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Key components of the agents and the world they inhabit--论文代写范文精选

2016-03-28 来源: 51due教员组 类别: Essay范文

51Due论文代写网精选essay代写范文:“Key components of the agents and the world they inhabit”  对于神经网络,编码的想法行动和检测趋势构成配合行动。一个代理的核心是一个神经网络,有6个输入节点,表示部位的概念,另外也有6个匹配的输出节点,以及隐藏节点,代表更抽象的概念。输入节点和输出节点连接到隐藏节点。任何输入节点的激活增加运动能力。对于神经网络学习的想法,一个是激活的模式在输出节点组成,关于六个元素指示六个身体部位的位置。

网络的实际输出与期望输出,用于修改的模式连接在网络上,使用神经网络的优势只是使得更适合,可以使用对称和运动检测节点。使用神经网络而不是一个简单的数据结构。下面的essay代写范文进行论述。

The Agent 
  Agents consist of (1) a neural network, which encodes ideas for actions and detects trends in what constitutes a fit action, and (2) a body, which implements actions. In MAV there was only one need-to attract a mate. Thus actions were limited to gestures that attract mates. In EVOC agents can also engage in tool-making actions.

 The Neural Network 
  The core of an agent is a neural network, as shown in Figure 1. It is composed of six input nodes that represent concepts of body parts (LEFT ARM, RIGHT ARM, LEFT LEG, RIGHT LEG, HEAD, and HIPS), six matching output nodes, and six hidden nodes that represent more abstract concepts (LEFT, RIGHT, ARM, LEG, SYMMETRY and MOVEMENT). Input nodes and output nodes are connected to ’hidden’ nodes of which they are instances (e.g. RIGHT ARM is connected to RIGHT.) Activation of any input node increases activation of the MOVEMENT hidden node. Opposite-direction activation of pairs of limb nodes (e.g. leftward motion of one arm and rightward motion of the other) activates the SYMMETRY node. 

  The neural network learns ideas for actions. An idea is a pattern of activation across the output nodes consisting of six elements that instruct the placement of the six body parts. Training of the neural network is as per (Gabora, 1995). In brief, the neural network starts with small random weights, and patterns that represent ideas for actions are presented to the network. Each time a pattern is presented, the network’s actual output is compared to the desired output. An error term is computed, which is used to modify the pattern of connectivity in the network such that its responses become more correct. Since the neural network is an autoassociator, training continues until the output is identical to the input. At this point training stops and the run begins. The value of using a neural network is simply that trends about what makes for a fit action can be detected using the symmetry and movement nodes (see below). The neural network can also be turned off to compare results to those obtained using instead of a neural network a simple data structure that cannot detect trends, and thus invents ideas at random.

 Knowledge-based Operators 
  Brains detect regularity and build schemas with which they adapt the mental equivalents of mutation and recombination to tailor actions to the situation at hand. Thus they generate novelty strategically, on the basis of past experience. Knowledge-based operators are a crude attempt to incorporate this into the model. Since a new idea for an action is not learned unless it is fitter than the currently implemented action, newly learned actions provide valuable information about what constitutes an effective idea. This information is used by knowledge-based operators to probabilistically bias invention such that new ideas are generated strategically as opposed to randomly. Thus the idea is to translate knowledge acquired during evaluation of an action into educated guesses about what makes for a fit action. Two rules of thumb are used. The first rule is: if movement is generally beneficial, the probability increases that new actions involve movement of more body parts. Each body part starts out at a stationary rest position, and with an equal probability of changing to movement in one direction or the other. If the fitter action codes for more movement, increase the probability of movement of each body part. Do the opposite if the fitter action codes for less movement.

 The Body 
  If the fitness of an action is evaluated to be higher than that of any action learned thus far, it is copied from the output nodes of the neural network that represent concepts of body parts to a six digit array that contains representions of actual body parts, referred to as the body. Since it is useful to know how many agents are doing essentially the same thing, when node activations are translated into limb movement they are thresholded such that there are only three possibilities for each limb: stationary, left, or right. Six limbs with three possible positions each gives a total of 729 possible actions. Only the action that is currently implemented by an agent’s body can be observed and imitated by other agents.

 The Fitness Functions 
  Agents evaluate the effectiveness of their actions according to how well they satisfy needs using a predefined equation referred to as a fitness function. Agents have two possible needs. The fitness of an action with respect to the need to attract mates is referred to as F1, and it is calculated as in (Gabora, 1995). F1 rewards actions that make use of trends detected by the symmetry and movement hidden nodes and used by knowledge-based operators to bias the generation of new ideas. F1 generates actions that are relatively realistic mating displays, and exhibits a cultural analog of epistasis. In biological epistasis, the fitness conferred by the allele at one gene depends on which allele is present at another gene. In this cognitive context, epistasis is present when the fitness contributed by movement of one limb depends on what other limbs are doing. In these simulations F1 is used exclusively.

 Incorporation of Cultural Phenomena 
  In addition to knowledge-based operators, discussed previously, agents incorporate the following phenomena characteristic of cultural evolution as parameters that can be turned off or on (in some cases to varying degrees): 
  • Imitation Ideas for how to perform actions spread when agents copy neighbors’ actions. This enables them to share effective, or ’fit’, actions. 
  • Invention. This code enables agents to generate new actions by modifying their initial action or a previously invented or imitated action using knowledge-based operators (discussed previously). • Mental simulation. Before implementing an idea as an action, agents can use the fitness function to assess how fit the action would be if it were implemented.

 The World 
  MAV allowed only worlds that were toroidal, or ’wrap-around’. Moreover, the world was always maximally densely populated, with one stationary agent per cell. In EVOC the world can be either toroidal or square, and as sparsely or densely populated as desired, with stationary agents placed in any configuration. EVOC also allows the creation of complete or semi-permeable borders, which may be permanent or eroding. (This limits the probability of agents imitating others from different enclaves.)

 A Typical Run 
  Each iteration, every agent has the opportunity to (1) acquire an idea for a new action, either by imitation, copying a neighbor, or by invention, creating one anew, (2) update the knowledge-based operators, and (3) implement a new action. To invent a new idea, the current action is copied to the input layer of the neural network, and this previous action is used as a basis from which to generate a new one. For each node the agent makes a probabilistic decision as to whether change will take place. If it does, the direction of change is stochastically biased by the knowledge-based operators using the activations of the SYMMETRY and MOVEMENT nodes. Mental simulation is used to determine whether the new idea has a higher fitness than the current action. If so, the agent learns and implements the action specified by the new idea. To acquire an idea through imitation, an agent randomly chooses one of its neighbors, and evaluates the fitness of the action the neighbor is implementing using mental simulation. If its own action is fitter than that of the neighbor, it chooses another neighbor, until it has either observed all of its immediate neighbors, or found one with a fitter action. If no fitter action is found, the agent does nothing. (essay代写)

  Otherwise, the neighbor’s action is copied to the input layer, learned, and implemented. Fitness of actions starts out low because initially all agents are immobile. Soon some agent invents an action that has a higher fitness than doing nothing, and this action gets imitated, so fitness increases. Fitness increases further as other ideas get invented, assessed, implemented as actions, and spread through imitation. The diversity of actions initially increases due to the proliferation of new ideas, and then decreases as agents hone in on the fittest actions. EVOC is written in Java, an object oriented programming environment, using the Joone open source neural network library. The graphical user interface makes use of the open-source charting project, JFreeChart, enabling variables to be user defined at run time, and results to become visible as the computer program runs.(essay代写)

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