PRE2019 3 Group7: Difference between revisions
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* An overview of a simulation of an ecosystem with a complex environment. This AI has hard coded features for interacting with the environment, however it can still evolve a neural network, striking a balance between the previous two simulations. | * An overview of a simulation of an ecosystem with a complex environment. This AI has hard coded features for interacting with the environment, however it can still evolve a neural network, striking a balance between the previous two simulations. | ||
https://www.youtube.com/watch?v=E-zcUzK8k7U | https://www.youtube.com/watch?v=E-zcUzK8k7U | ||
* This paper describes a novel system for creating virtual creatures that move and behave in simulated three-dimensional physical worlds. A genetic language is presented that uses nodes and connections as its primitive elements to represent directed graphs, which are used to describe both the morphology and the neural circuitry of these creatures. | |||
http://www.karlsims.com/papers/siggraph94.pdf | |||
=Approach= | =Approach= |
Revision as of 10:59, 9 February 2020
Group Members
Name | Study | Student ID |
---|---|---|
Daan Schalk | 0962457 | |
Job Willems | 1003011 | |
Jasper Dellaert | 1252454 | |
Sanne van Wijk | 1018078 | |
Wietske Blijjenberg | 1025111 |
Subject
Simulating populations using AI.
Objectives
een AI simulatie maken waarin je factoren kan aanpassen en dan kijken wat er met de populatie gebeurt? Analyseren hoe betrouwbaar zo'n tool is
- Construct an AI simulation with which we can evaluate the likelihood of adverse ecological effects on populations occurring as a result of exposure to physical or chemical stressors
- Analysing the reliability of such a simulation by comparing the results to scenarios which have happened in the past.
- Analysing the possibilities and shortcomings of such a simulation.
Users
Biologists, ecologists, government organisations making wildlife plans, education
State-of-the-art
- Multi-agent Based Simulation: Where Are the Agents?
https://link.springer.com/chapter/10.1007/3-540-36483-8_1
- VORTEX: a computer simulation model for population viability analysis
https://www.publish.csiro.au/WR/WR9930045
- A Generalized Computer Simulation Model for Fish Population Studies
https://afspubs.onlinelibrary.wiley.com/doi/abs/10.1577/1548-8659(1969)98[505:AGCSMF]2.0.CO;2
- Artificial Intelligence techniques: An introduction to their use for modelling environmental systems
https://www.sciencedirect.com/science/article/abs/pii/S0378475408000505
- An artificial intelligence modelling approach to simulating animal habitat interactions
- Application of Multi-agent Simulation in Animal Epidemic Emergency Management: Take an Example of AFS (Africa Fever Swine) Policy
http://www.dpi-proceedings.com/index.php/dtetr/article/view/31843
- A Study of AI Population Dynamics with Million-agent Reinforcement Learning (2018)
https://dl.acm.org/doi/10.5555/3237383.3238096
- Simulating exposure-related behaviors using agent-based models embedded with needs-based artificial intelligence (2018)
https://www.nature.com/articles/s41370-018-0052-y/ Context: HUMANS exposure to a chemical. Because descriptions of where and how individuals spend their time are important for characterizing exposures to chemicals in consumer products and in indoor environments, and the existing method is difficult and labor-intensive, a simulation of longitudinal patterns in human behaviour was created. This is an agent-based model with a needs-based AI. Needs-based because humans make their decisions to take actions in order to fulfil needs. The paper describes how it is implemented. Meets critical need in field of exposure assessment. Only addresses a few needs, and not the complex ones.
- Next-generation ecological risk assessment: Predicting risk from molecular initiation to ecosystem service delivery
https://www.sciencedirect.com/science/article/pii/S0160412016300824 There have been exciting developments in in vitro testing and high-throughput systems that measure responses to chemicals at molecular and biochemical levels of organization, but the linkage between such responses and impacts of regulatory significance – whole organisms, populations, communities, and ecosystems – are not easily predictable. This article describes some recent developments that are directed at bridging this gap and providing more predictive models that can make robust links between what we typically measure in risk assessments and what we aim to protect.
- Population based training of neural networks. Population based training discovers a schedule of hyperparameter settings rather than following the generally sub-optimal strategy of trying to find a single fixed set to use for the whole course of training.
https://arxiv.org/abs/1711.09846 (the paper)
https://deepmind.com/blog/article/population-based-training-neural-networks (a blogpost about the paper)
https://www.youtube.com/watch?v=l-Ga0E9vldg (a talk about the paper)
- A talk by Jeff Clune (http://jeffclune.com/) about recent (2019) avancements in population-based search. Focusing on explicitly searching for behavioral diversity, open-ended search and indirect encoding.
https://www.youtube.com/watch?v=g6HiuEnbwJE
- this paper presents the mechanism of Intelligent Adaptive Curiosity, an intrinsic motivation system which pushes a robot towards situations in which it maximizes its learning progress.
https://ieeexplore.ieee.org/abstract/document/4141061
- An overview of a simulation of an ecosystem housing predators and prey. The simulation has much hard coded behavior, allowing the simulation to get more realistic.
https://www.youtube.com/watch?v=r_It_X7v-1E
- An overview of a simulation of an ecosystem housing creatures based on neural networks. With robust neural networks and no hard coded behaviours, this simulation allows for more emergent behaviour and potential realism at the cost of current realism.
https://www.youtube.com/watch?v=myJ7YOZGkv0
- An overview of a simulation of an ecosystem with a complex environment. This AI has hard coded features for interacting with the environment, however it can still evolve a neural network, striking a balance between the previous two simulations.
https://www.youtube.com/watch?v=E-zcUzK8k7U
- This paper describes a novel system for creating virtual creatures that move and behave in simulated three-dimensional physical worlds. A genetic language is presented that uses nodes and connections as its primitive elements to represent directed graphs, which are used to describe both the morphology and the neural circuitry of these creatures.
http://www.karlsims.com/papers/siggraph94.pdf
Approach
1 Create a simulated environment where AI based on neural networks can roam.
2 Edit factors such as amount of food and maximum speed of the AI to see how this influences the AI.
3 Analyze the results of step 2, iterate and try to find interesting stuff.
4 Document everything interesting
Planning
Milestones
Understanding of state of the art
A list of features we might want to implement into our simulation
A minimal viable product: a simulation that can house AI based on neural networks
The simulation but with some of the features of the list above implemented
Having research results by watching the simulations
Having research results by changing some factors of the simulation (such as amount of food)
Documenting our results and comparing them to real life to create a conclusion
Deliverables
- A simulated environment where AI based on neural networks can roam.
- This wiki page, which contains our process, research and the results of our analysis.
- A presentation