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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Learning Algorithms for Small Mobile Robots: Case Study on Maze Exploration</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stanislav Sluˇsny´</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Roman Neruda</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Petra Vidnerov´a</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of Computer Science Academy of Sciences of the Czech Republic Pod vod ́arenskou vˇeˇz ́ı 2</institution>
          ,
          <addr-line>Prague 8</addr-line>
          ,
          <country country="CZ">Czech Republic</country>
        </aff>
      </contrib-group>
      <fpage>2</fpage>
      <lpage>7</lpage>
      <abstract>
        <p>An emergence of intelligent behavior within a simple robotic agent is studied in this paper. Two control mechanisms for an agent are considered - new direction of reinforcement learning called relational reinforcement learning, and a radial basis function neural network trained by evolutionary algorithm. Relational reinforcement learning is a new interdisciplinary approach combining logical programming with traditional reinforcement learning. Radial basis function networks offer wider interpretation possibilities than commonly used multilayer perceptrons. Results are discussed on the maze exploration problem.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <sec id="sec-1-1">
        <title>One of the key question of Artificial Intelligence is how</title>
        <p>to design intelligent agents. Several approaches have
been studied so far. In our previous work, we have
been examining mainly Evolutionary robotics (ER).</p>
        <p>The ER approach attacks the problem through a
self-organization process based on artificial
evo-lu-tion [13]. Robot control system is typically realized by
a neural network, which provides direct mapping from
robot’s sensors to effectors. Most of current
applications use traditional multi-layer perceptron networks.
In our approach we utilize local unit network
architecture called radial basis function (RBF) network, which
has competitive performance, more learning options,
and (due to its local nature) better interpretation
possibilities [18, 19].</p>
        <p>
          This article gives summary of our experiences and
comparison to Reinforcement Learning (RL) - another
widely studied approach in Artificial Intelligence. RL
is focusing on agent, that is interacting with the
environment by its sensors and effectors. This interaction
process helps agent to learn effective behavior. These
kinds of tasks are commonly studied on miniature
mobile robots of type Khepera [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] and E-puck [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>Related work</title>
      <sec id="sec-2-1">
        <title>The book [16] provides comprehensive introduction to the ER, with focus on robot systems. Recently, effort is made to study emergence of intelligent behavior within the group of robots.</title>
      </sec>
      <sec id="sec-2-2">
        <title>Pioneering work was done by Martinoli [14]. He</title>
        <p>solved the task, in which group of simulated
Khepera robots were asked to find “food items” randomly
distributed on an arena. The control system was
developed by the artificial evolution. Our work with single
robot and robot teams were published in [19, 18].</p>
        <p>Reinforcement learning is gaining increasing
attention in recent years. The basic overview of the field can
be found in [20].
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Evolutionary robotics</title>
      <p>The evolutionary algorithms (EA) [13, 12] represent a
stochastic search technique used to find approximate
solutions to optimization and search problems. They
use techniques inspired by evolutionary biology such
as mutation, selection, and crossover. The EA
typically works with a population of individuals
representing abstract representations of feasible solutions.
Each individual is assigned a fitness that is a
measure of how good solution it represents. The better
the solution is, the higher the fitness value it gets.
The population evolves toward better solutions. The
evolution starts from a population of completely
random individuals and iterates in generations. In each
generation, the fitness of each individual is evaluated.
Individuals are stochastically selected from the
current population (based on their fitness), and modified
by means of operators mutation and crossover to form
a new population. The new population is then used in
the next iteration of the algorithm.</p>
      <p>Feed forward neural used as robot controllers are
encoded in order to use them in the evolutionary
algorithm. The encoded vector is represented as a
floatingpoint encoded vector of real parameters determining
the network weights.</p>
      <p>Typical evolutionary operators for this case have
been used, namely the uniform crossover and the
mutation which performs a slight additive change in the
parameter value. The rate of these operators is quite
big, ensuring exploration capabilities of an
evolutionary learning. A standard roulette-wheel selection is
used together with a small elitist rate parameter.
Detailed discussions about fitness function are presented
in the next section.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Relational Reinforcement Learning</title>
      <p>π∗ = argmaxπV π(s), ∀s ∈ S</p>
      <p>(3)
To simplify the notation, let’s write V ∗(s) instead</p>
      <p>∗
of symbol V π , value function corresponding to
optimal strategy π∗.</p>
      <p>
        The lack of theoretical insight into EA is the most
serious problem of the previous approach. The RL is V ∗(s) = maxπV π(s) (4)
based on dynamic programming [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], which has been The first breakthrough of RL was the Q-learning
studied more than 50 years already. It has solid the- algorithm [
        <xref ref-type="bibr" rid="ref4">21, 4</xref>
        ], which computes optimal strategy in
oretical backgrounds built around Markov chains and described conditions.
several proved fundamental results. On the other side, The key idea of the algorithm is to define the
soit is not possible usually to fulfill theoretical assump- called Q-values. Qπ(s, a) is the expected reward, if the
tions in the experiments. agent takes action a in state s and then follows policy
      </p>
      <p>
        The general model of agent-environment interac- π.
tion is modeled through the notion of rewards. The
essential assumption of RL states, that agent is able Qπ(s, a) = r(s, a) + γV π(s′), (5)
to sense rewards coming from the environment.
Rewards evaluate taken actions, agent’s task is to maxi- where s′ is the state, in which agent occurs taking
mize them. The next assumption is that agent is work- action a in state s (s′ = δ(s, a)).
ing in discrete time steps. Symbol S will denote finite It is probably most commonly used algorithm of
discrete set of states and symbol A set of actions. In RL, mainly because of its simplicity. However,
seveach time step t, agent determines its actual state and eral improvements have been suggested to speed up
chooses one action. Therefore, agent’s life can be writ- the algorithm. In real life applications, state space is
ten as a sequence usually too big and convergence toward optimal
strategy is slow. In recent years, there have been a lot of
o0a0r0s1a1r1... (1) efforts devoted to rethinking idea of states by using
function approximators [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], defining notion of options
where st denotes state, which is determined by pro- and hierarchical abstractions [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Relational
reinforcecessing sensors input, at ∈ A action and finally symbol ment learning [11] is approach that combines RL with
rt ∈ R represents reward, that was received at time t. Inductive Logical Programming.
      </p>
      <p>Formally, agent’s task is to maximize The distinction between classical RL and
Relational Reinforcement Learning is the way how the
Qvalues are represented. In classical Q-learning
algoV π(st) = rt + γrt+1 + γ2rt+2 + ... = X γirt+i (2) rithm are Q-values stored in the table. In relational
i=0 version of the algorithm, they are stored in the
struc</p>
      <p>ture called Logical decision tree [8]. In our
experiwhere the quantity V π(st) [16] is called discounted ments, we have used logical decision trees as
implecumulative reward. It is telling us, what reward can mented in the programs TILDE [8] from package
ACEbe expected, if the agent starts in state st and follows ilProlog [9].
policy π, 0 ≤ γ &lt; 1 is a constant that determines the
relative value of delayed versus immediate rewards.</p>
      <p>The most serious assumption of RL algorithms is 5 Evolutionary RBF Networks
the Markov property, which states, that agent does not
need history of previous states to make decision. The Evolutionary robotics combines two AI approaches:
decision of the agent is based on the last state st only. neural networks and evolutionary algorithms. Neural
When this property holds, we can use theory coming network receives input values from robot’s sensors and
from the field of Markov decision processes (MDP). it outputs control signals to the wheels. This way it
re</p>
      <p>The policy π, which determines what action is cho- alizes a control system of the robot.
sen in particular state, can be defined as function π : Evolutionary algorithms [13, 12] are then used to
S → A, where π(st) = at. Now, the agent’s task is to train such a network. It would be difficult to utilize the
find optimal strategy π∗. Optimal strategy is the one, training by traditional supervised learning algorithms
that maximalizes expected reward. In MDP, single op- since they require instant feedback in each step. Here
timal deterministic strategy always exists, no matter we typically can evaluate each run of a robot as a
in what state has the agent started. good or bad one, but it is impossible to assess each one</p>
      <p>Optimal strategy π∗ can now be defined as move as good or bad. Thus, the evolutionary algorithm
– for each s, a do
• initialize the table entry Q′(s, a) = 0
• e = 0
– do forever
• e = e + 1
• i = 0
• generate a random state s0
• while not goal(si) do
∗ select an action ai and execute it
∗ receive an immediate reward ri = r(si, ai)
∗ observe the new state si+1
∗ i = i + 1
• endwhile
• for j = i − 1 to 0 do
∗ update Q (sj , aj) = rj + γ maxa′ Q′(sj+1, a′)</p>
      <p>′
represent one of the few possibilities, how to train the
network.</p>
      <p>The RBF network [17, 15, 10], used in this work, is In case of RBF networks learning, each individual
a feed-forward neural network with one hidden layer encodes one RBF network. The individual consists of
of RBF units and linear output layer. The network h blocks:
function is given by Eq. (7). IRBF = {B1, . . . , Bh}, (8)
y(x) = ϕ
k x − c k</p>
      <p>b
h
fs(x) = X wjsϕ
j=1
k x − cj k
bj
,
(6)
(7)
where fs is the output of the s-th output unit, y is the
output of a hidden unit, ϕ is an activation function,</p>
      <p>2
typically Gaussian function ϕ(s) = e−s .
where h is a number of hidden units. Each of the blocks
contains parameter values of one RBF units:</p>
      <p>Bk = {ck1, . . . , ckn, bk, wk1, . . . , wkm},</p>
      <p>(9)
where n is the number of inputs, m is the number of
outputs, ck = {ck1, . . . , ckn} is the k-th unit’s centre,
bk the width and wk = {wk1, . . . , wkm} the weights
connecting k-th hidden unit with the output layer. The
parameter values are encoded using direct
floatingpoint encoding.</p>
      <p>We use standard tournament selection, 1-point
crossover and additive mutation. Additive mutation
changes the values in the individual by adding small
value randomly drawn from h−ǫ, ǫi.</p>
      <p>The fitness function should reflect how good the
robot is in given tasks and so it is always problem
dependent. Detailed description of the fitness function
is included in the experiment section.</p>
      <p>
        The evolutionary algorithm is summarised in Fig. 3. 6 Experiments
It works with a population of individuals representing
abstract representations of feasible solutions. Each in- In order to compare performance and properties of
dividual is assigned a fitness that is a measure of how described algorithms, we conducted simulated
expergood solution it represents. The evolution starts from iment. Miniature robot of type e-puck[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] was trained
a population of completely random individuals and to explore the environment and avoid walls. E-puck
iterates in generations. Individuals are stochastically is a mobile robot with a diameter of 70 mm and a
selected from the current population (based on their weight of 50 g. The robot is supported by two
latfitness), and modified by means of genetic operators eral wheels that can rotate in both directions and two
mutation to form a new generation. rigid pivots in the front and in the back. The sensory
system employs eight “active infrared light” sensors
distributed around the body, six on one side and two
on other side. In “passive mode”, they measure the
amount of infrared light in the environment, which is
roughly proportional to the amount of visible light. In
“active mode” these sensors emit a ray of infrared light
and measure the amount of reflected light. The closer
they are to a surface, the higher is the amount of
infrared light measured. The e-puck sensors can detect a
white paper at a maximum distance of approximately
8 cm. Sensors return values from interval [0, 4095].
Effectors accept values from interval [−1000, 1000]. The
higher value, the faster the motor is moving.
      </p>
      <sec id="sec-4-1">
        <title>The evolutionary RBF networks were applied to the maze exploration task. The network input and output values are preprocessed in the same way as for the reinforcement learning.</title>
        <p>To stimulate maze exploration, agent is rewarded,
when it passes through the zone. The zone is randomly
located area, which can not be sensed by an agent.</p>
        <p>Therefore, Δj is 1, if agent passed through the zone</p>
        <p>Without any further preprocessing of sensor’s and in j-th trial and 0 otherwise. The fitness value is then
effector’s values, the state space would be too big. computed as
Therefore, instead of raw sensor values, learning
algorithms worked with “perceptions”. Instead of 4095 4
raw sensor values, we used only 5 perceptions(table 1). F itness = X(Sj + Δj ), (10)
Effector’s values were processed in similar way: instead j=1
of 2000 values, learning algorithm chosen from values where quantity Sj is computed by summing
normal[−500, −100, 200, 300, 500]. To reduce the state space ized trial gains Tk,j in each simulation step k and trial
even more, we grouped pairs of sensors together and j.
back sensors were not used at all.</p>
        <p>
          The agent was trained in the simulated
environment of size 100 x 60 cm and tested in more complex (11)
environment of size 110 x 100 cm. We used Webots
[
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] simulation software. Simulation process consisted The three component Tk,j motivates agent to move
of predefined number of steps. In each simulation step and avoid obstacles.
agent processed sensor values and set speed to the left
and right motor. One simulation step took 32 ms. Tk,j = Vk,j (1 − pΔVk,j )(1 − ik,j) (12)
        </p>
        <p>First component Vk,j is computed by summing ab- Sensor Width Motor
solute values of motor speed in k-th simulation step left front right left right
and j-th trial, generating value between 0 and 1. The VERYNEAR NEAR VERYFAR 1.56 500 -100
second component (1 − pΔVk,j ) encourages the two FEEL NOWHERE NOWHERE 1.93 -500 500
wheels to rotate in the same direction. The last com- FNEEEALR NNEOAWRHERE NNEOAWRHERE 00..2795 550000 --550000
ponent (1 − ik,j) supports agent’s ability to avoid ob- VERYFAR NOWHERE NOWHERE 0.16 500 500
stacles. The value ik,j of the most active sensor in k-th
simulation step and j-th trial provides a conservative Table 2. Rules represented by RBF units (listed values
measure of how close the robot is to an object. The are original RBF network parameters after discretization).
closer it is to an object, the higher the measured value
in range from 0 to 1. Thus, Tk,j is in range from 0 to
1, too.</p>
        <p>The experiment was repeated 10 times, each run
lasted 200 generations (each generation corresponding
to 800 simulation steps). In all cases the successful
behavior was found, i.e. the evolved robot was able to
explore the whole maze without crashing to the walls.</p>
        <p>See Fig. 7 for the mean, minimal and maximal fitness
over 10 runs.</p>
        <p>Fitness function
min
max
mean
shows average number of steps from each learning
episode. It can be seen that after 10000 episodes, the
agent has learned the successful behavior. This
number roughly corresponds to the time complexity of the
GA, where 200 populations of 50 individuals also
result in 10000 simulations. The fitness of the solution
found by RL is slightly better than the GA-found
solution, on the other hand the inner representation of
the neural network is much more compact.</p>
        <p>900
800
700
600
300
200
100
s 500
p
e
tS 400
0 0 1000 2000 3000 4000 Ep5i0so0d0e 6000 7000 8000 9000 10000
700
600
500
s
itsen 400
F
300
200</p>
        <p>Table 2 and Figure 8 show parameters of an evolved
network with five RBF units. For the sake of clarity,
the parameters listed are also discretized. We can
understand them as rules providing mapping from input
sensor space to motor control. However, these ‘rules’
act in accord, since the whole network computes linear
sum of the five corresponding gaussians.
6.2</p>
        <p>Reinforcement learning</p>
      </sec>
      <sec id="sec-4-2">
        <title>The same experiment has been performed by means of</title>
        <p>relational reinforcement learning algorithm described Fig. 9. Learning curve for Reinforcement Learning agent
above under the same simulated environment and iden- averaged on 10 runs.
tical conditions. The performance of the
Reinforcement learning agent is shown on figure 9. The graph
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efIn our future work, we would like to design hybrid ficiency of inductive logic programming through the
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        <p>The experiments showed that a preprocessing plays of distributed control strategies. Lausanne: Computer
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IntelliAcknowledgements gence, Robotics and Autonomous Systems. Palmerston
North : Massey University, 2007.</p>
        <p>This work has been supported by the Ministry of Edu- 19. S. Sluˇsny´, R. Neruda, and P. Vidnerov´a. Evolution
cation of the Czech Republic under the project Center of simple behavior patterns for autonomous robotic
of Applied Cybernetics No. 1M684077004 (1M0567), agent. System Science and Simulation in Engineering.
- : WSEAS Press, pages 411–417, 2007.</p>
        <p>S. Sluˇsny´ been partially supported by 20. Richard S. Sutton and Andrew G. Barto.
Reinforceby the Czech Science Foundation under the contract ment Learning: An Introduction. MIT Press,
Camno. 201/05/H014G. bridge, MA, 1998.
21. C. J. Watkings. Learning from Delayed Rewards. PhD
thesis, Cambridge University, 1989.</p>
      </sec>
    </sec>
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