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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Evolved simulated agents exhibit size constancy abilities in solving an online size discrimination task</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>ECONA, Interuniversity Centre for the Research on Cognitive Processing in Natural and Artificial Systems</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Massimiliano Schembri</institution>
        </aff>
      </contrib-group>
      <fpage>622</fpage>
      <lpage>626</lpage>
      <abstract>
        <p>We describe some Artificial Life simulations in which a situated model agent controlled by a feed-forward neural network has to solve a simple categorization task involving size constancy abilities in an online fashion. The results show that even a simple neural controller without internal recurrent dynamics is capable of solving a non-trivial size categorization task by exploiting the dynamical interaction of the agent with its environment. Even if at an early stage, this work suggests two possible implications for the study of size constancy and perceptual constancy in general. First, approaching the problem from a functional point of view may open new perspectives on the possible underlying mechanisms. Second, the adoption of an embodied and situated approach may help to explain why perceptual constancy is so efficient in biological cognitive systems.</p>
      </abstract>
      <kwd-group>
        <kwd>perceptual constancy</kwd>
        <kwd>size constancy</kwd>
        <kwd>active perception</kwd>
        <kwd>dynamical categorization</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Perceptual constancy can be either defined as a perceptual
mechanism or as a behavior. In the first case we define it as
the ability to perceive the stable properties of the
surrounding environment despite the continuous change of
the raw information reaching our sense organs. The second
type of definition can be expressed saying that perceptual
constancy allows us to behave in accordance with the stable
properties of the surrounding environment. One definition
puts emphasis on the mechanism (perception) and the other
one on the behavior, but, as claimed by
        <xref ref-type="bibr" rid="ref15">Ittelson (1951)</xref>
        ,
“Any complete theory of perceptual constancy must
encompass all its aspects” and therefore should consider
both the mechanisms and the behaviors. Instead, most of the
recent theories and computational models of perceptual
constancy focus on the presumed underlying mechanisms,
but tell us very little about how they translate into functional
behaviors. Some examples of constancy mechanisms
proposed in the literature are mental rotation
        <xref ref-type="bibr" rid="ref16">(Jolicoeur &amp;
Humphrey, 1998)</xref>
        , perceptual compensation
        <xref ref-type="bibr" rid="ref1">(Bridgeman,
2010)</xref>
        , 3D reconstruction
        <xref ref-type="bibr" rid="ref4">(Edelman &amp; Weinshall, 1998)</xref>
        and
hierarchical feature extraction
        <xref ref-type="bibr" rid="ref7">(Foldiak, 1998)</xref>
        .
      </p>
      <p>
        The behavioral aspects of perceptual constancy, instead,
are hugely neglected except for certain animal research
studies where constancy also reveals its great ecological
relevance. Size-dependent food selection, evaluation of
predator size and distance, foraging in different daylight
conditions are some example of behaviors that have been
studied showing some constancy abilities (but also failures)
even in lower vertebrates. Size constancy has been studied
in frogs and toads for example by
        <xref ref-type="bibr" rid="ref11">Ingle (1968)</xref>
        ,
        <xref ref-type="bibr" rid="ref13">Ingle and
Cook (1977)</xref>
        , Lettvin, Maturana, McCulloch and Pitts
(1959). Shape invariance has been studied in fishes and
amphibians
        <xref ref-type="bibr" rid="ref10 ref12 ref5">(e.g. Ingle, 1963; Ingle, 1971; Ewert, 1984)</xref>
        . A
lot of research on color constancy has been conducted with
experiments on bees, amphibians, fishes, cats and monkeys
        <xref ref-type="bibr" rid="ref22">(Neumeyer, 1998)</xref>
        .
      </p>
      <p>
        The approach proposed here is based on the methodology
of Artificial Life
        <xref ref-type="bibr" rid="ref18">(Langton, 1998)</xref>
        and Evolutionary
Robotics
        <xref ref-type="bibr" rid="ref23 ref24 ref25">(Nolfi, 1998; Nolfi &amp; Floreano, 2000)</xref>
        and is an
attempt to build a minimal but complete model of size
constancy capable of simulating a functional behavior and
able to explain some aspects of the cognitive mechanisms of
size constancy. The general idea at the base of this approach
is that perceptual constancy cannot be properly understood
studying a cognitive system in isolation and detached from
its natural context. It seems to be a research area in which an
embodied and situated approach is essential. This idea is not
completely new, since there have been some experiments on
size constancy with an Evolutionary Robotic approach that
started to envision the problem with an embedded and
situated approach
        <xref ref-type="bibr" rid="ref24 ref25 ref26">(Scheier, Pfeifer, Kunyioshi, 1998; Nolfi
&amp; Marocco, 2000)</xref>
        . More recently
        <xref ref-type="bibr" rid="ref27">Williams &amp; Beer (2010)</xref>
        proposed some simulations in which a simulated model
agent is evolved to discriminate between small and big
circles. The work described here shares the same approach
but uses different kind of sensors and actuators and an
online task (not based on single trials). More in general, our
goal is to develop an embodied and situated framework for
studying different aspects of size constancy in a systematic
way and from a functional perspective, and the results
described in this work seem to support this endeavor.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Methods</title>
      <p>The experimental setup proposed here is a computer
simulation that represents a simplified model of a
brainbody-environment system with the following
characteristics:
1) A simulated agent with a sensory-motor system acts in
a virtual environment</p>
      <p>2) Sensory input and its variations are coherent with the
environment structure and its laws</p>
      <p>3) Variation of the input is partly determined by the motor
system</p>
      <p>4) The neural controller of the agent evolves through a
Genetic Algorithm, with no prior hypothesis about its
functioning</p>
      <p>5) The fitness function used to evolve the neural
controller is based on the agent performance in a task that
requires some degree of perceptual constancy</p>
      <p>The main goal of this experimental setup is to provide an
embodied and situated context in which a simulated agent
can evolve a size constancy behavior.</p>
    </sec>
    <sec id="sec-3">
      <title>Simulation Environment</title>
      <p>The simulation environment is described in figure 1. A
simulated agent moves in a 2D square arena with sides of
length 60 populated with circles randomly placed in a grid
of 5x5 cells positions (figure 1 top part). The diameters of
the circles can be small (0.5) or big (1.0). There are 10 small
and 10 big circles for a total amount of 20 objects.
visual receptors by which it is able to “see” objects in front
of it with a field of view of 60°. The activation of the
receptors is calculated with a perspective projection of the
objects in the field of view of the agent so that a near small
circle and a distant one can have the same retinal projection
(as depicted in figure 1). Distance cues are provided through
a sort of “fog effect” (not shown in figure 1) that makes the
circles appear lighter and lighter as the viewing distance
increases. The fog effect and the grid configuration of
objects make the agent input clean and avoid cluttered input
patterns. The fog effect in particular avoids that too many
objects are visualized at the same time on the retina. This
would require the agent to develop some kind of attentional
mechanism that would deserve a dedicated work.</p>
      <p>The controller of the agent is a three layer feed-forward
neural network. The input layer is the above mentioned
linear retina with 30 receptors whose activations range from
0.0 to 1.0. The hidden layer has 10 units and the motor layer
consists of 4 output units. Both hidden and motor layer
neurons use a sigmoid activation function. Each layer is
fully connected with the next one. So there are 300
inputhidden weights (30x10) and 40 hidden-output weights
(10x4). Figure 2 shows the structure of the neural network.</p>
      <p>The agent (see figure 1 bottom part), represented by a
small circle of size 0.5, is provided with a linear array of</p>
      <p>The agent can move forward or backward with a certain
velocity and can rotate around its center to change direction.
The four motor units control the movement of the agents
with two couples of opposing real units. The linear
movement of the robot is determined by the results of two
opposing units that determines the forward and backward
linear velocities. The agent moves forward if the output of
the forward velocity unit is higher than the backward one,
and vice versa. The agent direction is determined by two
opposing units controlling the right and left angular
velocity.</p>
    </sec>
    <sec id="sec-4">
      <title>Task</title>
      <p>The goal of the agent is to hit as much small circles as
possible and to avoid the big ones during its lifetime that
lasts 10,000 simulation steps. Circles that are hit by the
agent are removed from the environment.</p>
      <p>Evaluating circle size is not a trivial task because during
environment exploration the sensory input varies
continuously and produces ambiguous configurations. The
same retinal projection, for example, can be that of a near
small circle or the one of a big distant one. So the retinal
subtense in itself is not correlated with object size. The
same occurs for the object “lightness” that varies with
distance. The organism faces a size constancy problem.</p>
      <p>
        The task is similar to the one proposed by Scheier, Pfeifer,
Kunyioshi (1998) and
        <xref ref-type="bibr" rid="ref24 ref25">Nolfi and Marocco (2000)</xref>
        and more
recently by
        <xref ref-type="bibr" rid="ref27">Williams and Beer (2010)</xref>
        , but the motor system
proposed here is different allowing for fast forward and
backward linear movements. Moreover with respect to the
work of
        <xref ref-type="bibr" rid="ref24 ref25">Nolfi and Marocco (2000)</xref>
        and
        <xref ref-type="bibr" rid="ref27">Williams and Beer
(2010)</xref>
        the task is not based on single separate trials but
requires an online behavior in which the single
discriminations occur seamlessly during the entire life of the
robot without resetting the experimental setup after each
robot response.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Genetic Algorithm</title>
      <p>A genetic algorithm is used to evolve the weights of the
neural network to solve the simple size discrimination task
described above. As mentioned before, the goal of the agent
is to hit as much small objects as possible and to avoid the
big ones. Objects that are hit by the agent are removed from
the environment. The fitness function is calculated with the
following formula:</p>
      <p>F = Cs – Cb
where Cs and Cb are the number of small and big circles
hit at the end of the agent life. Since there are a total of 10
small circles and 10 big ones, the highest fitness score is 10
and the lowest is -10. The evolutionary experiment consists
in evolving the weights of the neural controllers in a
populations of 100 agents for 100 generations with a
selection criterion based on the fitness function described
before.</p>
      <p>The weights of the neural networks in the first generation
are initialized in the range (-1/sqrt(d), +1/sqrt(d)) where d is
the number of input to each neuron. When all the
individuals of one generation have been tested they are
sorted based on their fitness scores and the 20% of the best
individuals are selected to produce the next generation of
agents. The genetic operator consists of a mutation
mechanism that changes 10% of the weights of the neural
network adding a random number between -0.5 and +0.5.
The genetic algorithm uses elitist selection allowing the best
individual of one generation to carry over to the next
generation with unaltered connection weights.</p>
    </sec>
    <sec id="sec-6">
      <title>Results</title>
      <p>The genetic algorithm described above was used to run 10
seeds of the same simulation some of which gave interesting
results. Figure 3 shows the best and mean fitness along each
generation of the best simulation obtained. The best fitness
of the best individual in the last generation is 9, which is
nearly the maximum score possible for the fitness. This
result indicates that the evolution process produced some
kind of behavior capable of avoiding big circles and
approaching and hitting the small ones.</p>
      <p>
        Considering that, as explained before, the size of the
circle cannot be evaluated relying on a single retinal
projection at a given moment, or the intensity of retinal
receptors, we can expect the evolved neural system to
develop a form of size constancy behavior based on the
dynamical interaction of the agents with its environment to
exploit the information contained in the optic flow as
theorized by
        <xref ref-type="bibr" rid="ref8">Gibson (1950</xref>
        /1966) and demonstrated in some
classical research studies
        <xref ref-type="bibr" rid="ref19 ref6">(Lee, 1980; Franceschini et Al.
1992)</xref>
        .
      </p>
      <p>It could sound strange that a simple neural controller like
the one used in this experiment is capable of such complex
behaviors. Actually a feed-forward neural network is a
simple type of controller with no internal states, where
information flows in only one direction, with each input
producing always the same output. In this respect it is
comparable with a simple associative mechanism. What
makes this experiment interesting is that the neural network
is inside an embodied and situated agent whose sensor and
motor systems allow it to interact with its environment
(Figure 4). Each input, at a given time, produces an output
that is used to move the agent. The agent movement, in turn,
changes the next input, which produces a new output and so
on. This mechanism gives rise to interesting
“organismenvironment” dynamics that allow the agent exhibit a
functional size discrimination behavior.</p>
      <p>Some preliminary behavior analysis have been performed
on the best organism of the last simulation and gave some
interesting results. First of all, to accomplish their task, most
of the successful organism develop a sort of exploratory
behavior consisting in turning around their centers and
moving slowly until some object fall in their receptive field.
Once an object shows up in the receptive field the agent gets
close to the object and then start to oscillate back and forth
for a few times.
of the behavior has a time course and therefore is more
complex than a one shot discrete response. This should be
enough to convey the idea that designing by hand a system
capable of acting in a dynamical environment is not a trivial
task.
At this point the behavior is different depending on whether
the object is a small circle or a big one. In the case of small
circles the agent goes forward and hit it (see figure 5).
In the case of big circles the oscillating behavior ends
with the agent getting away from the object (see figure 6)
towards a location favorable for the complete exploration of
the environment. The oscillating behavior could be
interpreted as a discrimination phase and always takes place
at approximately the same distance (about 2.0) from the
target object.</p>
      <p>At a first glance it could be thought that a simple “hand –
made” linear function using the number and intensity of
receptors should be enough to discriminate between the
large and small circles. But looking at the results and
considering the dynamical context in which the agent lives
it is clear that a far more complex behavior is required to
solve the task. Indeed, the behavior obtained with the
genetic algorithm is quite articulated and comprises at least
five sub components: explore, approach, discriminate, hit
object, avoid object. Moreover, each of this sub components
Further analysis are required to better understand what
happens inside the neural controller and to explain the agent
behavior in more detial. The most tempting hypothesis, at
the moment, is that the agent performs some kind of
expansion gradient assessment during the discrimination
phase as suggested by the fact that the oscillating behavior
occurs more or less at the same distance from the object,
and rather close to it. Indeed, the expansion gradient of two
objects must be evaluated at the same distance, and the
nearer an object is to the observer the wider and more
informative its expansion gradient is. Some “laboratory”
manipulation are needed to clarify this and many other
aspects. For example we don’t know how robust this
behavior is in different environmental conditions, what
happens if the agent starting position is changed or if the
objects are not placed in a grid pattern.</p>
    </sec>
    <sec id="sec-7">
      <title>Conclusions and future work</title>
      <p>We described an Artificial Life simulation in which a
simulated agent controlled by an evolved neural network
shows some size constancy abilities in solving a simple
categorization task. Even if a more detailed analysis is
required, the preliminary results described here seem to
confirm that a simple feed-forward sensory-motor system
can solve a rather complex size constancy problem
exploiting its dynamical interaction with the surrounding
environment. These results strongly support an
embodiedsituated approach to perceptual constancy, and also suggest
that the ability of a cognitive system can be better
understood in a framework that fully considers the
importance of the brain-body-environment dynamics.</p>
      <p>In the future work we are planning to explore different
experimental conditions varying the size constancy task, the
agent sensory-motor apparatus and its neural controller.</p>
    </sec>
  </body>
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