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Genetic Programming Ant Behaviour Evolution | |
| Particulars of the experiment: population size of 100, 40 generations, subtree crossover and tournament selection size 4. The behaviours chosen to visualise here were selected with the following criterion: the first improving behaviour (number of food collected) from each generation, where individuals tested in a random order. |
This ASCII movie shows the variations of behaviours evolved for the
Artificial Ant problem using genetic programming. The
Artificial Ant Problem
requires genetic programming to find a strategy using motion and sensing
commands that picks up food pellets on a 2D grid. The food pellets are marked
with small dots in the visualisation on the left.
A behaviour is the sequence (ordered) of food collected. I do not show the actual ant moving on the grid. Instead, I am emphasising the different ways food is collected and how this varies over time. Things to note from the visualisation:
Learn more about Genetic Programming See my research concerning Behaviours, and other Publications © 2004 Steven Gustafson |