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Motocross And Artificial Neural Networks

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Title: Motocross And Artificial Neural Networks


1
Motocross And Artificial Neural Networks
Benoit Chaperot, Colin Fyfe, School of
Computing, University of Paisley, Paisley, PA1
2BE, SCOTLAND.
2
Why use Artificial Neural Network
  • Riding a motorbike involves behaviours which are
    difficult to express as a set of procedural rules
  • ANNs expected to behave in a human or
    animal-like manner
  • Capable of extrapolating when presented with new
    and different sets of inputs
  • Capable of evolving

3
The ANN
  • The inputs
  • Bike position, orientation and velocity relative
    to the track
  • Terrain height information
  • Track path information

The outputs Accelerate, brake Turn left,
right Lean forward, backward
ANN
4
Inputs to ANN
  • Output from ANN
  • Accelerate, brake
  • turn left, right
  • lean forward, backward

5
Two forms of training
  • Evolutionary algorithms Training considered as
    an optimisation to be performed using genetic
    algorithms
  • Back propagation algorithm ANNs are trained
    using training data made from a recording of the
    game being played by a good human player

6
Evolutionary Algorithm
  • Training considered as optimisation
  • ANNs initialised with random weights
  • 80 ANNs per generation
  • Each ANN evaluated for 150 seconds using a score
    function
  • Fittest ANNs are given more chance to reproduce,
    crossover and mutation techniques are used
  • The whole population converges to a satisfactory
    solution to the problem after approximately 100
    generations

7
Fitness Function
  • One way point every metre along the track, bonus
    for passing through a way point.
  • Bonus/penalty (i.e. normally negative) for
    missing a way point.
  • Bonus/penalty (i.e. normally negative) for
    crashing.
  • Bonus/penalty (i.e. normally negative) for every
    metre away from the centre of the next way point.

8
Problems with EA
  • May be difficult to find a good evaluation
    function this function determines the final
    behaviour of evolved ANNs.
  • May be difficult to maintain diversity in
    population. The population may quickly converge
    towards a local solution need to find the right
    evolution parameters.
  • It takes time to evaluate each and every
    individual.
  • Crossover between two fit ANNs is likely to
    produce unfit ANNs due to ANN architecture and
    operation.
  • No consistent results.

9
Back propagation algorithm
  • Training data made by the first author playing
    the game on many different tracks.
  • Each sample of training data contains a situation
    (bike position, orientation on a track) and the
    first authors solution to the situation (turn
    left, right, accelerate, brake )
  • ANNs trained at reproducing player solution
    given a situation
  • Training data composed of approximately 120000
    samples
  • Good solution to the problem after only 20000
    iterations

10
Results
  • ANNs learn and perform like a human intelligence
  • Average lap time
  • Good human player 2 min 10 sec
  • ANN trained using GA 2 min 50 sec
  • ANN trained using BP 2 min 20 sec
  • ANN trained using GA slow, but better than one
    trained using BP at adapting to new situations

11
Bagging and Boosting
  • These are called ensemble methods and are used to
    improve AI performance.
  • Bagging
  • Create N different bags of training data.
  • Train one ANN on each bag.
  • Present ANNs with one problem.
  • The combined solution of all ANNs is expected to
    be better than any individual ANN solution.
  • Many combinations function possible Average,
    vote, winner takes it all

12
Bagging, results
The combined solution on track m16 of NN 0 to 9
trained on different tracks is better than any of
the individual solutions, but still not as good
as one of NN trained on all tracks.
13
Bagging, conclusion
  • Bagging is not working well for the motocross
    problem the combined solution of ANNs trained
    on different tracks is not as good as one of ANN
    trained on all tracks.
  • Bagging is processing intensive the input is to
    be propagated through more than one ANN, and the
    outputs combined.

14
Boosting
  • Boosting puts more emphasis on data which
    machines trained on early bags find difficult.
  • The physics in the game has improved
  • With early physics model and an alternative
    back-propagation technique, anti-boosting worked
    well but took a long time to perform.
  • With improved physics model and traditional
    back-propagation technique, no boosting or
    anti-boosting seems to be necessary and training
    takes a short time to perform.

15
Back-Propagation, more
  • The learning rate is a very important parameter
    in the BP algorithm
  • Too high, the ANN over fits the data, forgets
    about most of the data and is not able to
    generalise.
  • Too low, the ANN can take a long time to train,
    and sometime not train well at all due to
    floating point numbers limitations.
  • A good technique has been to reduce the learning
    rate logarithmically from 1e-2 to 1e-5, over 1
    million iterations. It takes a few seconds to
    perform and give best results.

16
Further use of ANNs
Physics camera A. The camera follows the bike
and points toward the bike the human player does
not have a good view of the track ahead.
B. The camera follows the bike but points toward
the predicted future position of the bike the
human player now has a better view of the track
ahead. The predicted position of the bike in time
(1.5 seconds) is given by an ANN.
17
Future work
  • Work on online learning, have artificial
    intelligence to evolve, improve and adapt to new
    situations as you play the game.
  • Obstacle avoidance this needs redefinition of
    what the ANNs can see.
  • Modular architecture for ANNs, The signal would
    propagate through a variable number of nodes for
    tuneable performance, processing requirements,
    and easier modular training.

18
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