Qinjie Lin, Northwestern University CS396 - Artificial Life, Final Project,
Robots designed for specific tasks often struggle to adapt to new environments efficiently. In contrast, animals exhibit remarkable versatility in locomotion due to their diverse morphology. Inspired by nature, we present a novel approach to optimize robot morphology for versatile locomotion in challenging environments using evolutionary algorithms. The approach uses a two-level evolutionary optimization for desgin robots that are optimized for specific tasks. Specifically, the first level is focused on evolving the robot's morphology using an evolutionary algorithm (EA), while the second level uses another EA to optimize the robot's control policy for the given morphology. The selection of the optimal morphology is based on the evaluation of the control EA, which provides a fitness measure for each morphology. We demonstrate the effectiveness of our approach on a set of challenging tasks, including rough terrain traversal, obstacle avoidance bumper jumping, and step climbing. Our optimized morphologies show remarkable versatility in these tasks, outperforming task-specific designs and demonstrating the potential of adaptable robots for real-world applications.
Our total simulations run is 200K
, calculated by4(envs) x 5(seeds) x 10(population_morphology) x 20(generation_morphology) x 10(population_brain) x 5(generation_brain).
Teaser: This teaser answer one question: Can robots evolve to conquer challenging terrains? Yes. They can. Specifically, the top row shows robots with random design and brain, struggling to move on four challenging environment. After evolution, the robot's morphology begins to change, and different variations of the robot with various shapes and sizes appear in succession. The bottown rows shows best robot design and brain during the evolution, that appears to be moving with faster speed. We observe that the evolvoed robots is similar to real-world animals. - the jumper robot look likes Kangaroos, the climbing robots looks like mountain goat, the maze robot looks like insect crawling flexibiliy, the crawl robots looks like snakeing moving in rough teraains. These observation mighe seem unobvious, but we can still imagine it. :)
Method Overview: The implementation of our method is refered to parallelHillClimber section in Ludobots. We use the two-level EA (evolutionary algorithm) to enable the evolution of robots, consisting of both morphology and control. The first-level EA evolves the morphology of the robot, i.e., the body links and joints info, while the second-level EA evolves the control, i.e., the brain or a fully-connected linear layer of the robot. The fitness of children in the first level is the best children's fitness in the second level. The fitness of brain optimization is evaluated based on the final X position
of the body.
Control Experiment: To prove that, robot morphology evolves differently in different chanllenging environment, we define four chanllenging environment in the Pybullet simulation (Obstacle, Step, Terrain, Bumper). Then, we initialize the two-level EA with the same seed to evolves the morphology and brain of the robots. Specifically, the first genenrations of the algorithm are with the same morphology and brain. After evolution, we can see that the robots alwasys evolve differently in different challenging environment. This implies that robot can evolve their morphology to better adapt to the environment.
As shown in the following fugure, our method aims to optimize the morphology of a rigid-body robot for a specific task, such as locomotion in challenging terrain. We propose a two-level, or bi-level, evolutionary algorithm approach. At the first level, we use an evolutionary algorithm to optimize the robot's morphology, or its physical structure, to improve its performance on the task. At the second level, we use another evolutionary algorithm to optimize the robot's control policy, or the way it moves its body, based on the morphology selected from the first level.
Population: In this project, the Evolutionary Algorithm (EA) is used to optimize both the morphology and behavior of a robot for locomotion. The EA works by creating a population of candidate solutions (i.e. robots) and iteratively improving them through selection, reproduction, and mutation. We illustrate the population in the following figure.
Mutation: Each candidate solution (robot) is evaluated using a fitness function that quantifies its performance in terms of locomotion. The fitness function takes into account the x position of the candidate body. After evaluating the fitness of each candidate solution, the EA selects the most fit solutions and uses them to create the next generation of robots through reproduction and mutation. The process continues until a satisfactory solution (i.e. robot) is found, or a certain stopping criterion (e.g. maximum number of generations) is met. We illustrate the mutation in the following figure.
Selection: The selection step of the morphology evolution involves evaluating the fitness of the population of morphologies based on their performance in a given task. In our approach, the fitness evaluation is performed in a physics simulation environment using PyBullet. The simulation environment is designed to mimic real-world environments that the robots are expected to face. The fitness function is designed to capture walking distance along x axis in the simulation.
Populations, mutation and selection: Since we have describe the brain evolutaion in the partII, we refer the details of the mutation, selection, and population to the ParallelHillClimber section in Ludobots.
To replay the result in the teaser gif:
cd final
python replay_brain.py --brain best --urdf best --env bumper --seed 4444
python replay_brain.py --brain best --urdf best --env step --seed 3333
python replay_brain.py --brain best --urdf best --env obstacle --seed 2222
python replay_brain.py --brain best --urdf best --env terrain --seed 3333
To run two-level EA, use following command, (This will open 200 parallel simulation run. To decrease the parallel number, try to decrease the population_size in final/ea_brain/constraints.py
and final/ea_morphology/constraints.py
):
cd final
python search_morphology.py --seed 1234 --env terrain
To replay the best result of searching, use following command:
cd final
python replay_brain.py --brain best --urdf best --seed 1234 --env terrain
python replay_brain.py --brain random --urdf random --seed 1234 --env terrain
Here is a plot containing four subfigures. Each subfigure describes fitness curves of five different random seed, showing the fitness of the best creature in the population at each generation.In our experiment, our total simulations run is 200K
, calculated by4(envs) x 5(seeds) x 10(population_morphology) x 20(generation_morphology) x 10(population_brain) x 5(generation_brain)
Limitation1: Mutation of morphology sometimes does not happen, see generate_morphology.py
.
Limitation2: Morphology generation sometimes causes seperation.
Future work: Debugging the morphology encoding, adding more challenging environment, try reinforcement learning.
ea_morphology/solutuion.py
:This code defines a Node class to represent a node in a tree structure, where each node has a size attribute and a list of children nodes. The Random_Node function creates a random node with a size attribute within a given range. The Expand_Node function takes a root_node and recursively expands it into a tree with a maximum depth of maximum_depth, randomly deciding whether to expand each child node or not. The Mutate function performs a mutation operation on a given tree. It first creates a deep copy of the input tree_root to avoid modifying the original tree. Then, it uses the traverse_node function to obtain a list of all the nodes in the tree along with their depths. Next, it selects a random node n from the list of nodes and the depth d of that node. The Expand_Node function is then called on this node n to create a modified version of the tree with a new subtree appended to n at depth d+1. Finally, the mutated tree is returned.
others
:
representation: tree, tranverse,
optimization: cutting branch when advance confict detection happens
mutation: pick a node, expand
sensor num need to grater than 0
Evolving 3D Morphology and Behavior by Competition
Evolving Virtual Creatures
ludobots: https://www.reddit.com/r/ludobots/
pics: https://slate.com/technology/2022/12/octopus-californicus-rescue-babies-eggs-raised.html
pyrosim: https://github.com/ccappelle/pyrosim
pybullet: https://docs.google.com/document/d/10sXEhzFRSnvFcl3XxNGhnD4N2SedqwdAvK3dsihxVUA/edit