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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>WOA</journal-title>
      </journal-title-group>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>N-Mates Evaluation: a New Method to Improve the Performance of Genetic Algorithms in Heterogeneous Multi-Agent Systems.</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Paolo Pagliuca</string-name>
          <email>paolo.pagliuca@istc.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessandra Vitanza</string-name>
          <email>alessandra.vitanza@istc.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Cognitive Sciences and Technologies, National Research Council (CNR-ISTC)</institution>
          ,
          <addr-line>Rome</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>24</volume>
      <fpage>6</fpage>
      <lpage>8</lpage>
      <abstract>
        <p>Multi-Agent Systems (MASs) are a widely used paradigm for modeling agents that interact with each other to solve problems. Genetic algorithms represent methods mimicking natural evolution and have been successfully applied in various domains, including MASs. While evolving controllers for homogeneous agents can be considered a relatively trivial task, evolving a collective ability in a group of heterogeneous agents strongly depends on the individual's characteristics. In a genetic algorithm, the selection of the individuals forming the MAS is random and the evaluation of the group performance is afected by both the agent's ability and the environmental complexity. Consequently, the emergent dynamics of the system can be highly unpredictable, and the success or failure of the MAS may be inaccurately evaluated. To mitigate the efect of chance, we proposed a novel technique - called which allows for a better estimation of each individual's efectiveness and its contribution to the final performance of the MAS. Results collected from three diferent cooperative benchmark tasks indicate that the proposed method is efective and outperforms a traditional genetic algorithm.</p>
      </abstract>
      <kwd-group>
        <kwd>Heterogeneous</kwd>
        <kwd>Genetic algorithms</kwd>
        <kwd>multi-agent simulation</kwd>
        <kwd>emergent behaviors</kwd>
        <kwd>optimization strategies</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        Multi-agent systems (MASs) have emerged as a significant research area that has found
applications in various fields, including industrial applications, robotics, economics, social sciences, and
more. MASs ofer flexible and decentralized approaches to problem-solving, allowing adaptation
to changes in dynamic and complex environments [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ]. Involving interactions of multiple
autonomous entities to achieve collective goals, agents in MASs are capable of perceiving their
environment and making decisions or actions to achieve their individual objectives while also
considering the impact on the overall system [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The coordination and communication among
them can lead to emergent behaviors that often cannot be achieved by individual agents or with
centralized control. The study of multi-agent systems involves understanding agent behavior,
interaction protocols, negotiation strategies, and mechanisms for achieving cooperation or
competition among agents [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
†The authors contributed equally.
CEUR
Workshop
Proceedings
      </p>
      <p>
        Genetic algorithms (GAs) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] are methods modeling the evolution of natural organisms that
are widely used to solve optimization problems. Examples of successful application of GAs to
MAS tasks can be found in [
        <xref ref-type="bibr" rid="ref10 ref11 ref5 ref6 ref7 ref8 ref9">5–12</xref>
        ]. While genetic algorithms (GAs) have emerged as valuable
tools for solving complex optimization and search problems in various fields [ 13–15], in the
context of multi-agent systems, they ofer a powerful approach to optimize agent behaviors,
interactions, and strategies [16, 17]. The application of genetic algorithms within multi-agent
simulation scenarios ofers several benefits and challenges. Firstly, genetic algorithms stand out
in exploring a diverse space of solutions. Especially in MASs, this ability allows the exploration
of alternative strategies and possible emergent behaviors, enabling eficient problem resolution.
      </p>
      <p>In particular, multi-agent simulations aim to study emergent behavior arising from
interactions between agents. Thus, GAs provide a means to uncover patterns of emergent behavior
and study their underlying mechanisms. Furthermore, since MASs often require agents to adapt
to dynamic environments and diverse situations, GAs furnish the opportunity to evolve agents
that learn optimal strategies over time, improving their performance in response to changing
conditions, taking into account multiple objectives and constraints. This is particularly
beneficial in complex scenarios where solutions are based on various factors, leading to improved
cooperation, coordination, and conflict resolution within multi-agent systems. Examples of
genetic algorithms applied to MASs can be found in [18–23].</p>
      <p>As pointed out in [24, 25], the use of heterogeneous agents in MASs remains an open question.
Moreover, the evolution of collective behaviors in groups of heterogeneous agents is afected
by two main factors: (i) the ability of each individual in the MAS and (ii) the variability of the
environmental conditions. This implies that groups formed by skilled individuals acting in a
simple environment are more likely to be selected compared to groups containing individuals
with less capable partners in complex scenarios. In other words, randomness and chance could
alter the evaluation of the individual’s capability, ultimately hindering the discovery of truly
efective individuals [ 19, 26, 27]. To deal with such issues, we introduce a new method - called
n-mates evaluation - allowing us to better estimate the individual’s capability within a MAS.
Specifically, we designed three evolutionary scenarios involving a simple two-agent MAS, in
which individuals have to collaborate in order to solve the problems. The considered problems
represent benchmark tasks in the areas of swarm and evolutionary robotics. Diferently from
traditional methods evaluating random pairs, the n-mates evaluation technique evaluates each
individual with  diferent partners sampled from the population and computes its performance
as the average of the  evaluations. In this work, we empirically set  = 5 and combined our
method with a standard genetic algorithm. We then compared its performance with the genetic
algorithm, which serves as our baseline. Based on our experiments, the results indicate that the
former approach outperforms the latter algorithm. Furthermore, evolved individuals are more
adaptive to both the partner’s capability and the diferent environmental conditions.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Method Description</title>
      <p>
        Genetic algorithms (GAs) [
        <xref ref-type="bibr" rid="ref4">4, 14, 28</xref>
        ] are popular techniques developed in the 70s with the
original aim of understanding adaptation in living organisms [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. These methods displayed the
potential to solve many optimization problems and were employed in many diferent domains
(for some examples see [29–37]). Genetic algorithms are usually employed to evolve neural
network controllers for autonomous agents [
        <xref ref-type="bibr" rid="ref10">10, 34, 38–40</xref>
        ].
      </p>
      <p>
        For the experiments reported in this work, we employed the Generational Genetic Algorithm
(GGA) [
        <xref ref-type="bibr" rid="ref6">6, 41</xref>
        ], a slightly modified version of the genetic algorithm developed by Holland in
which no crossover is possible between the population members. Specifically, the GGA evolves a
population of genotypes, each one being a sequence of integer values that encode the connection
weights of a neural network controller (refer to Section 3.4). The transformation to convert
genes into connection weights is shown in Eq. 1:
−
      </p>
      <p>=  
∗  
∗ 2.0
(1)
where  is the generic gene value (integer),  
 = 255 is the maximum gene value and</p>
      <p>
        = 5.0 represents the weight range. We used the same settings as in [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
from the population. The performance of the individual is the average over the  evaluations.
In this way, the fitness measure represents a better estimation of the ability of each agent to
deal with the evolutionary task. Furthermore, the fitness value provides an indication of how
adaptive an agent is within the MAS. Because the extraction of mates is purely random, the
n-mates evaluation technique forces each agent to adjust its behavior according to the partner’s
capabilities. In other words, the n-mates evaluation method allows for the generalization of
manifold behaviors, addressing the issue related to agent’s heterogeneity. This is why we
empirically estimate the value of parameter  by assigning it as 5. The pseudo-code of the
n-mates evaluation method is shown in Fig. 2.
      </p>
      <p>We used the n-mates evaluation technique to improve the performance of the GGA. The
resulting algorithm is described in Fig. 3. As it can be observed, the n-mates evaluation method
only afects the agent’s evaluation (i.e., the computation of the fitness value).</p>
    </sec>
    <sec id="sec-4">
      <title>3. Problem Formulation</title>
      <p>
        In this section, we describe the evolutionary tasks we used. We consider three benchmark
problems largely employed in the fields of swarm and evolutionary robotics [
        <xref ref-type="bibr" rid="ref5 ref9">5, 9, 19, 21, 22, 42–
46</xref>
        ]. Moreover, the tasks are of increasing complexity, as we will explain in the next subsections.
A screenshot of the environmental setups is provided in Fig. 4. For all the experiments we used
the parameters reported in Table 1. All the experiments have been run by using the FARSA
simulator [47, 48], an open software tool widely used in evolutionary robotics [ 49–51] and MAS
[
        <xref ref-type="bibr" rid="ref6">6, 52</xref>
        ].
      </p>
      <sec id="sec-4-1">
        <title>3.1. Foraging</title>
        <p>
          The foraging task is considered a benchmark problem in robotics and MASs [
          <xref ref-type="bibr" rid="ref6">6, 19, 20, 43, 45, 46</xref>
          ].
In the classic formulation, a group of agents has to coordinate in order to forage as many food
items as possible [19, 46]. Concerning our evolutionary problem, two E-puck robots [53] are
randomly placed in the environment (Fig. 4(a)). A food item is set in a random position and
cannot be eaten by a single agent. When the agents succeed in eating the item, it suddenly
reappears in a new random position. The goal for the robots is to gather the highest possible
number of food elements. The fitness function is provided in Eq. 2:
  
=
 
1
 
∑  
=1
_ 
where   is the number of episodes and   _  represents the number of food items
eaten by the two agents. The lower bound for the fitness function is 0.0 (i.e., an agent that
does not eat any food items), while there is no upper bound since the fitness value is tightly
dependent on the agent’s capabilities.
        </p>
        <p>Although the task is quite trivial, it does not necessarily require the collaboration of the two
agents. In fact, the problem can be solved simply if the two agents reach a food element in
distinct time steps. There is no pressure on explicit coordination of the robots. Nonetheless, an
individual capable of reaching quickly the food item might be penalized if evaluated with an
unable partner.</p>
      </sec>
      <sec id="sec-4-2">
        <title>3.2. Escaping from predator</title>
        <p>In this scenario, we designed a variant of the “Pursuit and Evasion” problems [42, 44] in which
three E-puck robots are randomly placed in the environment, with one acting as a predator
(Fig. 4(b)). All the agents have the same capabilities. The goal for the evolving agents (acting
as preys, blue in Fig. 4(b)) is to avoid being captured by the predator (green in Fig. 4(b)). This
can be achieved by staying as close as possible. More specifically, the minimum distance that
guarantees the agents cannot be captured by the predator corresponds to the diameter of a
robot. This design choice was made considering that this value prevents the predator from
standing between the agents. The fitness function for the problem is reported in Eq. 3:
(2)
(3)
 
=
 
1
 
∑ (1.0 −
=1
 

_
_
)
where   is the number of episodes,   _ is the distance of the agents at the end of
the episode and  _ is the maximum distance of the robots in the environment. Specifically,
 _ corresponds to the diagonal of the arena. The fitness value is bounded in the range
[0.0, 1.0].</p>
        <p>In order to solve this task, the agents may develop two potential capabilities:</p>
        <sec id="sec-4-2-1">
          <title>1. they can coordinate with each other so as to move close;</title>
          <p>2. they may escape from the predator in order to avoid being captured.</p>
          <p>It is worth noting that the predator moves according to a predefined routine computing its
direction of motion based on the closest detected prey. A possible solution for the agent under
evaluation is to move rapidly and reach the partner before the arrival of the predator. This
implies that a very fast individual can solve the problem even if the mate is an unable agent
that stays still or turns on the spot.</p>
        </sec>
      </sec>
      <sec id="sec-4-3">
        <title>3.3. Aggregation</title>
        <p>
          Aggregation represents a very simple example of self-organized behavior in various species of
animals [54] and typically comes from a shared decision among the members of the group [55].
Several works demonstrated how an aggregation behavior can emerge through the interaction
of multiple agents in a MAS [
          <xref ref-type="bibr" rid="ref5 ref9">5, 9, 21, 22, 56</xref>
          ].
        </p>
        <p>Here, we consider two E-puck robots placed in the arena. A red circular area of 30 diameter
is randomly located in the environment (Fig. 4(c)). There is a cylinder object (with a diameter
of 2.5 ) placed at the center of the area indicating its presence. The goal for the agents is to
reach the aggregation area and spend as much time as possible within it. The fitness function is
given by Eq. 4:</p>
        <p>=   1  ∑=1   _ _  _ (4)
where   is the number of episodes,   indicates the number of steps of each episode
and   _ _  _ represents the number of steps the two agents spent together over
the aggregation area. Similarly to the “escaping from predator” task, the fitness value is bounded
in the range [0.0, 1.0].</p>
        <p>Diferently from the other evolutionary problems, in this case, the robots are equipped with
an additional ground sensor allowing the agents to recognize the presence of the area when
they pass over it.</p>
        <p>In order to solve the evolutionary problem, the agents must develop the following capabilities:</p>
        <sec id="sec-4-3-1">
          <title>1. explore the environment so as to detect the aggregation area;</title>
          <p>2. stay on the area as much time as possible.</p>
          <p>Similar to the foraging problem, the agents are not required to explicitly coordinate their
arrival at the aggregation area, nor do they need to detect the other mate. However, only when
both agents are over the area the fitness increases. This implies that a robot capable of detecting
and remaining within the area will not receive a fitness score if its partner is an incapable
agent that remains stationary or rotates in place. Consequently, this task is considerably more
challenging than the other two problems since the agent’s evaluation is strongly dependent on
the mate’s capabilities.</p>
        </sec>
      </sec>
      <sec id="sec-4-4">
        <title>3.4. Neural Network</title>
        <p>
          The network architecture employed for the experiments described above is depicted in Fig. 5.
We adopted the controller used in [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] with some adjustments. In more detail, we used a
feedforward neural network with one internal layer of 8 neurons and 2 output neurons encoding
the speeds of the robot wheels. Concerning the input layer, the network has 18 inputs provided
by the linear camera (6 inputs for each of the 3 basic colors) in the case of the “foraging” and
the “escaping from predator” problems. With respect to the “aggregation” task, there are 3
additional inputs provided by the ground sensor (Fig. 5, dashed circles). This comprehensive
network architecture forms the basis of agents’ controllers in our evolutionary experimentation.
The connection weights are derived from the corresponding genotypes and initialized to values
in the range [-5.0, 5.0], as described in Section 2.
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>4. Results</title>
      <sec id="sec-5-1">
        <title>In this section, we provide the outcomes of our analyses.</title>
        <p>Figures 6-8 show the performance of the two algorithms we used. As it can be seen, the n-mates
evaluation technique allows us to obtain better performances on average than the GGA algorithm
at the end of the evolutionary process in all the considered scenarios. Specifically, results are
statistically significant for both the “foraging” and the “escaping from predator” problems
(Mann-Whitney U test,  &lt; 0.05 ), while there is no diference concerning the “aggregation”
task (Mann-Whitney U test,  &gt; 0.05 ). This indicates that our method is able to discover
solutions generalizing with respect to the capabilities of the partner. To further support this
claim, we run a post-evaluation phase in which evolved individuals are tested with 25 diferent
partners randomly drawn from the final population. Diferently from evolution, the test phase
is deterministic, i.e. individuals experience the same initial conditions at the beginning of each
episode. Overall, we evaluated 2000 individuals. The results of the post-evaluation (see Fig. 9)
demonstrate how the n-mates evaluation technique evolved better generalizing individuals than
the GGA algorithm in all three problems (Mann-Whitney U test,  &lt; 0.05 ). This implies that
the former method leads to the discovery of truly efective and adaptive solutions. It is worth
noting that this outcome has been obtained at no computational cost.</p>
        <p>Figures 6-8 indicate that the n-mates evaluation method requires a bootstrap phase during
the first part of the evolution before reaching performances comparable to those of the GGA.
Specifically, it requires 108 evaluation steps in the case of the “foraging” and the “escaping
from predator” problems (Figures 6 and 7) and 2 × 108 evaluation steps in the case of the
“aggregation” task (Fig. 8). This is not surprising: at the beginning of the evolution, individuals
are generally bad at dealing with the task. In collective problems involving the cooperation of
heterogeneous agents, evaluating each individual with  random mates is more likely to produce
lower performance than the GGA, which evaluates an agent with a single peer. Notwithstanding
this initial slow convergence, the n-mates evaluation procedure is able to evolve efective and
generalizing agents, which adapt their behavior based on the partners’ capabilities.</p>
        <p>Our analyses reveal diferences among the evolutionary problems. Specifically, both the
n-mates evaluation method and the GGA algorithm obtain good performances on the “foraging”
and the “escaping from predator” problems, while their fitness is quite low in the case of the
“aggregation” task. This diference might be partially ascribed to the diferent stimuli agents
perceive. In fact, in the former problems, the robots may only receive two types of visual inputs
provided by both the peer (blue input of the linear camera sensor) and another object that can
be either the food item or the predator. Conversely, in the latter task, the agent has to deal
simultaneously with both visual stimuli provided by the camera (one from the mate and one
from the cylinder inside the area) and the information obtained through the ground sensor. Put
in other words, the agent has to properly manage two diferent types of inputs and map them
into an efective behavior. Therefore, the “aggregation” problem is more complex than the other
tasks. In addition, this task is strongly more dependent on the partner’s capabilities than the
other problems. Indeed, given the limited dimension of the cylinder object (see section 3.3), the
agents must develop an exploratory capability in order to look for the aggregation area and
reach it. However, if the peer does not display the same ability, the performance of the evolving
agent will be low even if it succeeds in quickly arriving at the target area.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>5. Conclusions</title>
      <p>MAS is a well-established paradigm across various domains, due to features like flexibility,
decentralization and adaptation to environmental changes. Extensive research has demonstrated
the efectiveness of applying MAS to diferent fields. However, exploiting the potentiality of
MASs in dealing with heterogeneous agents presents some challenges, mainly dependent on
the individual’s characteristics and the specific environmental conditions. In this work, we
presented the n-mates evaluation technique, a novel method able to improve the performance
of a genetic algorithm and, at once, estimate better the actual capability of an individual in
heterogeneous MASs. Specifically, we designed three scenarios in which two agents have to
collaborate so as to solve the evolutionary problems. We demonstrated how our approach is
efective and outperforms a standard genetic algorithm. Moreover, the evolved individuals
represent truly efective solutions, i.e., they exhibit an adaptive behavior regardless of the
capability of the partners they are evaluated with. Notably, the proposed method allows the
discovery of adaptive agents without adding computational complexity to the genetic algorithm
it is combined with since it only afects the agent’s evaluation. However, the technique leads to
the evolution of a population of flexible agents experiencing diferent environmental conditions,
where the partner’s capabilities are unknown. This, in turn, allows for the optimization of the
exploration-exploitation trade-of because the evolved individuals can immediately adapt to
new random mates without incurring additional costs. As a result, the search space exploration
is reduced, and the evolutionary process can benefit from the solutions found thus far.</p>
      <p>The results of our analysis are promising, but further research is needed to validate the
approach more comprehensively. In the future, we plan to extend our study to larger groups of
agents, similarly to the experiments reported in [21, 22]. We are also interested in evaluating the
technique in more challenging domains, in which the capability of each individual is paramount.
Moreover, the parameter  has been set empirically. Future work should be devoted to the
analysis of the relationship between the value of  and the final performance. In addition,
we are investigating the possibility to adapt the parameter  based on the individual’s fitness,
without any need to fix it a priori. Finally, we are considering the use of the n-mates evaluation
procedure in combination with modern evolutionary algorithms, such as OpenAI-ES [20, 57, 58],
which proved their eficacy in many problems including a swarm robotics scenario [ 21].
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