures are lacking. However, there are drawbacks when RLHF is commonly used to optimize for average human preferences, especially in generative tasks that demand diverse model responses. Meanwhile, Quality Diversity (QD) algorithms excel at identifying diverse and high-quality solutions but often rely on manually crafted diversity metrics. This paper introduces Quality Diversity through Human Feedback (QDHF), a novel approach that progressively infers diversity metrics from human judgments of similarity among solutions, thereby enhancing the applicability and effectiveness of QD algorithms in complex and open-ended domains. Empirical studies show that QDHF significantly outperforms state-of-the-art methods in automatic diversity discovery and matches the efficacy of QD with manually crafted diversity metrics on standard benchmarks in robotics and reinforcement learning. Notably, in open-ended generative tasks, QDHF substantially enhances the diversity of text-to-image generation from a diffusion model and is more favorably received in user studies. We conclude by analyzing QDHF’s scalability, robustness, and quality of derived diversity metrics, emphasizing its strength in open-ended optimization tasks. Code and tutorials are available at https://liding.info/qdhf.
Li Ding 0010, Jenny Zhang, Jeff Clune, Lee Spector, Joel Lehman
ICML5
2024 Language Model Crossover: Variation through Few-Shot Prompting
abstract
This article pursues the insight that language models naturally enable an intelligent variation operator similar in spirit to evolutionary crossover. In particular, language models of sufficient scale demonstrate in-context learning, i.e., they can learn from associations between a small number of input patterns to generate outputs incorporating such associations (also called few-shot prompting). This ability can be leveraged to form a simple but powerful variation operator, i.e., to prompt a language model with a few text-based genotypes (such as code, plain-text sentences, or equations), and to parse its corresponding output as those genotypes’ offspring. The promise of such language model crossover (which is simple to implement and can leverage many different open source language models) is that it enables a simple mechanism to evolve semantically rich text representations (with few domain-specific tweaks), and naturally benefits from current progress in language models. Experiments in this article highlight the versatility of language-model crossover, through evolving binary bit-strings, sentences, equations, text-to-image prompts, and Python code. The conclusion is that language model crossover is a flexible and effective method for evolving genomes representable as text.
Elliot Meyerson, Mark J. Nelson, Herbie Bradley, Adam Gaier, Arash Moradi Karkaj, Amy K. Hoover, Joel Lehman
ACM Trans. Evol. Learn. Optim.7
2021 Reinforcement Learning Under Moral Uncertainty
abstract
An ambitious goal for machine learning is to create agents that behave ethically: The capacity to abide by human moral norms would greatly expand the context in which autonomous agents could be practically and safely deployed, e.g. fully autonomous vehicles will encounter charged moral decisions that complicate their deployment. While ethical agents could be trained by rewarding correct behavior under a specific moral theory (e.g. utilitarianism), there remains widespread disagreement about the nature of morality. Acknowledging such disagreement, recent work in moral philosophy proposes that ethical behavior requires acting under moral uncertainty, i.e. to take into account when acting that one’s credence is split across several plausible ethical theories. This paper translates such insights to the field of reinforcement learning, proposes two training methods that realize different points among competing desiderata, and trains agents in simple environments to act under moral uncertainty. The results illustrate (1) how such uncertainty can help curb extreme behavior from commitment to single theories and (2) several technical complications arising from attempting to ground moral philosophy in RL (e.g. how can a principled trade-off between two competing but incomparable reward functions be reached). The aim is to catalyze progress towards morally-competent agents and highlight the potential of RL to contribute towards the computational grounding of moral philosophy.
Adrien Ecoffet, Joel Lehman
ICML2
2020 Learning to Continually Learn
abstract
Continual lifelong learning requires an agent or model to learn many sequentially ordered tasks, building on previous knowledge without catastrophically forgetting it. Much work has gone towards preventing the default tendency of machine learning models to catastrophically forget, yet virtually all such work involves manually-designed solutions to the problem. We instead advocate meta-learning a solution to catastrophic forgetting, allowing AI to learn to continually learn. Inspired by neuromodulatory processes in the brain, we propose A Neuromodulated Meta-Learning Algorithm (ANML). It differentiates through a sequential learning process to meta-learn an activation-gating function that enables context-dependent selective activation within a deep neural network. Specifically, a neuromodulatory (NM) neural network gates the forward pass of another (otherwise normal) neural network called the prediction learning network (PLN). The NM network also thus indirectly controls selective plasticity (i.e. the backward pass of) the PLN. ANML enables continual learning without catastrophic forgetting at scale: it produces state-of-the-art continual learning performance, sequentially learning as many as 600 classes (over 9,000 SGD updates).
Shawn L. E. Beaulieu, Lapo Frati, Thomas Miconi, Joel Lehman, Kenneth O. Stanley, Jeff Clune, Nicholas Cheney
ECAI4
2020 Enhanced POET: Open-ended Reinforcement Learning through Unbounded Invention of Learning Challenges and their Solutions
abstract
Creating open-ended algorithms, which generate their own never-ending stream of novel and appropriately challenging learning opportunities, could help to automate and accelerate progress in machine learning. A recent step in this direction is the Paired Open-Ended Trailblazer (POET), an algorithm that generates and solves its own challenges, and allows solutions to goal-switch between challenges to avoid local optima. However, the original POET was unable to demonstrate its full creative potential because of limitations of the algorithm itself and because of external issues including a limited problem space and lack of a universal progress measure. Importantly, both limitations pose impediments not only for POET, but for the pursuit of open-endedness in general. Here we introduce and empirically validate two new innovations to the original algorithm, as well as two external innovations designed to help elucidate its full potential. Together, these four advances enable the most open-ended algorithmic demonstration to date. The algorithmic innovations are (1) a domain-general measure of how meaningfully novel new challenges are, enabling the system to potentially create and solve interesting challenges endlessly, and (2) an efficient heuristic for determining when agents should goal-switch from one problem to another (helping open-ended search better scale). Outside the algorithm itself, to enable a more definitive demonstration of open-endedness, we introduce (3) a novel, more flexible way to encode environmental challenges, and (4) a generic measure of the extent to which a system continues to exhibit open-ended innovation. Enhanced POET produces a diverse range of sophisticated behaviors that solve a wide range of environmental challenges, many of which cannot be solved through other means.
Rui Wang 0052, Joel Lehman, Aditya Rawal, Jiale Zhi, Yulun Li, Jeff Clune, Kenneth O. Stanley
ICML2
2020 Generative Teaching Networks: Accelerating Neural Architecture Search by Learning to Generate Synthetic Training Data
abstract
This paper investigates the intriguing question of whether we can create learning algorithms that automatically generate training data, learning environments, and curricula in order to help AI agents rapidly learn. We show that such algorithms are possible via Generative Teaching Networks (GTNs), a general approach that is, in theory, applicable to supervised, unsupervised, and reinforcement learning, although our experiments only focus on the supervised case. GTNs are deep neural networks that generate data and/or training environments that a learner (e.g. a freshly initialized neural network) trains on for a few SGD steps before being tested on a target task. We then differentiate \emph{through the entire learning process} via meta-gradients to update the GTN parameters to improve performance on the target task. This paper introduces GTNs, discusses their potential, and showcases that they can substantially accelerate learning. We also demonstrate a practical and exciting application of GTNs: accelerating the evaluation of candidate architectures for neural architecture search (NAS). GTN-NAS improves the NAS state of the art, finding higher performing architectures when controlling for the search proposal mechanism. GTN-NAS also is competitive with the overall state of the art approaches, which achieve top performance while using orders of magnitude less computation than typical NAS methods. Speculating forward, GTNs may represent a first step toward the ambitious goal of algorithms that generate their own training data and, in doing so, open a variety of interesting new research questions and directions.
Felipe Petroski Such, Aditya Rawal, Joel Lehman, Kenneth O. Stanley, Jeff Clune
ICML3
2020 The Surprising Creativity of Digital Evolution: A Collection of Anecdotes from the Evolutionary Computation and Artificial Life Research Communities
abstract
Evolution provides a creative fount of complex and subtle adaptations that often surprise the scientists who discover them. However, the creativity of evolution is not limited to the natural world: Artificial organisms evolving in computational environments have also elicited surprise and wonder from the researchers studying them. The process of evolution is an algorithmic process that transcends the substrate in which it occurs. Indeed, many researchers in the field of digital evolution can provide examples of how their evolving algorithms and organisms have creatively subverted their expectations or intentions, exposed unrecognized bugs in their code, produced unexpectedly adaptations, or engaged in behaviors and outcomes, uncannily convergent with ones found in nature. Such stories routinely reveal surprise and creativity by evolution in these digital worlds, but they rarely fit into the standard scientific narrative. Instead they are often treated as mere obstacles to be overcome, rather than results that warrant study in their own right. Bugs are fixed, experiments are refocused, and one-off surprises are collapsed into a single data point. The stories themselves are traded among researchers through oral tradition, but that mode of information transmission is inefficient and prone to error and outright loss. Moreover, the fact that these stories tend to be shared only among practitioners means that many natural scientists do not realize how interesting and lifelike digital organisms are and how natural their evolution can be. To our knowledge, no collection of such anecdotes has been published before. This article is the crowd-sourced product of researchers in the fields of artificial life and evolutionary computation who have provided first-hand accounts of such cases. It thus serves as a written, fact-checked collection of scientifically important and even entertaining stories. In doing so we also present here substantial evidence that the existence and importance of evolutionary surprises extends beyond the natural world, and may indeed be a universal property of all complex evolving systems.
Joel Lehman, Jeff Clune, Dusan Misevic, Christoph Adami, Lee Altenberg, Julie Beaulieu, Peter J. Bentley, Samuel Bernard, Guillaume Beslon, David M. Bryson, Nicholas Cheney, Patryk Chrabaszcz, Antoine Cully, Stéphane Doncieux, Fred C. Dyer, Kai Olav Ellefsen, Robert Feldt, Stephan Fischer 0002, Stephanie Forrest, Antoine Frénoy, Christian Gagné 0001, Leni K. Le Goff, Laura M. Grabowski, Babak Hodjat, Frank Hutter, Laurent Keller, Carole Knibbe, Peter Krcah, Richard E. Lenski, Hod Lipson, Robert MacCurdy, Carlos Maestre, Risto Miikkulainen, Sara Mitri, David E. Moriarty, Jean-Baptiste Mouret, Anh Totti Nguyen, Charles Ofria, Marc Parizeau, David P. Parsons, Robert T. Pennock, William F. Punch, Thomas S. Ray, Marc Schoenauer, Eric Schulte, Karl Sims, Kenneth O. Stanley, François Taddei, Danesh Tarapore, Simon Thibault, Richard A. Watson, Westley Weimer, Jason Yosinski
Artif. Life1
2019 Evolvability ES: scalable and direct optimization of evolvability
abstract
Designing evolutionary algorithms capable of uncovering highly evolvable representations is an open challenge in evolutionary computation; such evolvability is important in practice, because it accelerates evolution and enables fast adaptation to changing circumstances. This paper introduces evolvability ES, an evolutionary algorithm designed to explicitly and efficiently optimize for evolvability, i.e. the ability to further adapt. The insight is that it is possible to derive a novel objective in the spirit of natural evolution strategies that maximizes the diversity of behaviors exhibited when an individual is subject to random mutations, and that efficiently scales with computation. Experiments in 2-D and 3-D locomotion tasks highlight the potential of evolvability ES to generate solutions with tens of thousands of parameters that can quickly be adapted to solve different tasks and that can productively seed further evolution. We further highlight a connection between evolvability in EC and a recent and popular gradient-based meta-learning algorithm called MAML; results show that evolvability ES can perform competitively with MAML and that it discovers solutions with distinct properties. The conclusion is that evolvability ES opens up novel research directions for studying and exploiting the potential of evolvable representations for deep neural networks.
Alexander Gajewski, Jeff Clune, Kenneth O. Stanley, Joel Lehman
GECCO4
2019 POET: open-ended coevolution of environments and their optimized solutions
abstract
How can progress in machine learning and reinforcement learning be automated to generate its own never-ending curriculum of challenges without human intervention? The recent emergence of quality diversity (QD) algorithms offers a glimpse of the potential for such continual open-ended invention. For example, novelty search showcases the benefits of explicit novelty pressure, MAP-Elites and Innovation Engines highlight the advantage of explicit elitism within niches in an otherwise divergent process, and minimal criterion coevolution (MCC) reveals that problems and solutions can coevolve divergently. The Paired Open-Ended Trailblazer (POET) algorithm introduced in this paper combines these principles to produce a practical approach to generating an endless progression of diverse and increasingly challenging environments while at the same time explicitly optimizing their solutions. An intriguing implication is the opportunity to transfer solutions among environments, reflecting the view that innovation is a circuitous and unpredictable process. POET is tested in a 2-D obstacles course domain, where it generates diverse and sophisticated behaviors that create and solve a wide range of environmental challenges, many of which cannot be solved by direct optimization, or by a direct-path curriculum-building control algorithm. We hope that POET will inspire a new push towards open-ended discovery across many domains.
Rui Wang 0052, Joel Lehman, Jeff Clune, Kenneth O. Stanley
GECCO2
2019 An Atari Model Zoo for Analyzing, Visualizing, and Comparing Deep Reinforcement Learning Agents
abstract
Much human and computational effort has aimed to improve how deep reinforcement learning (DRL) algorithms perform on benchmarks such as the Atari Learning Environment. Comparatively less effort has focused on understanding what has been learned by such methods, and investigating and comparing the representations learned by different families of DRL algorithms. Sources of friction include the onerous computational requirements, and general logistical and architectural complications for running DRL algorithms at scale. We lessen this friction, by (1) training several algorithms at scale and releasing trained models, (2) integrating with a previous DRL model release, and (3) releasing code that makes it easy for anyone to load, visualize, and analyze such models. This paper introduces the Atari Zoo framework, which contains models trained across benchmark Atari games, in an easy-to-use format, as well as code that implements common modes of analysis and connects such models to a popular neural network visualization library. Further, to demonstrate the potential of this dataset and software package, we show initial quantitative and qualitative comparisons between the performance and representations of several DRL algorithms, highlighting interesting and previously unknown distinctions between them.
Felipe Petroski Such, Vashisht Madhavan, Rosanne Liu, Rui Wang 0052, Pablo Samuel Castro, Yulun Li, Jiale Zhi, Ludwig Schubert, Marc G. Bellemare, Jeff Clune, Joel Lehman
IJCAI11
2019 Learning Belief Representations for Imitation Learning in POMDPs
Tanmay Gangwani, Joel Lehman, Qiang Liu 0001, Jian Peng 0001
UAI2
2019 Tradeoffs in Neuroevolutionary Learning-Based Real-Time Robotic Task Design in the Imprecise Computation Framework
abstract
A cyberphysical avatar is a semi-autonomous robot that adjusts to an unstructured environment and performs physical tasks subject to critical timing constraints while under human supervision. This article first realizes a cyberphysical avatar that integrates three key technologies: body-compliant control, neuroevolution, and real-time constraints. Body-compliant control is essential for operator safety, because avatars perform cooperative tasks in close proximity to humans; neuroevolution (NEAT) enables “programming” avatars such that they can be used by non-experts for a large array of tasks, some unforeseen, in an unstructured environment; and real-time constraints are indispensable to provide predictable, bounded-time response in human-avatar interaction. Then, we present a study on the tradeoffs between three design parameters for robotic task systems that must incorporate at least three dimensions: (1) the amount of training effort for robot to perform the task, (2) the time available to complete the task when the command is given, and (3) the quality of the result of the performed task. A tradeoff study in this design space by using the imprecise computation as a framework is to perform a common robotic task, specifically, grasping of unknown objects. The results were validated with a real robot and contribute to the development of a systematic approach for designing robotic task systems that must function in environments like flexible manufacturing systems of the future.
Pei-Chi Huang, Luis Sentis, Joel Lehman, Chien-Liang Fok, Aloysius K. Mok, Risto Miikkulainen
ACM Trans. Cyber Phys. Syst.3
2018 Safe mutations for deep and recurrent neural networks through output gradients
abstract
While neuroevolution (evolving neural networks) has been successful across a variety of domains from reinforcement learning, to artificial life, to evolutionary robotics, it is rarely applied to large, deep neural networks. A central reason is that while random mutation generally works in low dimensions, a random perturbation of thousands or millions of weights will likely break existing functionality. This paper proposes a solution: a family of safe mutation (SM) operators that facilitate exploration without dramatically altering network behavior or requiring additional interaction with the environment. The most effective SM variant scales the degree of mutation of each individual weight according to the sensitivity of the network's outputs to that weight, which requires computing the gradient of outputs with respect to the weights (instead of the gradient of error, as in conventional deep learning). This safe mutation through gradients (SM-G) operator dramatically increases the ability of a simple genetic algorithm-based neuroevolution method to find solutions in high-dimensional domains that require deep and/or recurrent neural networks, including domains that require processing raw pixels. By improving our ability to evolve deep neural networks, this new safer approach to mutation expands the scope of domains amenable to neuroevolution.
Joel Lehman, Jay Chen, Jeff Clune, Kenneth O. Stanley
GECCO1
2018 ES is more than just a traditional finite-difference approximator
abstract
An evolution strategy (ES) variant based on a simplification of a natural evolution strategy recently attracted attention because it performs surprisingly well in challenging deep reinforcement learning domains. It searches for neural network parameters by generating perturbations to the current set of parameters, checking their performance, and moving in the aggregate direction of higher reward. Because it resembles a traditional finite-difference approximation of the reward gradient, it can naturally be confused with one. However, this ES optimizes for a different gradient than just reward: It optimizes for the average reward of the entire population, thereby seeking parameters that are robust to perturbation. This difference can channel ES into distinct areas of the search space relative to gradient descent, and also consequently to networks with distinct properties. This unique robustness-seeking property, and its consequences for optimization, are demonstrated in several domains. They include humanoid locomotion, where networks from policy gradient-based reinforcement learning are significantly less robust to parameter perturbation than ES-based policies solving the same task. While the implications of such robustness and robustness-seeking remain open to further study this work's main contribution is to highlight such differences and their potential importance.
Joel Lehman, Jay Chen, Jeff Clune, Kenneth O. Stanley
GECCO1
2018 Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents
abstract
Evolution strategies (ES) are a family of black-box optimization algorithms able to train deep neural networks roughly as well as Q-learning and policy gradient methods on challenging deep reinforcement learning (RL) problems, but are much faster (e.g. hours vs. days) because they parallelize better. However, many RL problems require directed exploration because they have reward functions that are sparse or deceptive (i.e. contain local optima), and it is unknown how to encourage such exploration with ES. Here we show that algorithms that have been invented to promote directed exploration in small-scale evolved neural networks via populations of exploring agents, specifically novelty search (NS) and quality diversity (QD) algorithms, can be hybridized with ES to improve its performance on sparse or deceptive deep RL tasks, while retaining scalability. Our experiments confirm that the resultant new algorithms, NS-ES and two QD algorithms, NSR-ES and NSRA-ES, avoid local optima encountered by ES to achieve higher performance on Atari and simulated robots learning to walk around a deceptive trap. This paper thus introduces a family of fast, scalable algorithms for reinforcement learning that are capable of directed exploration. It also adds this new family of exploration algorithms to the RL toolbox and raises the interesting possibility that analogous algorithms with multiple simultaneous paths of exploration might also combine well with existing RL algorithms outside ES.
Edoardo Conti, Vashisht Madhavan, Felipe Petroski Such, Joel Lehman, Kenneth O. Stanley, Jeff Clune
NeurIPS4
2018 An intriguing failing of convolutional neural networks and the CoordConv solution
abstract
Few ideas have enjoyed as large an impact on deep learning as convolution. For any problem involving pixels or spatial representations, common intuition holds that convolutional neural networks may be appropriate. In this paper we show a striking counterexample to this intuition via the seemingly trivial coordinate transform problem, which simply requires learning a mapping between coordinates in (x,y) Cartesian space and coordinates in one-hot pixel space. Although convolutional networks would seem appropriate for this task, we show that they fail spectacularly. We demonstrate and carefully analyze the failure first on a toy problem, at which point a simple fix becomes obvious. We call this solution CoordConv, which works by giving convolution access to its own input coordinates through the use of extra coordinate channels. Without sacrificing the computational and parametric efficiency of ordinary convolution, CoordConv allows networks to learn either complete translation invariance or varying degrees of translation dependence, as required by the end task. CoordConv solves the coordinate transform problem with perfect generalization and 150 times faster with 10--100 times fewer parameters than convolution. This stark contrast raises the question: to what extent has this inability of convolution persisted insidiously inside other tasks, subtly hampering performance from within? A complete answer to this question will require further investigation, but we show preliminary evidence that swapping convolution for CoordConv can improve models on a diverse set of tasks. Using CoordConv in a GAN produced less mode collapse as the transform between high-level spatial latents and pixels becomes easier to learn. A Faster R-CNN detection model trained on MNIST detection showed 24% better IOU when using CoordConv, and in the Reinforcement Learning (RL) domain agents playing Atari games benefit significantly from the use of CoordConv layers.
Rosanne Liu, Joel Lehman, Piero Molino, Felipe Petroski Such, Eric Frank, Alex Sergeev, Jason Yosinski
NeurIPS2
2016 Orthogonally Evolved AI to Improve Difficulty Adjustment in Video Games
Arend Hintze, Randal S. Olson, Joel Lehman
EvoApplications (1)3
2016 Evolvability Search: Directly Selecting for Evolvability in order to Study and Produce It
abstract
One hallmark of natural organisms is their significant evolvability, i.e.,their increased potential for further evolution. However, reproducing such evolvability in artificial evolution remains a challenge, which both reduces the performance of evolutionary algorithms and inhibits the study of evolvable digital phenotypes. Although some types of selection in evolutionary computation indirectly encourage evolvability, one unexplored possibility is to directly select for evolvability. To do so, we estimate an individual's future potential for diversity by calculating the behavioral diversity of its immediate offspring, and select organisms with increased offspring variation. While the technique is computationally expensive, we hypothesized that direct selection would better encourage evolvability than indirect methods. Experiments in two evolutionary robotics domains confirm this hypothesis: in both domains, such Evolvability Search produces solutions with higher evolvability than those produced with Novelty Search or traditional objective-based search algorithms. Further experiments demonstrate that the higher evolvability produced by Evolvability Search in a training environment also generalizes, producing higher evolvability in a new test environment without further selection. Overall, Evolvability Search enables generating evolvability more easily and directly, facilitating its study and understanding, and may inspire future practical algorithms that increase evolvability without significant computational overhead.
Henok Mengistu, Joel Lehman, Jeff Clune
GECCO2
2016 Learning Behavior Characterizations for Novelty Search
abstract
Novelty search and related diversity-driven algorithms provide a promising approach to overcoming deception in complex domains. The behavior characterization (BC) is a critical choice in the application of such algorithms. The BC maps each evaluated individual to a behavior, i.e., some vector representation of what the individual is or does during evaluation. Search is then driven towards diversity in a metric space of these behaviors. BCs are built from hand-designed features that are limited by human expertise, or upon generic descriptors that cannot exploit domain nuance. The main contribution of this paper is an approach that addresses these shortcomings. Generic behaviors are recorded from evolution on several training tasks, and a new BC is learned from them that funnels evolution towards successful behaviors on any further tasks drawn from the domain. This approach is tested in increasingly complex simulated maze-solving domains, where it outperforms both hand-coded and generic BCs, in addition to outperforming objective-based search. The conclusion is that adaptive BCs can improve search in many-task domains with little human expertise.
Elliot Meyerson, Joel Lehman, Risto Miikkulainen
GECCO2
2016 Creative Generation of 3D Objects with Deep Learning and Innovation Engines
Joel Lehman, Sebastian Risi, Jeff Clune
ICCC1
2016 Petalz: Search-Based Procedural Content Generation for the Casual Gamer
abstract
The impact of game content on the player experience is potentially more critical in casual games than in competitive games because of the diminished role of strategic or tactical diversions. Interestingly, until now procedural content generation (PCG) has nevertheless been investigated almost exclusively in the context of competitive, skills-based gaming. This paper therefore opens a new direction for PCG by placing it at the center of an entirely casual flower-breeding game platform called Petalz. That way, the behavior of players and their reactions to different game mechanics in a casual environment driven by PCG can be investigated. In particular, players in Petalz can: 1) trade their discoveries in a global marketplace; 2) respond to an incentive system that awards diversity; and 3) generate real-world 3-D replicas of their evolved flowers. With over 1900 registered online users and 38 646 unique evolved flowers, Petalz showcases the potential for PCG to enable these kinds of casual game mechanics, thus paving the way for continued innovation with PCG in casual gaming.
Sebastian Risi, Joel Lehman, David B. D'Ambrosio, Ryan Hall, Kenneth O. Stanley
IEEE Trans. Comput. Intell. AI Games2
2015 Enhancing Divergent Search through Extinction Events
abstract
A challenge in evolutionary computation is to create representations as evolvable as those in natural evolution. This paper hypothesizes that extinction events, i.e. mass extinctions, can significantly increase evolvability, but only when combined with a divergent search algorithm, i.e. a search driven towards diversity (instead of optimality). Extinctions amplify diversity-generation by creating unpredictable evolutionary bottlenecks. Persisting through multiple such bottlenecks is more likely for lineages that diversify across many niches, resulting in indirect selection pressure for the capacity to evolve. This hypothesis is tested through experiments in two evolutionary robotics domains. The results show that combining extinction events with divergent search increases evolvability, while combining them with convergent search offers no similar benefit. The conclusion is that extinction events may provide a simple and effective mechanism to enhance performance of divergent search algorithms.
Joel Lehman, Risto Miikkulainen
GECCO1
2015 Tradeoffs in Real-Time Robotic Task Design with Neuroevolution Learning for Imprecise Computation
abstract
We present a study on the tradeoffs between three design parameters for robotic task systems that function in partially unknown and unstructured environments, and under timing constraints. The design space of these robotic tasks must incorporate at least three dimensions: (1) the amount of training effort to teach the robot to perform the task, (2) the time available to complete the task from the point when the command is given to perform the task, and (3) the quality of the result from performing the task. This paper presents a tradeoff study in this design space for a common robotic task, specifically, grasping of unknown objects in unstructured environments. The imprecise computation model is used to provide a framework for this study. The results were validated with a real robot and contribute to the development of a systematic approach for designing robotic task systems that must function in environments like flexible manufacturing systems of the future.
Pei-Chi Huang, Luis Sentis, Joel Lehman, Chien-Liang Fok, Aloysius K. Mok, Risto Miikkulainen
RTSS3
2015 Investigating Biological Assumptions through Radical Reimplementation
abstract
An important goal in both artificial life and biology is uncovering the most general principles underlying life, which might catalyze both our understanding of life and engineering lifelike machines. While many such general principles have been hypothesized, conclusively testing them is difficult because life on Earth provides only a singular example from which to infer. To circumvent this limitation, this article formalizes an approach called radical reimplementation. The idea is to investigate an abstract biological hypothesis by intentionally reimplementing its main principles to diverge maximally from existing natural examples. If the reimplementation successfully exhibits properties resembling biology, it may support the underlying hypothesis better than an alternative example inspired more directly by nature. The approach thereby provides a principled alternative to a common tradition of defending and minimizing deviations from nature in artificial life. This work reviews examples that can be interpreted through the lens of radical reimplementation to yield potential insights into biology despite having purposely unnatural experimental setups. In this way, radical reimplementation can help renew the relevance of computational systems for investigating biological theory and can act as a practical philosophical tool to help separate the fundamental features of terrestrial biology from the epiphenomenal.
Joel Lehman, Kenneth O. Stanley
Artif. Life1
2014 Grasping novel objects with a dexterous robotic hand through neuroevolution
abstract
Robotic grasping of a target object without advance knowledge of its three-dimensional model is a challenging problem. Many studies indicate that robot learning from demonstration (LfD) is a promising way to improve grasping performance, but complete automation of the grasping task in unforeseen circumstances remains difficult. As an alternative to LfD, this paper leverages limited human supervision to achieve robotic grasping of unknown objects in unforeseen circumstances. The technical question is what form of human supervision best minimizes the effort of the human supervisor. The approach here applies a human-supplied bounding box to focus the robot's visual processing on the target object, thereby lessening the dimensionality of the robot's computer vision processing. After the human supervisor defines the bounding box through the man-machine interface, the rest of the grasping task is automated through a vision-based feature-extraction approach where the dexterous hand learns to grasp objects without relying on pre-computed object models through the NEAT neuroevolution algorithm. Given only low-level sensing data from a commercial depth sensor Kinect, our approach evolves neural networks to identify appropriate hand positions and orientations for grasping novel objects. Further, the machine learning results from simulation have been validated by transferring the training results to a physical robot called Dreamer made by the Meka Robotics company. The results demonstrate that grasping novel objects through exploiting neuroevolution from simulation to reality is possible.
Pei-Chi Huang, Joel Lehman, Aloysius K. Mok, Risto Miikkulainen, Luis Sentis
CICA2
2014 Overcoming deception in evolution of cognitive behaviors
abstract
When scaling neuroevolution to complex behaviors, cognitive capabilities such as learning, communication, and memory become increasingly important. However, successfully evolving such cognitive abilities remains difficult. This paper argues that a main cause for such difficulty is deception, i.e. evolution converges to a behavior unrelated to the desired solution. More specifically, cognitive behaviors often require accumulating neural structure that provides no immediate fitness benefit, and evolution often thus converges to non-cognitive solutions. To investigate this hypothesis, a common evolutionary robotics T-Maze domain is adapted in three separate ways to require agents to communicate, remember, and learn. Indicative of deception, evolution driven by objective-based fitness often converges upon simple non-cognitive behaviors. In contrast, evolution driven to explore novel behaviors, i.e. novelty search, often evolves the desired cognitive behaviors. The conclusion is that open-ended methods of evolution may better recognize and reward the stepping stones that are necessary for cognitive behavior to emerge.
Joel Lehman, Risto Miikkulainen
GECCO1
2014 A Neuroevolution Approach to General Atari Game Playing
abstract
This paper addresses the challenge of learning to play many different video games with little domain-specific knowledge. Specifically, it introduces a neuroevolution approach to general Atari 2600 game playing. Four neuroevolution algorithms were paired with three different state representations and evaluated on a set of 61 Atari games. The neuroevolution agents represent different points along the spectrum of algorithmic sophistication - including weight evolution on topologically fixed neural networks (conventional neuroevolution), covariance matrix adaptation evolution strategy (CMA-ES), neuroevolution of augmenting topologies (NEAT), and indirect network encoding (HyperNEAT). State representations include an object representation of the game screen, the raw pixels of the game screen, and seeded noise (a comparative baseline). Results indicate that direct-encoding methods work best on compact state representations while indirect-encoding methods (i.e., HyperNEAT) allow scaling to higher dimensional representations (i.e., the raw game screen). Previous approaches based on temporal-difference (TD) learning had trouble dealing with the large state spaces and sparse reward gradients often found in Atari games. Neuroevolution ameliorates these problems and evolved policies achieve state-of-the-art results, even surpassing human high scores on three games. These results suggest that neuroevolution is a promising approach to general video game playing (GVGP).
Matthew J. Hausknecht, Joel Lehman, Risto Miikkulainen, Peter Stone 0001
IEEE Trans. Comput. Intell. AI Games2
2013 Effective diversity maintenance in deceptive domains
abstract
Diversity maintenance techniques in evolutionary computation are designed to mitigate the problem of deceptive local optima by encouraging exploration. However, as problems become more difficult, the heuristic of fitness may become increasingly uninformative. Thus, simply encouraging genotypic diversity may fail to much increase the likelihood of evolving a solution. In such cases, diversity needs to be directed towards potentially useful structures. A representative example of such a search process is novelty search, which builds diversity by rewarding behavioral novelty. In this paper the effectiveness of fitness, novelty, and diversity maintenance objectives are compared in two evolutionary robotics domains. In a biped locomotion domain, genotypic diversity maintenance helps evolve biped control policies that travel farther before falling. However, the best method is to optimize a fitness objective and a behavioral novelty objective together. In the more deceptive maze navigation domain, diversity maintenance is ineffective while a novelty objective still increases performance. The conclusion is that while genotypic diversity maintenance works in well-posed domains, a method more directed by phenotypic information, like novelty search, is necessary for highly deceptive ones.
Joel Lehman, Kenneth O. Stanley, Risto Miikkulainen
GECCO1
2012 Rewarding Reactivity to Evolve Robust Controllers without Multiple Trials or Noise
abstract
Behaviors evolved in simulation are often not robust to variations of their original training environment. Thus often researchers must train explicitly to encourage such robustness. Traditional methods of training for robustness typically apply multiple non-deterministic evaluations with carefully modeled noisy distributions for sensors and effectors. In practice, such training is often computationally expensive and requires crafting accurate models. Taking inspiration from nature, where animals react appropriately to encountered stimuli, this paper introduces a measure called reactivity, i.e. the tendency to seek and react to changes in environmental input, that is applicable in single deterministic trials and can encourage robustness without exposure to noise. The measure is tested in four different maze navigation tasks, where training with reactivity proves more robust than training without noise, and equally or more robust than training with noise when testing with moderate noise levels. In this way, the results demonstrate the counterintuitive fact that sometimes training with no exposure to noise at all can evolve individuals significantly more robust to noise than by explicitly training with noise. The conclusion is that training for reactivity may often be a computationally more efficient means to encouraging robustness in evolved behaviors. © 2012 Massachusetts Institute of Technology.
Joel Lehman, Sebastian Risi, David B. D'Ambrosio, Kenneth O. Stanley
ALIFE1
2012 Beyond Open-endedness: Quantifying Impressiveness
abstract
This paper seeks to illuminate and quantify a feature of natural evolution that correlates to our sense of its intuitive greatness: Natural evolution evolves impressive artifacts.Within artificial life, abstractions aiming to capture what makes natural evolution so powerful often focus on the idea of openendedness, which relates to boundless diversity, complexity, or adaptation.However, creative systems that have passed tests of open-endedness raise the possibility that openendedness does not always correlate to impressiveness in artificial life simulations.In other words, while natural evolution is both open-ended and demonstrates a drive towards evolving impressive artifacts, it may be a mistake to assume the two properties are always linked.Thus to begin to investigate impressiveness independently in artificial systems, a novel definition is proposed: Impressive artifacts readily exhibit significant design effort.That is, the difficulty of creating them is easy to recognize.Two heuristics, rarity and re-creation effort, are derived from this definition and applied to the products of an open-ended image evolution system.An important result is that that the heuristics intuitively separate different reward schemes and provide evidence for why each evolved picture is or is not impressive.The conclusion is that impressiveness may help to distinguish open-ended systems and their products, and potentially untangles an aspect of natural evolution's mystique that is masked by its co-occurrence with open-endedness.
Joel Lehman, Kenneth O. Stanley
ALIFE1
2011 Improving evolvability through novelty search and self-adaptation
abstract
A challenge for current evolutionary algorithms is to yield highly evolvable representations like those in nature. Such evolvability in natural evolution is encouraged through selection: Lineages better at molding to new niches are less susceptible to extinction. Similar selection pressure is not generally present in evolutionary algorithms; however, the first hypothesis in this paper is that novelty search, a recent evolutionary technique, also selects for evolvability because it rewards lineages able to continually radiate new behaviors. Results in experiments in a maze-navigation domain in this paper support that novelty search finds more evolvable representations than regular fitness-based search. However, though novelty search outperforms fitness-based search in a second biped locomotion experiment, it proves no more evolvable than fitness-based search because delicately balanced behaviors are more fragile in that domain. The second hypothesis is that such fragility can be mitigated through self-adaption, whereby genomes influence their own reproduction. Further experiments in fragile domains with novelty search and self-adaption indeed demonstrate increased evolvability, while, interestingly, adding self-adaptation to fitness-based search decreases evolvability. Thus, selecting for novelty may often facilitate evolvability when representations are not overly fragile; furthermore, achieving the potential of self-adaptation may often critically depend upon the reward scheme driving evolution.
Joel Lehman, Kenneth O. Stanley
IEEE Congress on Evolutionary Computation1
2011 Evolving a diversity of virtual creatures through novelty search and local competition
abstract
An ambitious challenge in artificial life is to craft an evolutionary process that discovers a wide diversity of well-adapted virtual creatures within a single run. Unlike in nature, evolving creatures in virtual worlds tend to converge to a single morphology because selection therein greedily rewards the morphology that is easiest to exploit. However, novelty search, a technique that explicitly rewards diverging, can potentially mitigate such convergence. Thus in this paper an existing creature evolution platform is extended with multi-objective search that balances drives for both novelty and performance. However, there are different ways to combine performance-driven search and novelty search. The suggested approach is to provide evolution with both a novelty objective that encourages diverse morphologies and a local competition objective that rewards individuals outperforming those most similar in morphology. The results in an experiment evolving locomoting virtual creatures show that novelty search with local competition discovers more functional morphological diversity within a single run than models with global competition, which are more predisposed to converge. The conclusions are that novelty search with local competition may complement recent advances in evolving virtual creatures and may in general be a principled approach to combining novelty search with pressure to achieve.
Joel Lehman, Kenneth O. Stanley
GECCO1
2011 Task switching in multirobot learning through indirect encoding
abstract
Multirobot domains are a challenge for learning algorithms because they require robots to learn to cooperate to achieve a common goal. The challenge only becomes greater when robots must perform heterogeneous tasks to reach that goal. Multiagent HyperNEAT is a neuroevolutionary method (i.e. a method that evolves neural networks) that has proven successful in several cooperative multiagent domains by exploiting the concept of policy geometry, which means the policies of team members are learned as a function of how they relate to each other based on canonical starting positions. This paper extends the multiagent HyperNEAT algorithm by introducing situational policy geometry, which allows each agent to encode multiple policies that can be switched depending on the agent's state. This concept is demonstrated both in simulation and in real Khepera III robots in a patrol and return task, where robots must cooperate to cover an area and return home when called. Robot teams that are trained with situational policy geometry are compared to teams that are not and shown to find solutions more consistently that are also able to transfer to the real world.
David B. D'Ambrosio, Joel Lehman, Sebastian Risi, Kenneth O. Stanley
IROS2
2011 Abandoning Objectives: Evolution Through the Search for Novelty Alone
abstract
In evolutionary computation, the fitness function normally measures progress toward an objective in the search space, effectively acting as an objective function. Through deception, such objective functions may actually prevent the objective from being reached. While methods exist to mitigate deception, they leave the underlying pathology untreated: Objective functions themselves may actively misdirect search toward dead ends. This paper proposes an approach to circumventing deception that also yields a new perspective on open-ended evolution. Instead of either explicitly seeking an objective or modeling natural evolution to capture open-endedness, the idea is to simply search for behavioral novelty. Even in an objective-based problem, such novelty search ignores the objective. Because many points in the search space collapse to a single behavior, the search for novelty is often feasible. Furthermore, because there are only so many simple behaviors, the search for novelty leads to increasing complexity. By decoupling open-ended search from artificial life worlds, the search for novelty is applicable to real world problems. Counterintuitively, in the maze navigation and biped walking tasks in this paper, novelty search significantly outperforms objective-based search, suggesting the strange conclusion that some problems are best solved by methods that ignore the objective. The main lesson is the inherent limitation of the objective-based paradigm and the unexploited opportunity to guide search through other means.
Joel Lehman, Kenneth O. Stanley
Evol. Comput.1
2010 Revising the evolutionary computation abstraction: minimal criteria novelty search
abstract
Though based on abstractions of nature, current evolutionary algorithms and artificial life models lack the drive to complexity characteristic of natural evolution. Thus this paper argues that the prevalent fitness-pressure-based abstraction does not capture how natural evolution discovers complexity. Alternatively, this paper proposes that natural evolution can be abstracted as a process that discovers many ways to express the same functionality. That is, all successful organisms must meet the same minimal criteria of survival and reproduction. This abstraction leads to the key idea in this paper: Searching for novel ways of meeting the same minimal criteria, which is an accelerated model of this new abstraction, may be an effective search algorithm. Thus the existing novelty search method, which rewards any new behavior, is extended to enforce minimal criteria. Such minimal criteria novelty search prunes the space of viable behaviors and may often be more efficient than the search for novelty alone. In fact, when compared to the raw search for novelty and traditional fitness-based search in the two maze navigation experiments in this paper, minimal criteria novelty search evolves solutions more consistently. It is possible that refining the evolutionary computation abstraction in this way may lead to solving more ambitious problems and evolving more complex artificial organisms. Copyright 2010 ACM.
Joel Lehman, Kenneth O. Stanley
GECCO1
2010 Efficiently evolving programs through the search for novelty
abstract
A significant challenge in genetic programming is premature convergence to local optima, which often prevents evolution from solving problems. This paper introduces to genetic programming a method that originated in neuroevolution (i.e. the evolution of artificial neural networks) that circumvents the problem of deceptive local optima. The main idea is to search only for behavioral novelty instead of for higher fitness values. Although such novelty search abandons following the gradient of the fitness function, if such gradients are deceptive they may actually occlude paths through the search space towards the objective. Because there are only so many ways to behave, the search for behavioral novelty is often computationally feasible and differs significantly from random search. Counterintuitively, in both a deceptive maze navigation task and the artificial ant benchmark task, genetic programming with novelty search, which ignores the objective, outperforms traditional genetic programming that directly searches for optimal behavior. Additionally, novelty search evolves smaller program trees in every variation of the test domains. Novelty search thus appears less susceptible to bloat, another significant problem in genetic programming. The conclusion is that novelty search is a viable new tool for efficiently solving some deceptive problems in genetic programming.
Joel Lehman, Kenneth O. Stanley
GECCO1
2010 Evolving the placement and density of neurons in the hyperneat substrate
abstract
The Hypercube-based NeuroEvolution of Augmenting Topologies (HyperNEAT) approach demonstrated that the pattern of weights across the connectivity of an artificial neural network (ANN) can be generated as a function of its geometry, thereby allowing large ANNs to be evolved for high-dimensional problems. Yet it left to the user the question of where hidden nodes should be placed in a geometry that is potentially infinitely dense. To relieve the user from this decision, this paper introduces an extension called evolvable-substrate HyperNEAT (ES-HyperNEAT) that determines the placement and density of the hidden nodes based on a quadtree-like decomposition of the hypercube of weights and a novel insight about the relationship between connectivity and node placement. The idea is that the representation in HyperNEAT that encodes the pattern of connectivity across the ANN contains implicit information on where the nodes should be placed and can therefore be exploited to avoid the need to evolve explicit placement. In this paper, as a proof of concept, ES-HyperNEAT discovers working placements of hidden nodes for a simple navigation domain on its own, thereby eliminating the need to configure the HyperNEAT substrate by hand and suggesting the potential power of the new approach.
Sebastian Risi, Joel Lehman, Kenneth O. Stanley
GECCO2
2008 Exploiting Open-Endedness to Solve Problems Through the Search for Novelty
Joel Lehman, Kenneth O. Stanley
ALIFE1