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Evolutionary Design of Self-Organizing Particle 
Systems for Collective Problem Solving 
Benjamin Bengfort, Philip Y. Kim, Kevin Harrison, James A. Reggia 
University of Maryland, College Park
EAs for Design and Creativity
Can an evolutionary process design a 
particle swarm system to solve a task 
as creatively than a human can?
Search and Retrieve 
Characteristics: 
- Two teams and bases 
- Resources depots 
- Find, collect, and return 
- Large world 
- Periodic boundaries 
Considerations: 
- Exploit vs. Explore? 
- Competitive - limited 
resources 
- Theft and collisions
Problem Solving with Swarms 
Problems in the physical world can be efficiently solved 
using simple agents that act in concert to demonstrate 
globally emergent intelligence: 
● Complex Navigation 
● Sensor Deployment 
● Fire Fighting 
● Construction 
Many robotic implementations are now becoming cheap 
enough to warrant the use of robotic flocks.
Designing Swarms 
Every problem or task requires domain specific design. 
Though there are a few common features: 
○ Local Dynamics 
○ Working memory 
○ A top down controller 
Memory and 
State Variables 
FSM 
Local 
Information 
Movement 
Dynamics 
● Solutions are not generally applicable 
● Requires many human design hours 
Using these basic building blocks, can we 
automatically design particles to solve tasks? 
environment
Movement behaviors are defined by a FSM: observations 
about the world change an individual particle’s state.
Each State describes complex movement by a weighted 
combination of velocity components 
Changing the weights and parameters of velocity components 
changes the movement behavior. 
Spreading 
Seeking 
Caravaning 
Flocking 
Guarding
Cohesion 
keeps swarm together 
Alignment 
maintain heading 
Avoidance 
prevent collisions 
Separation 
maintains flocking 
Seeking 
Move towards a target 
Clearance 
maximize FOV 
Velocity Components are parameterized by a radius, an angle of view, a weight 
and an order of priority. Velocity is the linear combination of the components.
Evolutionary Design 
Modify behaviors of a swarm to fit a specific domain 
task by evolving the underlying components: 
- The dynamics parameters of velocity components 
- The structure of the finite state machine 
Evolutionary Strategies (ES): optimization of a 
genotype of real valued numbers. 
Evolutionary Programming (EP): the evolution of the 
structure of Finite State Machines (an older definition 
of evolutionary programming) by modifying transitions 
and states.
Evolutionary Methodology 
Genotype: Real valued vectors for each state 
Phenotype: Behavior of particle swarm in simulation 
Parent Selection: Tournament with Elitism 
Recombination: Intermediary exempting elites 
Mutation: Linear Rule exempting elites 
Survivor Selection: Tournament with elitism 
Fitness: Amount of resources collected after 10k timesteps 
Specialty: Adapting FSM with same size network 
Experiments: mutation alone, mutation + recombination.
Genotype 
Component array and transitions 
for an individual particle 
Phenotype 
Behavior of the entire swarm in 
the simulation of the task 
Fitness 
The number of resources 
collected against human design 
(50/2,49) + 1 elite parent
Cost of Evolution 
- 273 seconds average simulation (compute fitness) 
- Optimization: Celery distributed process queue 
- tasks: compute fitness in parallel 
- controller: manages population, evolution and 
submits simulation tasks to the queue 
- 8 processes on an Amazon c3.2xlarge: 
- ~160 hours to complete (183 generations total) 
- ~52 minutes per generation 
This methodology is about design not about real-time 
problem solving or simulated adaptation.
Recombination & EA Performance 
Fitness per generation: 
a. mutation alone 
b. mutation + recombination 
- Mutation alone caused 
seemingly random behavior 
moving through the search 
space. 
- Recombination allowed for 
increasing fitness per 
generation and reached 
convergence around 60 
generations.
Human vs. Evolutionary Design 
Average fitness of the two teams competing head to head across 32 simulations 
Red and Black teams are both 
the best human designed particle 
Black team is the evolved 
particle, red is the human design
Creative Strategies Observed 
- Observed one evolved team guard the 
opponent's home base 
- Speed of exploration favored over 
exploitation of discovered resources 
- Two main types of flocks observed: 
- 1 large flock with all particles 
- many smaller flocks of 2-3 particles 
- (human design grouped into 2-3 flocks of 3-5)
Simulation Demo
Conclusions 
● An evolved swarm can do just as well as a human 
designed swarm for a particular domain - even 
outperforming one. 
● Computationally expensive for simulation based 
experiments but can be improved with parallelism. 
● Explore co-evolution of multiple species of particles in 
competition with each other. 
● Add Baldwin effect, where in-simulation learning 
augments evolution alone 
● Future steps include the generation of novel logical 
behaviors instead of adapting limited collective 
strategies
Addendum: Swarms 
- Multi-agent systems (MAS) where each agent follows simple rules 
based on their local neighborhood: leads to global emergent 
behavior of the entire flock or swarm. 
- No centralized control system, hugely distributed 
- Particles are represented as points in space as two vectors: 
position (X) and velocity (V) and are updated as follows: 
http://cmuems.com/2013/b/complexity-and-emergence/
BOIDS: Craig Reynolds original flocking system
Addendum: PSO 
- An extensions of particle systems for optimization of a numerical 
function in abstract, high-dimensional space. 
- Each particle represents a solution, move the particles around the 
search space to find the best solution. 
- A particles velocity is based on its neighborhood and the particle 
moves towards global best, local best and inertial solutions. 
- Excellent optimization procedure that does not require gradient.
Addendum: Genetic Algorithms 
- Optimization inspired by natural evolution 
- Start with a population of genes - a string of numbers that 
represents a phenotype (e.g. the solution to the problem) 
- Select members of the parent population based on their fitness 
- Produce a child population through the application of genetic 
operators: mutation, crossover, and recombination. 
- Continue to select from the new population until convergence.

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Evolutionary Design of Swarms (SSCI 2014)

  • 1. Evolutionary Design of Self-Organizing Particle Systems for Collective Problem Solving Benjamin Bengfort, Philip Y. Kim, Kevin Harrison, James A. Reggia University of Maryland, College Park
  • 2. EAs for Design and Creativity
  • 3. Can an evolutionary process design a particle swarm system to solve a task as creatively than a human can?
  • 4. Search and Retrieve Characteristics: - Two teams and bases - Resources depots - Find, collect, and return - Large world - Periodic boundaries Considerations: - Exploit vs. Explore? - Competitive - limited resources - Theft and collisions
  • 5. Problem Solving with Swarms Problems in the physical world can be efficiently solved using simple agents that act in concert to demonstrate globally emergent intelligence: ● Complex Navigation ● Sensor Deployment ● Fire Fighting ● Construction Many robotic implementations are now becoming cheap enough to warrant the use of robotic flocks.
  • 6. Designing Swarms Every problem or task requires domain specific design. Though there are a few common features: ○ Local Dynamics ○ Working memory ○ A top down controller Memory and State Variables FSM Local Information Movement Dynamics ● Solutions are not generally applicable ● Requires many human design hours Using these basic building blocks, can we automatically design particles to solve tasks? environment
  • 7. Movement behaviors are defined by a FSM: observations about the world change an individual particle’s state.
  • 8. Each State describes complex movement by a weighted combination of velocity components Changing the weights and parameters of velocity components changes the movement behavior. Spreading Seeking Caravaning Flocking Guarding
  • 9. Cohesion keeps swarm together Alignment maintain heading Avoidance prevent collisions Separation maintains flocking Seeking Move towards a target Clearance maximize FOV Velocity Components are parameterized by a radius, an angle of view, a weight and an order of priority. Velocity is the linear combination of the components.
  • 10. Evolutionary Design Modify behaviors of a swarm to fit a specific domain task by evolving the underlying components: - The dynamics parameters of velocity components - The structure of the finite state machine Evolutionary Strategies (ES): optimization of a genotype of real valued numbers. Evolutionary Programming (EP): the evolution of the structure of Finite State Machines (an older definition of evolutionary programming) by modifying transitions and states.
  • 11. Evolutionary Methodology Genotype: Real valued vectors for each state Phenotype: Behavior of particle swarm in simulation Parent Selection: Tournament with Elitism Recombination: Intermediary exempting elites Mutation: Linear Rule exempting elites Survivor Selection: Tournament with elitism Fitness: Amount of resources collected after 10k timesteps Specialty: Adapting FSM with same size network Experiments: mutation alone, mutation + recombination.
  • 12. Genotype Component array and transitions for an individual particle Phenotype Behavior of the entire swarm in the simulation of the task Fitness The number of resources collected against human design (50/2,49) + 1 elite parent
  • 13. Cost of Evolution - 273 seconds average simulation (compute fitness) - Optimization: Celery distributed process queue - tasks: compute fitness in parallel - controller: manages population, evolution and submits simulation tasks to the queue - 8 processes on an Amazon c3.2xlarge: - ~160 hours to complete (183 generations total) - ~52 minutes per generation This methodology is about design not about real-time problem solving or simulated adaptation.
  • 14. Recombination & EA Performance Fitness per generation: a. mutation alone b. mutation + recombination - Mutation alone caused seemingly random behavior moving through the search space. - Recombination allowed for increasing fitness per generation and reached convergence around 60 generations.
  • 15. Human vs. Evolutionary Design Average fitness of the two teams competing head to head across 32 simulations Red and Black teams are both the best human designed particle Black team is the evolved particle, red is the human design
  • 16. Creative Strategies Observed - Observed one evolved team guard the opponent's home base - Speed of exploration favored over exploitation of discovered resources - Two main types of flocks observed: - 1 large flock with all particles - many smaller flocks of 2-3 particles - (human design grouped into 2-3 flocks of 3-5)
  • 18. Conclusions ● An evolved swarm can do just as well as a human designed swarm for a particular domain - even outperforming one. ● Computationally expensive for simulation based experiments but can be improved with parallelism. ● Explore co-evolution of multiple species of particles in competition with each other. ● Add Baldwin effect, where in-simulation learning augments evolution alone ● Future steps include the generation of novel logical behaviors instead of adapting limited collective strategies
  • 19. Addendum: Swarms - Multi-agent systems (MAS) where each agent follows simple rules based on their local neighborhood: leads to global emergent behavior of the entire flock or swarm. - No centralized control system, hugely distributed - Particles are represented as points in space as two vectors: position (X) and velocity (V) and are updated as follows: http://cmuems.com/2013/b/complexity-and-emergence/
  • 20. BOIDS: Craig Reynolds original flocking system
  • 21. Addendum: PSO - An extensions of particle systems for optimization of a numerical function in abstract, high-dimensional space. - Each particle represents a solution, move the particles around the search space to find the best solution. - A particles velocity is based on its neighborhood and the particle moves towards global best, local best and inertial solutions. - Excellent optimization procedure that does not require gradient.
  • 22. Addendum: Genetic Algorithms - Optimization inspired by natural evolution - Start with a population of genes - a string of numbers that represents a phenotype (e.g. the solution to the problem) - Select members of the parent population based on their fitness - Produce a child population through the application of genetic operators: mutation, crossover, and recombination. - Continue to select from the new population until convergence.