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Applied Soft Computing
Volume 5, Issue 2, January 2005, Pages 245-257
 
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doi:10.1016/j.asoc.2004.07.004    How to Cite or Link Using DOI (Opens New Window)
Copyright © 2004 Elsevier B.V. All rights reserved.

Evolutionary behavior learning for action-based environment modeling by a mobile robot

S. YamadaCorresponding Author Contact Information, E-mail The Corresponding Author

National Institute of Informatics, 2-1-2 Hitotsubashi, Chiyoda, Tokyo 101-8430, Japan

Received 5 November 2003; 
revised 28 June 2004; 
accepted 20 July 2004. 
Available online 22 September 2004.

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Abstract

This paper describes an evolutionary way to acquire behaviors of a mobile robot for recognizing environments. We have proposed Action-based Environment Modeling (AEM) approach for a simple mobile robot to recognize environments. In AEM, a behavior-based mobile robot acts in each environment and action sequences are obtained. The action sequences are transformed into vectors characterizing the environments, and the robot identifies the environments with similarity between the vectors. The suitable behaviors like wall-following for AEM have been designed by a human. However the design is very difficult for him/her because the search space is huge and intuitive understanding is hard. Thus we apply evolutionary robotics approach to design of such behaviors using genetic algorithm and make simulations in which a robot recognizes the environments with different structures. As results, we find out suitable behaviors are learned even for environments in which human hardly designs them, and the learned behaviors are more efficient than hand-coded ones.

Keywords: Evolutionary robotics; Action-based environment modeling; A mobile robot; Genetic algorithm

Article Outline

1. Introduction
2. Related work
3. Task: action-based environment modeling
4. States, actions and environment vectors
4.1. A simple mobile robot: Khepera
4.2. States and actions
4.3. Environment vectors
5. Applying GA to acquire behaviors
5.1. GA procedure and coding
5.2. Defining a fitness function
5.2.1. Termination of actions
5.2.2. Accuracy of recognition
5.2.3. Efficiency of recognition
6. Experiments by simulation
6.1. Exp-1: different contours in shape
6.2. Exp-2: different lights and shape
6.3. Exp-3: a single class including plural training environments
7. Discussion
7.1. Comparison with hand-coded behaviors
7.2. Difficulty of behavior acquisition
8. Conclusion
References












Applied Soft Computing
Volume 5, Issue 2, January 2005, Pages 245-257
 
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