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Evolving Recurrent Neural Networks via the NeuroEvolution of Augmenting Topologies (NEAT) algorithm

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EvolvableRNN

This project performs the experiments I performed for my Master's thesis: An Empirical Investigation of Using Gated Recurrent Units in Evolved Robotic Controllers. My supervisors were Prof. dr. K. Tuyls and Dr. ir. W. Meert, with daily supervision of J. Butterworth and ir. W. Yang.

This project investigates the usage of a various catalogue of recurrent units in evolvable recurrent neural networks to navigate though a sparse environment. More even, the capabilities of the evolved networks is analysed to interpret the environment via a single stream of distance data. This distance data gives the actual distance between the robot and target at each frame, which implies that the network should be able to extract the relative direction based on this distance information alone. The considered recurrent units are a single recurrent unit (hidden node with single recurrent connection), a Gated Recurrent Unit (GRU), and a Long Short-Term Memory (LSTM) cell.

The project is implemented in Python, extended with Cython to increase performance. Cython translates the simulations into C++ to speed up the simulation process. The networks themselves are implemented using Numpy, this because only trivial matrix operations were applied.

Thesis Abstract

This work presents a study on the effectiveness of using gated recurrent units in evolved neural networks for the navigation of a mobile robot towards a static target. It considers an environment in which only the relative distance between the robot and its target is known. The proposed problem validates the evolved networks in their capability to navigate the robot towards its target based on a single stream of distance data alone. To bring this task to a successful conclusion, the network should be able to derive the relative direction of the target based on this distance data. This study empirically shows that the presence of feedback in the network - in the form of recurrent connections - is necessary in the path towards a solution.

This thesis investigates the benefits a network receives from the presence of various recurrent units. The obtained results show that such units - or the presence of recurrency in general - form a minimal requirement for a network to lead towards a solution. It further shows that there is a performance difference between the types of recurrent units used, with units relying on gating mechanisms significantly outperforming those that do not.

This study continues with an investigation in the differences between a Gated Recurrent Unit and a trivial recurrent unit that carries only a single non-gated recurrent connection. It shows the importance of the update gate - found in the Gated Recurrent Unit - to maintain a long-term memory of its observations, which help the network to derive the relative orientation of the target. A further investigation shows that this update gate is the only gate present in the Gated Recurrent Unit that is necessary to lead to a solution. From this observation, it is derived that the Gated Recurrent Unit's reset gate is superfluous for this domain, which is confirmed by a statistical analysis.

Project Overview

To have all the desired dependencies (with the exclusion of PyTorch, only useful for running tests, see run_tests.py), run the experiments.txt file found in root directory.

This project consists of a hand full of experiments, each containing:

  • A dedicated subfolder ./population/storage/experiment[X] in which all the trained populations are stored
  • A Python script to run a single experiment experiment[X].py (root directory)
  • A Bash file to run a batch of populations on the same experiment experiment[X].bash (root directory)
  • Potentially also a Jupyter Notebook to analyse the results experiment[X].ipynb (root directory)

All supported functionality is implemented in the main.py file (root directory). Via this file, it is possible to train each of the supported populations. This file supports the following:

  • Population creation
  • Training of the requested population
  • Creating an overview of the training session (visualisations)
  • Create a blueprint of a single run, which shows a single environment with the final position of all of the population's candidates
  • Create a trace of a single candidate in a given environment, which shows the trajectory of this candidate throughout the complete simulation
  • Create a trace of the most fit genome, similar to the trace discussed in the previous bullet
  • Monitor a single genome in a given environment, which not only shows the detailed trajectory of this genome in the simulation, but also its internal state
  • Evaluate the population
  • Create a visualisation of a single genome, which shows its internal state, as well as its configuration (latter is optional)
  • Analyse the GRU (Gated Recurrent Unit) if present in the genome, similar to monitor
  • Create a live visualisation/simulation of a single genome in a given environment

In order to create a new population with custom characteristics, manipulate the configuration files found under the ./configs subdirectory. In this folder, the following configurations are found:

  • bot_config contains all the configuration hyperparameters related to the robot; driving speed, size, ...
  • evaluation_config contains all the configuration hyperparameters related to the evaluation process of the evolved networks; which fitness function to use, how to combine fitness scores, ...
  • game_config contains all the configuration hyperparameters related to the game/environment itself; how long a simulation lasts, frames per second, ...
  • genome_config is the most elaborate configuration file since it contains the hyperparameters dictating the evolution process of the genomes (representing the evolved networks), which contains; type of recurrent units used, hyperparameters of the evolutionary process, ...
  • population_config contains all the hyperparameters managing the genomes within a population; parent selection, number of elitist genomes, ...

Visualisations

To help with the analysis of the populations' performance, a wide variety of visualisations are implemented in this project.

Population Type Comparison

Visualisations comparing the performance of the different population types. The example below shows the ratio of successfully finished simulations for each of the population types over the full evolutionary cycle for the first experiment.

Population Analysis

Visualisations that help to analyse a population's performance. The examples shown in this section are fom the NEAT-GRU population that was evolved for the third experiment.

Population Performance

Performance of the population, as represented by its elite genome, throughout the full evolutionary cycle.

Architectural Timeline

Representation of all the architectural changes throughout the complete population timeline. Note that the image is cut for this demonstrative visualisation since it would grow to big otherwise.

Species Representatives

The genome architecture of each species' representative.

Species Distance

The genome distance between each two species' representatives.

Game Blueprint

A blueprint of all the final positions of the population's genome. Note that this is only useful when the simulation ends when the target is found, hence the example given is that of the NEAT-GRU population on the first experiment.

Trace

An extension on the blueprint plot shown above, where also the traces of each respective genome are shown. This plot also shows the NEAT-GRU population of the first experiment. Note that it is possible to show only the best X genomes, which results in a cleaner graph.

Genome Analysis

Visualisations that help to analyse a single genome. The examples shown in this section are fom the NEAT-GRU population that was evolved for the third experiment.

Architecture

Detailed graph of the genome's architecture, which shows both the configurations of all of its connections as well as its internal nodes.

Monitor

A plot that shows how a genome's internal changes during a single simulation. Note that this plot assumes that the genome consists of only a single hidden node.

Trace

Creates the trace of the genome on a specific environment. The trace shown is that of the NEAT-GRU population its elite genome of the first experiment.

Live

A live visualisation which shows how the genome behaves in a certain environment. During this live visualisation, it is possible to manually set targets to the environment, this to better analyse the network's capabilities.

Game

Visualisations showing the configuration of the game, which are the positions of the potential targets, as well as the initial position as well as the starting direction of the robot.

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Evolving Recurrent Neural Networks via the NeuroEvolution of Augmenting Topologies (NEAT) algorithm

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