Evolutionary Humanoid Robotics Insights
Evolutionary Humanoid Robotics Insights
Malachy Eaton
Evolutionary
Humanoid
Robotics
SpringerBriefs in Intelligent Systems
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Gerhard Weiss, Maastricht, The Netherlands
Karl Tuyls, Liverpool, UK
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Malachy Eaton
Evolutionary Humanoid
Robotics
123
Malachy Eaton
Department of Computer Science
and Information Systems
University of Limerick
Limerick
Ireland
In writing this book I must first pay tribute to two leading researchers in the
evolutionary robotics field, Dario Floreano and Stefano Nolfi, whose book
Evolutionary Robotics formed the de facto reference and touchstone for researchers
in the evolutionary robotics domain since its publication in 2000. In particular I
would like to thank Prof. Dario Floreano, the director of the Laboratory of Intel-
ligent Systems at the École Polytechnique Fédérale de Lausanne (EPFL) in
Switzerland. I had the very good fortune to serve a short sabbatical as a guest
researcher with Dario and his group in the “Pavilion Jaune” at EPFL in the winter of
2000/2001. Indeed, it was at precisely this time that Dario and Stefano’s book was
to be published, and I remember at least every second day going across to the
bookshop at EPFL to see if a copy was available. Alas, due to unforeseen
publishing delays I was not able to purchase my own copy until not long before the
end of my all-too-short sabbatical stay. Dario, with great grace, wrote a short
dedication, together with Stefano:
We hope that you will find this book stimulating and develop this approach much further.
While I cannot claim to have made major advances, or to have taken this
approach that much further, things have moved on quite a bit since 2001. I sincerely
hope that in this book I have taken this advice to heart, in describing my own and
other researchers’ work in the application of evolutionary techniques to the ever
more important and prevalent domain of humanoid robotics. I follow on, to a
certain extent, where their text left off in the penultimate chapter of their book
entitled “Complex Hardware Morphologies: Walking Machines”. The focus of this
chapter was, however, on 4-, 6-, and 8-legged locomotion rather than bipedal
locomotion that most “humanoid” robots use.
I would also like to thank Prof. Dave Cliff, now at the University of Bristol, but
who was at the University of Sussex when I met him first at a mechatronics
conference in Halmstad, Sweden in 1993. At this stage I had just completed my
Ph.D. thesis entitled “Genetic Algorithms and Neural Networks for Control
Applications”, and was actively interested in looking at ways in which the neural
and, in particular, the evolutionary approach could be applied in the field of mobile
v
vi Preface and Acknowledgments
robots. My thesis had been concerned mainly with the application of these tech-
niques to theoretically defined problems in the control area, where systems were
precisely specified by differential equations of different orders, sometimes incor-
porating time delays of varying magnitudes. The results obtained using the neuro-
genetic approach were then compared to those obtained using either theoretically
derived time-optimal solutions, or those using empirically derived control param-
eters such as the Ziegler–Nichols and refined Ziegler–Nichols rules for Propor-
tional-Integral-Derivative (PID) control systems.
Dave Cliff’s work (along with that of his colleagues at the University of Sussex)
opened up a whole new domain for the application of this new neuro-genetic
approach to control applications which were not so precisely specified, and which
could incorporate many degrees of freedom, and potentially operate successfully in
real-world, noisy environments. I had the good fortune to have Dave accept an
invitation to the University of Limerick in the winter of 1993, where he gave a talk
entitled “Evolving Visually Guided Robots”. This talk was very well received and
his research and that of his colleagues at the University of Sussex formed one of the
main motivations for my subsequent research interests in the field of evolutionary
robotics, as it had recently become known.
Moving closer to the present time, I would like to express my sincere thanks to
Ronan Nugent of Springer, without whose enthusiasm this project would never
have got off the ground, and to also extend my appreciation to the Series Editors for
their helpful and constructive comments. Also, I would like to thank my head of
department, Annette McElligott, for her support throughout the enterprise, and
finally my wife, Patricia, for her understanding through what must, at times, have
seemed like a neverending process.
There is little that is actually new in this text. What I have tried to do is to collect
the various strands encompassing the fields in this diverse and rapidly evolving
subject, and to hopefully present them in a reasonably coherent and concise manner
to the moderately educated reader. Where mathematical formulae or intricacies are
perceived as essential to the presentation of the topic these are included, but efforts
have been made to avoid any unnecessary mathematical complications in order to
make the text accessible to as wide an audience as possible.
Although I have endeavoured to be as objective as possible in my treatment
of the subject matter herein, as in all works of this nature, certain preferences and
biases must, of their nature, creep in. Of course, a text of this size cannot purport to
be comprehensive. However, a representative cross-section of references to the
most current material, together with material of historical interest, is given, and
pointers to the literature are provided at frequent intervals in the text.
Preface and Acknowledgments vii
Intended Audience
1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 Scope of the Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Possible Approaches to This Text . . . . . . . . . . . . . . . . . . . . . 2
1.3 Outline of the Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.4 Brief Discussion of Core Terms: Humanoid, Evolutionary,
Robotics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... 5
1.5 Very Briefly: Why Evolve Bioinspired/Humanoid Robots? ... 6
1.6 Conclusion. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ... 7
ix
x Contents
References. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Chapter 1
Introduction
In this text we look to the past to two distinct strands of research into autonomous
robots, evolutionary robotics and humanoid robot research, and how these strands
are now beginning to converge in the novel field of evolutionary humanoid
robotics. We investigate some of the current and emerging work in this new and
exciting field. We address briefly some of the motivations. Why evolve robot
bodies or brains, rather than go through a rigorous design process? And why should
we have a particular interest in the creation of specifically humanoid robots, rather
than, say, wheeled robots, or four-legged (quadrupedal) designs?
Following a brief overview of some recent developments in intelligent autono-
mous robotics, we discuss the field of evolutionary algorithms, looking to recent
developments in the evolutionary robotics field. We discuss some of the issues
involved in the evolution of mobile robots both in simulation and on real robots and
the associated “reality gap” issue. Following a discussion of early research in the
field, from the early 1990s, we move on to look at the state of the art in evolutionary
humanoid robotics. We then address the important, but often overlooked area of the
performance evaluation and benchmarking of autonomous robots, and humanoid
robots in particular.
Finally we look briefly to the future—a future where humankind may be
dominated, or even exterminated, by a vastly superior species of evolved humanoid,
or post humanoid robots. Or, as Minsky (1970) is once famously quoted as saying
in an interview with Life magazine, “If we are lucky they might decide to keep
us as pets”.
On the other hand, we might envisage a future where mankind and highly
evolved humanoid robots work side by side in a semiutopian fashion, where
poverty is a thing of the past, all back-breaking and menial tasks will be undertaken
by our robot companions, and humankind will be left free to enjoy lives of
unbridled bliss.
I toyed with several approaches that were helpfully suggested for the writing of this
book. One approach involved the production of an edited book, created by solic-
iting contributions from different authors in the twin areas of evolutionary robotics
and humanoid robotics, and the subsequent collation of these contributions into a
single edited volume. Although this approach had its attractions, I felt that it might
not result in a cohesive text that would specifically address the core topic of
evolutionary humanoid robotics.
There are books that cover the diverse fields of evolutionary algorithms, robot
learning, humanoid robotics, and even specifically the topic of evolutionary
robotics. However, there is no one text that addresses the specific application of
evolutionary techniques to the design of humanoid robots, which is the particular
focus of this text. We will attempt to synthesise all of these ideas, insofar as they
relate to the specific and novel field of evolutionary humanoid robotics (EHR). This
book also provides a summary of the most up-to-date results and developments in
this rapidly evolving area.
There exist other volumes of collated contributions, notably the monumental
Springer Handbook of Robotics, which, although it does not address the topic of
evolutionary humanoid robotics explicitly, is a very useful background reference,
and includes further details relating to the areas of “classical” robotics for
researchers in this area (Siciliano and Khatib 2008). Soon to be published in a new
edition, this weighty tome (over 1,500 pages) contains a wealth of information on
all things robotics, including no fewer than four independent forewords, one of
which was written by the “father of nouvelle AI”, Rodney Brooks. This text also
contains excellent introductory chapters on the separate fields of humanoid robotics
and evolutionary robotics. I recommend that engrossing work as reading matter in
conjunction with this book, together with Springer’s equally weighty Handbook of
Automation, which contains a chapter discussing the use of evolutionary techniques
for automation (Nof 2009).
So it was decided, for the reasons given, to go with an authored text, and what
you have before you is the result of this work. Although this is a relatively slender
tome, it represents the distillation of several hundred research articles, and quite a
number of texts.
Some of the research described relates to my own modest research efforts in the
field, for which I make no apologies. I am more familiar with my own work than
with that of other researchers so this makes sense from an author’s perspective. This
does not, in any sense, imply that this research is of more relevance or overall
importance to the general field.
1.2 Possible Approaches to This Text 3
The core research area addressed by this book is at the intersection of the evolu-
tionary computation approach and the field of humanoid robotics (Fig. 1.1). We will
explore how evolutionary algorithms can be employed in the design of both the
“bodies” and the “brains” of autonomous robots, and of humanoid robots in par-
ticular. The EHR field encompasses a range of disciplines, from research into
human physiology and behaviour to the process of evolution and the control of
systems. Later in this chapter we present a brief outline of some of the core aspects
and disciplines associated with the EHR field.
In Chap. 2 we discuss further the main topics addressed in this book, introducing
the fields of intelligent robotics and evolutionary algorithms. We look at some of
the evolutionary algorithms in current use, focusing especially on those with
particular application in the evolutionary robotics field. We finish this chapter with
a simple example of evolutionary algorithms applied to the control of a simulated
artificial creature moving in a two-dimensional environment.
In Chap. 3 we address the field of evolutionary robotics focusing on some of the
key topics associated with this field, including fitness function design, and the
scalability of results obtained. We briefly outline some of the perceived failings of
the ER field and how these issues are being addressed.
In Chap. 4 we move on to look at research into humanoid robots in particular,
and their simulators. We also address some of the approaches taken to ameliorate
the “reality gap” issue: that is, what do you do when the results obtained in sim-
ulation do not exactly match those obtained on the real robot?
Evolution
Evolutionary Robotics Human Evolution
EHR
Robotics Humanoids
Humanoid Robotics
Fig. 1.1 Evolutionary humanoid robotics (EHR) lies at the confluence of research into the fields
of evolutionary theory and applications, human physiology and behaviour, and autonomous
robotics. It also has close ties with the associated fields of evolutionary robotics, human evolution,
and humanoid robotics
1.3 Outline of the Book 5
Chapter 5 addresses the core topic of the book, looking at the different
approaches taken to EHR. We introduce some of the main application domains,
including bipedal locomotion, dance, and the investigation of human locomotor
skills. We then look at initial research in the field—EHR “prehistory”, looking at
developments from the early 1990s to 2000. The chapter finishes with a simple
illustrative example of the evolution of dance.
In Chap. 6 we look at the state of the art in the EHR field, describing devel-
opments from 2000 to the present day. This chapter is divided into two sections,
initially looking at developments from 2000–2007 followed by an analysis of
research from 2008 to the present day. For convenience, the presentation of
research in the second section is also given in a tabular format, listing details of the
humanoid platform (for embodied experiments), simulator used, application
domain, etc. Both sections are further subdivided into simulated and embodied
experimentation parts; that is, those experiments conducted entirely in simulation,
and those evolutionary experiments in which either some or all of the evolutionary
process is conducted on the humanoid robot, or where the evolutionary process
takes place entirely in simulation, and is subsequently transferred to a real
humanoid robot.
As we move beyond the realm of “proof-of-concept” research on to the area of
producing robust and useful humanoid robots aided by the use of evolutionary
techniques, the idea of the creation of an evaluation framework, together with
benchmarking facilities for robots occupying similar niches in this overall frame-
work, is likely to become an increasingly important issue for future designers. A
core issue here is having some method of comparing experiments and results, each
of which may employ wildly different hardware platforms, and a wide variety of
different evolutionary techniques and associated fitness functions, together with a
commensurately wide variation in the amount of domain-specific information
supplied. We explore these issues further in Chap. 7, paying particular attention to
the current DARPA robotics challenge, and to the ongoing RoboCup initiative.
Then in Chap. 8 we discuss briefly some of the ethical and societal consider-
ations involved in the creation of autonomous agents of broadly humanoid form
whose behaviour we do not fully understand, and certain issues that may arise; and
we conclude in Chap. 9 with a brief look to the future.
We present here a brief outline of some of the core aspects and disciplines asso-
ciated with the terms humanoid, evolutionary, and robotics.
Humanoid—in the shape of and/or acting in a fashion similar to a human being
(man, woman, or child).
Relevant disciplines: psychology, physiology, anatomy, brain sciences, ethics, etc.
6 1 Introduction
1.6 Conclusion
This will not be an uncritical view of the domain of EHR. It is intended as both an
introduction to the field, for those unfamiliar with the application of evolutionary
algorithms to the robotics area, and to humanoid robots in particular, together with a
survey of the state-of-the-art in EHR. As such, we will attempt to present a warts-
and-all analysis of what are perceived to be the current problem areas and how (or,
indeed, if) they may be tackled in the future.
The ultimate thesis of this text is that the evolutionary approach has many ad-
vantages and unique properties as applied to humanoid robot design, certainly in the
medium-to-long-term future. However, in order to encompass the full range of
human motor functionality and/or cognitive ability (if indeed this is the desired
result), then a hybrid approach encompassing elements from evolutionary algo-
rithms, other bioinspired AI techniques such as artificial neural networks and
artificial immune systems, and, yes, even Good Old-Fashioned AI (GOFAI) may be
desirable, if not essential.
I include the caveat “if indeed this is the desired result” in the above sentence, as
I think we (humanity as a whole) are now at the stage where we may need to
consider (perhaps on some sort of collective basis) whether the application of ever-
advancing strides in technology is actually desirable in every field. This may par-
ticularly be the case in areas that have the potential for a profound impact on the
lives of humans in the future, such as advanced autonomous robotics including
humanoid robotics, nanotechnology, and genetic engineering.
In some cases it appears that technology is driving ever-more advanced technol-
ogy without necessarily producing more beneficial results for humans, the end-users.
It could be argued that mankind is now at a level of technological sophistication
where it is not clear that every technological advance can be seen to serve the interests
of the public at large. We will discuss this topic in a little more detail in Chap. 8.
A simple example may illustrate that it is not always the most “technologically
advanced” solution that is the best from a human perspective. Take the case of a
humanoid robot given the task of caring for an elderly or infirm lady. On one level
she will certainly appreciate help in having meals cooked, putting out the rubbish,
hoovering, and the many other menial tasks which she may have difficulty per-
forming on her own. She may even see her robot helper as a companion of sorts.
However, tasks of a more intimate nature, such as helping her in and out of the bath,
etc., may also be required. If the robot acquires, through advanced technology, a too
humanlike appearance and/or demeanour (androidlike in our terminology), and this
is an area where we may find that evolutionary techniques will be of great assis-
tance, this may discomfit the elderly person, who may, for these functions prefer a
more functional and matter-of-fact robot presence. Conversely, of course, there are
other scenarios of an intimate nature where we may imagine that a more human
and/or lifelike presence will lend itself to considerably greater user satisfaction.
Chapter 2
Evolutionary Algorithms and the Control
of Systems
The current rate of progress in the intelligent robotics field is quite astonishing and,
if anything, appears to be happening at an ever-accelerating rate. Each new edition
of the IEEE Spectrum Robotics News, an online publication of the Institute of
Electrical and Electronics Engineers, showcases new developments in advanced
robotics, many of which in their own way might be described as milestones in the
field. For example, as of the time of writing, a robot (quadruped) has just been
developed by the company Boston Dynamics (now owned by Google) which can
run faster (albeit on a treadmill) than the world’s currently fastest man.
Other recent developments described in this online publication include
almost fully autonomous cars capable of navigating safely through urban streets
Here we give a synopsis of the main evolutionary algorithms in current use in the
evolutionary robotics field. We use the term “evolutionary algorithm” after Hoff-
meister and Schwefel (1990), who used the term to cover algorithms which copied
some principles from organic evolution and was meant specifically to refer to both
the genetic algorithms of Holland (1975) and the evolution strategies of Rechenberg
(1973). We use this term to cover the broader spectrum of any algorithms deriving
in some fashion from the Darwinian evolutionary process. These include genetic
algorithms (GA, Holland 1975), genetic programming (GP, Koza 1992), evolu-
tionary strategies (ES, Rechenberg 1973), evolutionary programming (EP, Fogel
et al. 1966), covariance matrix adaptation (CMA, Hansen and Ostermeier 2001),
neuroevolution of augmenting technologies (NEAT, Stanley and Miikkulainen
2002), and the nondominated sorting genetic algorithm II (NSGA-II, Deb et al.
2002). As the genetic algorithm is probably the commonest evolutionary algorithm
currently in use in the evolutionary robotics field, we devote the most space here to
this paradigm. In fact, in our survey in Chap. 6 of the state of the art in the EHR
domain, over 50 % of the research applications used some variant of a genetic
algorithm as their main, or as an ancillary algorithm.
mutation. One starts with an initial population of structures, each of which encodes
a specific solution to the problem at hand. This population is generally, though not
necessarily, chosen at random. Each individual structure may take the form of a
string of bits, or some other representational mechanism.
Of course, in a binary computer everything translates into bits at the end of the
day; however, using, at a higher level, nonbinary representations (e.g., real values)
the mutation and the crossover operators will have to operate in a slightly different
fashion. Holland’s original work demonstrated the ability of simple bit strings to
encode complicated structures and also the power of simple transformations to
improve dramatically the performance of these structures given sufficient time.
To deal with each of the basic operators in turn, mutation (random) provides
background variation and occasionally introduces beneficial modifications into a
structure. Mutation generally just involves changing a bit in the bit string from 0 to
1 or vice versa. Mutation is not assigned the same importance in genetic algorithms
as in some of the other evolutionary algorithms, and so the probability of mutation
is generally kept low. The crossover operation is generally looked on as the key to
the power of the genetic algorithm. Crossover is probably best illustrated by a
simple example (Fig. 2.1).
Assume these two strings encode different solutions to a particular problem
(x1, …, x6 and y1, …, y6 taking either the values 0 or 1). If these two strings are
selected for crossover the first thing to do is to select a crossover point or points.
This crossover point is generally chosen at random, for a single-point crossover on
a bit string of length l an integer position k is selected randomly in the interval 1, …,
l−1. We can then create two new strings by swapping over all bits between the
positions k + 1 and l inclusive.
Returning to our example, assuming a crossover point of 2, Fig. 2.2 shows how
the strings (offspring) after crossover would look.
X= x1 x2 x3 x4 x5 x6
Y= y1 y2 y3 y4 y5 y6
X'= x1 x2 y3 y4 y5 y6
Y'= y1 y2 x3 x4 x5 x6
One entire bit string is sometimes known as a chromosome, with individual bits
being known as genes. Crossover allows for genetic material to be passed from two
chromosomes, which may be termed the parent chromosomes, to a create two new
chromosomes, the offspring. This process allows the offspring to combine beneficial
material from both parents. While some of the other evolutionary algorithms that
we will discuss shortly emphasise mutation as the principal genetic operator,
crossover is the main operator for genetic algorithms (Holland 1975). Without
crossover, for an individual to acquire a beneficial trait requiring two separate
mutations, neither of which on its own is beneficial, one of these mutations must
happen to the parent, and then the second mutation must happen to one of that
parent’s offspring. This is an unlikely occurrence as the probability of survival of
the first mutation will be low given that it will probably not have any immediate
beneficial effect.
The final operator, reproduction, may be viewed simply as a process by which
individual strings are copied according to their fitness. Very fit individuals receive a
large number of copies; poor individuals possibly receive none. We start off with an
initial population of strings, then, by the application of these basic genetic operators
we hope to obtain populations increasing in overall utility. Summarising, a basic
genetic algorithm to solve a particular problem will have the following components,
many of which are shared with the other evolutionary algorithms which we will
discuss shortly:
• a method of representing solutions to the problem in chromosomes
• a method of creating an initial population of chromosomes
• an evaluation or fitness function related directly to the problem environment for
deciding the reproductive capability of individual chromosomes
• basic genetic operators for generating new solutions
• general parameters for the genetic algorithm such as population size, number of
generations, etc.
Figure 2.3 gives an outline of a simple genetic algorithm (SGA) employing the
so-called “roulette wheel” selection method, which simply involves the selection of
an individual with a probability proportional to its fitness.
We are very conscious of the arguments put forward by Matarić and Cliff
(among others) that if the amount of time and energy expended on the design of a
GA for a particular problem, including tuning parameter sets and hand-crafting a
fitness function for the particular problem domain and performing multiple
experiments (necessary, given the inherently stochastic nature of evolutionary
algorithms), exceeds the time required to hand-produce a particular control algo-
rithm (or body design), then the use of evolutionary algorithms may not, indeed, be
appropriate (Matarić and Cliff 1996).
With this caveat in mind, the author has been struck by the power of the simple
GA to eke out solutions in complex problem domains. It may well be that using, for
example, real-value encoding, tournament selection or some other selection pro-
cedure, or adaptive mutation or crossover operators will result in a more efficient
search, but the power and beauty of the simple GA is that it works sufficiently well
2.3 Evolutionary Algorithms 13
Begin SGA
y
Perform crossover:
(Ran(0,1) < Pc?)
G(t+1) full?
Set t=t+1
n Perform mutation:
t = tmax? (Ran(0,1) < Pm?)
y
y
Finish SGA
Unlike genetic algorithms, which in their most basic form operate on fixed-length
binary strings, the genetic programming approach involves the evolution of pro-
grams of varying complexity. GP has been employed from the earliest days of
research in the evolutionary robotics field. For example, in 1995 Gritz and Hahn
used genetic programming for the generation of articulated figure motion, including
the training of a simple simulated humanoid to perform a number of tasks, which
included pointing and touching objects (Gritz and Hahn 1995). John Koza, the
preeminent researcher in this field, has written several books on the subject, the first
of which (a classic in its field) was published in 1992 (Koza 1992).
Details of these experiments were not provided, but my interest was by now
sufficiently aroused to begin experimentation. My initial formulation concerned a
simulated “beast no. 1” which would roam, as in the previous experiments, a two-
dimensional world of squares containing a single food element. The size of the
world was 16 × 16 squares, and 4 actions were possible, as in Cecconi and Parisi’s
experiments: to move one square in the direction being faced, to turn left, to turn
right, or to do nothing. Sensory input to the beast was very simple, consisting of one
of four inputs, either the food is forward (of the facing direction of the beast) to the
left, to the right, or behind (Fig. 2.4).
The overall controlling program “Reality” called the two main routines, “Beast”,
for controlling the simulated creature, and “Genops” the genetic operators sub-
routine controlling the production of new generations of “creatures” by selective
reproduction (“Newgen” and “Select”) and the application of the genetic operator of
mutation. No other genetic operators were allowed, which was in keeping with the
description of Cecconi and Parisi (1989).
Each beast was designed to operate as a stochastic automaton where the network
weights represented the probability of transition from one state to the next. How-
ever, rather than updating the probabilities after each action (which assumes some
sort of teacher or supervised learning, we assume that updating only takes place
after a sequence of actions leading to either a successful (food is found) or
unsuccessful (no food) outcome. As we are using an evolutionary algorithm to
update the networks’ weights, we are faced with the task of the encoding of the
network structure in the chromosome. We chose a fixed chromosome structure of
32 bits arranged as in Fig. 2.5 (Eaton 1993b).
18 2 Evolutionary Algorithms and the Control of Systems
Food forward
Food behind
In the initial experiments connections were first-order, i.e., the next action
depended only on the present position of the food relative to the beast.
The chromosome encodes the probability of taking a particular action on the
next time step based on a particular input. The probability of selection of individual
actions were encoded two bits per weight using normal binary values which we
then normalised so that the sum of the probabilities of action for a particular input
was equal to one. As an example, assume that the food is currently ahead of the
beast and the first eight bits of the chromosome are as in Fig. 2.6.
The probability of the beast remaining in the same position for this time step
may be calculated as follows:
ValðstayÞ
PðstayÞ ¼ P ð2:1Þ
Vals
2.4 Evolutionary Algorithms for Control—A Simple Example 19
0 1 1 0 0 1 1 1
bit 0 bit 7
1
PðmutationÞ ¼ ð2:2Þ
fitness
where the fitness of an individual was based on the number of successful runs over
a number of trials combined with the number of steps per trial. Specifically:
XT
1
fitness ¼ 2N ð2:3Þ
C
i¼1 i
where N is the number of successful food runs in T trials, i.e., the number of times
the beast successfully located the food with the beast and food being located at
different randomly chosen locations for each run. Ci is cycle time per trial, i.e., the
number of steps per trial. If the beast has not located the food after 10,000 time
steps the trial is terminated, and this serves as the cycle time for this trial. The
number of trials, T, was set equal to 10 for all simulations described here.
Once the system had been run, over typically 60 generations, the results were
collected and graphs generated of maximum and average fitness per generation
together with output showing the types of paths that the creatures took in locating
(or not) the food. Interesting results were obtained; in general with the creatures
learning to locate food early in the evolutionary process.
It is intriguing to note that the seemingly correct deterministic solution.
20 2 Evolutionary Algorithms and the Control of Systems
Algorithm FINDFOOD
While food-not-found
If food-ahead then
move-forward
else if food-to-right then
turn-right
else if food-to-left then
turn-left
else turn-left or turn-right
End If
End While
does not, in fact, work (interested readers might like to confirm this for themselves).
The author found this, to his surprise, when he decided to upstage the evolutionary
algorithm with some expert knowledge!
Chapter 3
Evolutionary Robotics (ER)
For many researchers ER translates into evolutionary motion design for (mobile)
robots. However, from the perspective of natural evolution the environment the
organism finds itself in (together with the imperative to survive and reproduce), is to
an extent the fitness function, and an extremely complex fitness function at that.
There is a question commonly asked by those skeptical of the power of natural
evolution to evolve, without external intervention, complex organisms up to and
including humans (and there are quite a few). This question relates to how evolution
in nature manages to scale up from the production of simple organisms such as
viruses and bacteria, to highly complex organisms such as the primate eye. A
similar question currently arises in artificial evolution—how to move from the
evolution of relatively simple behaviours (obstacle avoidance, wall following, etc.)
to more complex ones. Any answers to this question found in the field of artificial
evolution might provide pointers to solutions to the similar question as posed in
natural evolution. Indeed, Eiben and Smith (2003, p. 263), in their book Intro-
duction to Evolutionary Computing suggest that
It could be argued that evolutionary robotics is the field where human engineers and
scientists most closely approach natural evolution.
A landmark article in recent years was by Nelson et al. (2009). This article, not
uncritical of the field in general, surveyed the different fitness functions used over
the years by a range of different authors, and evaluated and categorised these
3.3 Fitness Functions for Evolutionary Robotics 23
seven basic classes, based on the degree of a priori information that is incorporated
into the fitness function design.
Their classification of fitness starts with training data fitness functions, which
basically corresponds to a supervised learning scenario where a robot is trained to
replicate behaviours displayed by a human or some other training agent. This
classification ranges at the other end of the spectrum to aggregate fitness functions,
which correspond in a certain sense to a reinforcement learning scenario, where
only minimal feedback information is provided. This might correspond, for
example, to the case of bipedal locomotion in a humanoid robot, using just the
distance traveled (perhaps in the forward direction) before falling, or before a
prespecified time limit. In between these two extremes they specify several
other categories including behavioural, tailored, incremental, and competitive.
Behavioural fitness functions, while not exactly saying what the expected response
is to every input, do measure aspects of how the robot is acting (joint trajectories,
etc.) rather than particular outcomes (distance travelled, etc.).
Tailored fitness functions, which form the majority of fitness functions surveyed
in their study, and also in this book, combine aspects of both behavioural fitness
functions and aggregate fitness functions. The authors give an example of such a
function in a phototaxis task, where there could be an input to the fitness function
which depends on the distance of the robot from the light source (aggregate
function), but which also averages the distance the robot spends pointing in the
direction of the light source (behavioural).
Nelson et al. identify two distinct forms of incremental evolutionary processes in
their survey, using what they term functional incremental fitness functions and
environmental incremental fitness functions. Evolutionary processes using the
functional incremental fitness function approach are generally just referred to as
“incremental evolution” or “staged evolution” in the literature. Incremental evo-
lution simply involves the experimenter incrementally increasing the complexity of
the evolved tasks as the evolutionary process proceeds, and this is a technique that
has been employed by experimenters since the earliest days of research in the
evolutionary robotics field. Both de Garis’s and Lewis et al.’s early experiments in
the evolutionary robotics field (which are discussed in our EHR prehistory section)
used a form of incremental evolution (de Garis 1990a–c; Lewis et al. 1992). Of
course, the use of incremental evolution requires some a priori knowledge on the
part of the experimenter in deciding where to make the “breaks” in the evolutionary
process, thus guiding the course of evolution to the extent that in a certain sense the
evolved controllers might not be considered to exhibit truly novel behaviours
(Nelson et al. 2009). While functional incremental evolution is quite a common
approach taken by ER experimenters, the other form of incremental evolution
described in this article, using environmental incremental fitness functions, is not so
commonly used. This involves, rather than augmenting the complexity of the fitness
function over the evolutionary process, instead increasing over time the difficulty
and/or complexity of the environment in which the robots must operate.
3.3 Fitness Functions for Evolutionary Robotics 25
This process of dividing a complex task into a group of simpler subtasks also has
broad parallels in Brooks’s subsumption architecture, where complex behaviours in
organisms are generated by many simpler behaviours operating in parallel. In
subsumption architecture layers (Brooks 1991) “are added incrementally, and
newer layers may depend on earlier layers operating successfully, but do not call
them as explicit subroutines”.
A final type of fitness selection discussed in this paper is that of competitive and
cocompetitive fitness selection. Of course, in a certain sense all forms of evolution
involve a competition of sorts between individual members of a population for the
right to reproduce and/or pass their genes on to later generations. However, com-
petitive fitness functions involve direct competition between individual members of
a population in the sense that the behaviour of one individual directly affects the
others’ behaviour and potentially the fitness that will be associated with those
individuals. An interesting early example of competitive evolution was described
by Sims (1994b), who describes an environment where two simulated creatures
fight for control of a cube, each creature being encouraged by the evolutionary
process not only to quickly approach the cube, but also to actively attempt to keep
their opponent away. The winner in this instance was the creature closest to the
cube after a set period of simulated time. Cocompetitive evolution involves
two distinct populations performing distinct tasks competing against each other;
a typical example here could be the coevolution of populations of predator and
prey robots.
One type of fitness evaluation not discussed in detail in this survey is that
involving interactive evolutionary computation (IEC). IEC involves replacing the
objective function as used in the majority of EA applications in the robotics domain
with a subjective evaluation of the performance of the robot based on the experi-
menter’s opinion, or the opinion(s) of an independent observer, or group of
observers.
This approach has been employed from the earliest days of research into the ER
field including Lewis, Fagg and Solidum’s pioneering work on the use of a GA in
the control of a six-legged insect (which also incorporated a functional incremental
approach) (Lewis et al. 1992). It is commonly employed when there is difficulty in
constructing an objective fitness function due to the subjective nature of the
problem domain, such as in the evaluation of dance routines, or in the appraisal of
visual art or music.
It could be said that the design of a tailored (or behavioural) fitness function is, in a
sense, a form of interactive evolutionary computation, with the researcher him/
herself forming the human component in evaluating the behaviour produced by the
fitness function over a number of generations, and then tweaking the function in
order to bring the observed behaviour closer to the “desired” outcome, whatever
26 3 Evolutionary Robotics (ER)
Start EA process
Tweak/ modify
fitness function/ Run EA over a certain number of generations
EA parameters
based on previous
experience(s)
No Evolved behaviours
sufficiently close to those
desired?
Yes
Finish
Fig. 3.1 Design of a tailored fitness function as a form of interactive evolutionary computation
3.3 Fitness Functions for Evolutionary Robotics 27
this might be. Quoting from Nelson et al. (2009) relating to behavioural and tailored
fitness functions
These types of fitness functions are formulated by trial and error based on the human
designer’s expertise.
See Fig. 3.1 for an outline flowchart illustrating this general idea. Of course,
other aspects of the evolutionary process may also be chosen on this empirical
basis, such as crossover and mutation probability, choice of genetic operators, etc.
To recap, the notion of the creation, by an iterative process, of a fitness function
itself is, in a sense, a form of interactive evolutionary computation. We note that, of
course, the idea of having a “meta” evolutionary algorithm explicitly operating at a
higher level in order to choose factors such as mutation and crossover rates, etc., is
not new. For example, in Grefenstette (1986) the author used a metalevel GA to
choose six separate parameters for a lower-level GA, including mutation and
crossover rates, population size, and whether an elitist or nonelitist survival strategy
was employed.
Much work in the ER community has been involved in the evolution of “inter-
esting” behaviours. We would like to briefly explore what it is that makes a
behaviour interesting in the eye of the researcher, and the level of domain-specific,
or a priori knowledge or information which the researcher supplies as related to the
“interestingness” the evolved behaviour exhibits. As Nelson et al. (2009, abstract)
put it,
The underlying motivation… is to identify methods that allow the development of the
greatest degree of novel control, while requiring the minimum amount of a priori task
knowledge from the designer.
For example, in the field of evolutionary humanoid robotics (EHR), where the
goal is to evolve aspects of the behaviour and/or morphology of a robot which has
human-like characteristics, if we use a bipedal robot with two arms, one evolved
behaviour could consist of the robot flailing around wildly on the floor, with no
apparent purpose. To most observers this would be considered an uninteresting
behaviour. On the other hand, the robot could behave in a highly predictable
fashion, performing a single simple movement in a repetitive fashion, for example,
raising one arm and then lowering it repeatedly. Again, to most observers this
would constitute an uninteresting behaviour. However, if the evolutionary process
produced another movement, again rhythmic, however, this time moving one foot,
and then the other in sequence, bending its knees, and moving its arms in such a
fashion that it avoids falling over—then this behaviour would be considered
interesting to most observers—“Look it can walk!” (or dance, or whatever).
28 3 Evolutionary Robotics (ER)
It is probably fair to say that the EHR field is still in a stage of relative infancy—the
topic of evolutionary robotics is a little more than 2 decades old, and the first
articles addressing the application of evolutionary techniques to recognisably
humanoid robots in particular appeared not much more than a decade ago. It may,
however, be legitimately argued that 2 decades (for the evolutionary robotics field
in general), while a short period by the standards of most disciplines, is still a
substantial length of time in terms of the still relatively youthful domain of robotics
in general, and certainly in the more specific area of autonomous mobile robots.
Why, then, does this subject remain a “fringe” topic for many researchers in the
field, and why in many university robotics curricula is the topic of evolutionary
robotics consigned very much to the edge of the curriculum? Perhaps there is
perceived by some to be a certain sense of fragmentation and disillusionment within
the evolutionary robotics community, from the early heyday of Floreano, Cliff, and
Sims’ (and many others) work in the early 1990s, where it seemed anything
(and everything!) might be possible. A certain sense of disenchantment with the
field seems to have crept in where one is almost reluctant to say precisely what
one’s field of research is at international robotics conferences for fear of not being
taken too seriously. As Stanley (2011) points out, evolutionary robotics might not
yet be considered a mainstream topic in robotics.
The field of evolutionary robotics in the early 1990s might be compared to a
certain extent to the fledgling Artificial Intelligence (AI) movement in the early
1950s in that very great things were promised, with possible huge benefits to
humankind. In the now famous Dartmouth summer research project (McCarthy
et al. 1955) on AI it was proposed to conduct a 2-month study on
how to make machines use language, form abstractions and concepts, solve kinds of
problems now reserved for humans, and improve themselves
It was considered that “significant advances can (could) be made in one or more
of these problems” if a “carefully selected group of scientists” worked together for a
2-month period!
The pioneering computer scientist Alan Turing was no less optimistic in his
landmark publication “Computing Machinery and Intelligence”, published 5 years
earlier (Turing 1950). Turing believed that
3.5 Why Is ER Still a “Fringe” Topic for Many Robotics Researchers? 29
at the end of the century [i.e. the year 2000] the use of words and general educated opinion
will have altered so much that one will be able to speak of machines thinking without
expecting to be contradicted
Strong stuff indeed. And while great advances have indeed been made in various
fields of AI, including computer vision, natural language recognition, object clas-
sification, and so on, this has been over a period of some 60 years, not the 2-month
period rather optimistically forecast by John McCarthy, Marvin Minsky, and others
at the Dartmouth summer school. And while great advances have also been made in
areas such as expert systems and automatic reasoning, very few of us even today
would say that computers yet have the ability to think.
And so this is, perhaps, to a certain extent the situation in the evolutionary
robotics field. Much was expected, which by and large has not yet been delivered to
date. And although the field is still relatively young (about 20 years old) compared
to the AI field, perhaps it is now worth briefly looking at some of the areas where it
has delivered results, and some where it has not lived up to early expectations. We
will also look at some of the reasons behind these failures and how these obstacles
might be overcome, and finally perhaps take a pragmatic look into the future and to
the contribution of evolutionary robotics to the development of the increasingly
complex and sophisticated mobile robots of the future.
There are four specific areas which we feel will be critical in the success of the
application of evolutionary techniques to humanoid robots and to robots in general.
These are the issues of:
(1) The level of incorporation of a priori fitness function knowledge of the problem
domain in question. In some instances, the creation of carefully crafted and
complex tailored fitness functions, honed to a specific problem domain, may
involve a similar level of difficulty to that of directly hand-coding a solution to
the problem in hand. There is thus a perception that many fitness functions are
overly finely tuned—why not just put all of this effort into hard-coding the
behaviours instead? As Matarić and Cliff (1996) succinctly put it
For a real reduction in human effort, the effort expended in designing or configuring the
evolutionary system should be less than that required to manually design or configure the
robot controllers that it produces.
It was found that much of the research made use of fitness functions that were selective for
solutions that the researchers had envisioned before the initiation of the evolutionary
processes. The degree to which features of evolved solutions reflected a priori knowledge
on the parts of the human researchers varied.
(2) Crossing the “reality gap” from simulation to embodied robotic implementa-
tion where behaviours evolved in simulation are not guaranteed a successful
transition to the real robot.
Because of the potential for damage to both the robot and to its environment
involved in evolving behaviours on real robots (especially true in the case of
attempting to evolve from scratch behaviours on an adult-size humanoid robot),
together with the time scales involved, some or all of the evolutionary process is
generally consigned to simulation. However, if the simulator used does not faith-
fully represent the robot and its environment, difficulties arise in the transfer of
evolved behaviours from simulation to the real robot—this disparity of behaviours
is termed the reality gap. We discuss this issue further in Chap. 4.
(3) Overcoming the “scalability barrier”, which involves using evolutionary
techniques in the generation of increasingly more complex behaviours, rather
than the relatively simple “proof-of-concept” behaviours favoured by many
researchers to date. Relating to the perceived lack of ability of solutions
obtained from the ER community to “scale up” to real-world problem domains
consisting of multiple goals and complex task sets, Nelson et al. (2009)
suggest
The fundamental question of how to select for truly complex intelligent autonomous
behaviors during evolution remains largely unanswered and evolutionary robotics remains
somewhat on the fringes of autonomous robotics research.
(4) The issue of benchmarking of results, given the wide variety of different
simulators, robotic platforms, and tasks under consideration.
Doncieux et al. (2011) put forward a cogent set of arguments in this regard in
their recent article “Evolutionary robotics: exploring new horizons”. They argue
that much of the work done in the evolutionary robotics field to date has been
concerned with proof-of-concept type experiments, to determine the feasibility of a
particular evolutionary approach to a robotics problem domain, be it simulated or
embodied. However, they suggest that, in many cases, authors fail to build on
previously reported experiments, preferring to create new systems from the ground
up. This, of course, can also lead to issues such as problems with the verifiability of
results and with the evaluation and benchmarking of different experimental results,
in order to create controllers and/or robot morphologies of increasing utility. This is
a topic we return to in more detail in Chap. 7. They suggest that to mature as a
discipline “ER need[s] less proofs of concepts and more solid results”.
Summarising then, some of the currently perceived failings/shortcomings in the
ER field are:
3.5 Why Is ER Still a “Fringe” Topic for Many Robotics Researchers? 31
All of these issues are being addressed, in one form or another, by members of the
ER community. For example, the reality gap issue in particular has been mitigated
to some extent, in recent times, by the introduction of flexible simulators with
accurate physics engines capable of reproducing, with high accuracy, complex
evolved behaviours. However, this, on its own, may not be enough; a number of
researchers are actively looking at ways to reduce this gap through a variety of
ingenious techniques. We present a synopsis of some research results in this area in
the next chapter.
Regarding scalability of results, a number of researchers are actively working on
solutions that will both scale up to real-world problem domains, and that will not
require carefully crafted fitness functions in the process.
The issue of performance evaluation and benchmarking is of significant
importance in order for the field evolutionary robotics, and autonomous mobile
robotics in general, to move forward. We consider this topic to be of sufficient
importance to devote all of Chap. 7 to it.
In general, perhaps we need to have a certain sense of pragmatism in realising that,
for the creation of real-world systems, evolution on its own may not be enough: this
approach may not be the solution to all problems relating to the design of controllers,
sensors, and morphology of autonomous mobile robots. This involves a realisation
that it may be necessary to sensibly combine our research results with robotics
practitioners of a more conventional bent. We note here that the issue of bench-
marking in particular is one which affects not just evolutionary robotics researchers,
but many other researchers in the autonomous mobile robot research field.
It is this author’s view that, in the future, evolutionary techniques, maybe not on
their own, but in conjunction with (and perhaps even forming the gel that binds
together) several other AI methodologies (both symbol-based and non-symbol-
based), will form a core component in the construction of future lifelike humanoid
robots of great utility to mankind.
In conclusion, it seems clear that evolutionary techniques will play a significant
role in the development of future humanoid robots. Exactly the scale of that con-
tribution is not yet clear; however, there exists a clear proof of concept in the
overarching power of the natural evolutionary process: humanity itself.
Chapter 4
Humanoid Robots, Their Simulators,
and the Reality Gap
The field of humanoid robotics is concerned with the creation of robots which are
broadly humanlike in their behaviour, their morphology, or both. The definition of
what constitutes a humanoid robot is quite broad in the literature, so in this chapter
we suggest our own abbreviated taxonomy. The idea of the creation of a being in
mankind’s own image harks back into the realms of prehistory, one could even say
back to the Genesis creation narrative, where a new creature named woman
“because she was taken out of Man” was created from the rib of Adam.
More recently there has also been the trend, with advancing technology, to create
startlingly humanlike humanoid robots, thus triggering the so-called uncanny valley
effect (Mori 1970). If, however, we define a humanoid robot in a broader sense as a
robot which is simply designed to operate in environments designed for human
inhabitants (our level “built for human” or BFH), then this robot may, in fact, look
nothing like a real human.
Although there has been an explosion in published literature and research
related to humanoid robotics in the last few years, the vast majority of this
research has been “nonevolutionary” in nature, so the task of writing this book is
not as daunting as it might seem at first sight. What has been more difficult has
been delving into the main strands of disparate research that lead to the field as it
stands today.
We outline here a few of the areas in which humanoid robots may find application
in future years; these include:
• areas in which humans normally operate which may involve unpleasant,
dangerous or tedious work (the so-called 3 Ds—dirty dangerous, or dull), or
some combination of these three types of unattractive labour
• home help
• care of the young, the elderly, and/or the infirm
• entertainment applications (in a broad sense)
These are some of the early application areas where humanoid robots may be
seen to replace and/or augment human labour. In the first category, these robots
may be generally seen as a boon, relieving humans of unpleasant or dangerous
tasks. Of course, in developing economies such robots might be seen as a threat to
the livelihood of many workers on the margins of society, who are barely eking out
a living, such as those scavenging for items on waste dumps. However, it is
unlikely that it would be economically viable to use expensive humanoid robots for
such a task, so such livelihoods, such as they are, are safe. In the third category also
(including care of the elderly and/or the infirm) humanoid robots are also generally
likely to receive a warm welcome, certainly in developed economies such as Japan
and Italy, with rapidly ageing populations. As regards home helps, humanoid robots
may well be seen, in the not so distant future, as useful tools, just like the washing
machine or the Hoover, which it is likely that most households of reasonable
income will aspire to own. Unlike in the earlier part of the 20th century, most
households except the most affluent do not have servants, so it is unlikely that much
human labour will be displaced. Of course, we could also take the example of
poorly paid “day labourers”, who may operate on a cash basis. In this instance,
humanoid robots, of a reasonable cost, might indeed threaten livelihoods. In the
final category (entertainment robots) it is probably likely that, certainly in the initial
stages, humanoid robots will augment rather than displace humans.
However the picture overall is not entirely rosy. It is interesting that Alan Turing,
in his 1951 essay “Intelligent Machinery, A Heretical Theory” [published posthu-
mously, and reproduced in Copeland (2004)], saw the possibility of great objections
to the construction of such machines from two main sources. One source he
identified as coming from religious groups. The other source he identified was
coming from “intellectuals who would be afraid of being put out of a job”. Looking
to the future, the first wave of “intelligent” humanoid robots is very unlikely to pose
a major challenge to academics, teachers, engineers, physicians, and anybody who
holds a position of moderately complex intellectual or physical nature, or anybody
4.1 Introduction to Humanoid Robotics 35
Many of the robots discussed in the next section (e.g., the Nao or the Bioloid
humanoids), which are currently used in EHR research, would not actually qualify
as “humanoid” if our criterion is the level n BFH—that is, that they are capable of
operating in “built for human environments”. They are simply too small.
However, given that their morphologies are similar, in a broad sense, to those of
humans, we would hope that the behaviours evolved in these robots would transfer
without too much effort to a “full-sized” (child- or adult-sized) humanoid. This is an
issue which we will touch on again later in this chapter, in our discussion on
techniques to bridge the reality gap.
Looking through the different experiments conducted in applying evolutionary
techniques to humanoid robots over the years, one thing becomes clear: the wide
variety of robotic platforms and their associated simulators which are used by
researchers. If any “standard” platform/simulator can be said to have emerged in
recent years, it is that of the Nao humanoid robot and its associated Spark simulator,
probably due to its adoption as the RoboCup standard platform league robot in
2008, replacing the previous incumbent, the Sony Aibo quadrupedal robot.
As it is possible to describe many different robots that would fall within the gen-
erally accepted category of humanoid, which, however, would vary wildly in
intellectual and physical capabilities, here we attempt to outline a brief taxonomy,
to differentiate between robots with different characteristics. Note that this taxon-
omy should not be seen as set in stone, instead it could be viewed as a useful
starting point in this regard. See Bar-Cohen et al. for another discussion on the
topic, together with a list of terms commonly used to describe robots with
humanlike features (Bar-Cohen et al. 2009).
We note here that, inherent in our discussions of the different types of humanoid
robots, we only include robots which incorporate the notions of embodiment and
locomotive abilities of some sort. These restrictions exclude robots which exist
purely in simulated form such as robots involved in the RoboCup simulated
humanoid robot league, and robots such as the MIT COG project of the late 20th
36 4 Humanoid Robots, Their Simulators, and the Reality Gap
century, which involved the construction of a robot whose upper body was broadly
humanoid, and had significant cognitive capabilities, but which did not possess
locomotive ability (wheels or legs). This is not to say that these robots should not
fall within a more general categorisation of humanoid robots, just that they do not
fit within this particular taxonomy.
Indeed, about half of the research projects discussed in the next chapter on the
current research projects in the EHR field involve robots that exist in simulation alone.
Here, then, is our outline taxonomy for n + 1 separate levels of embodied humanoid.
Identical to humans in every physical and behavioural aspect, except for obvious
differences in the eating of food, drinking liquids, passing of bodily wastes, etc.
Would not normally be able to distinguish from a human, using normal human
senses. Could be termed “replicant level”.
Not quite at the replicant level, but very close in every aspect to human morphology
and behaviour. Very high levels of intelligence and dexterity. Could be termed
“android level”.
…here we may skip some level(s) depending on the details of the final taxonomy
employed…
Could not be mistaken for a human, however, has the broad morphology of humans—2
arms, 2 legs, bipedal, stereo vision, and auditory facilities. Reasonable intelligence and
dexterity however may be confined mainly to a limited task set. Could be termed
“inferior humanoid level”, or “IH level”.
4.2 Our “Definition” of Humanoid (Levels of Anthropomorphicity) 37
Looks quite unlike a human, however, has the broad morphology of humans, has
either bipedal or multipedal capabilities; may also be wheeled. Limited intelligence
and dexterity, generally confined to a limited task set. Could be termed “human-
inspired level”, or “HI level”.
4.3.1 Introduction
Probably the commonest humanoid robot platform currently used in EHR experi-
ments is the Nao robot from Aldebaran robotics (Fig. 4.1). A variety of behaviours
have been evolved using this robot, including omnidirectional walking, dance, ball
kicking (for RoboCup applications), and dance choreography. Another commonly
38 4 Humanoid Robots, Their Simulators, and the Reality Gap
used platform is the Bioloid humanoid robot (assembled from a kit) from Robotis,
Inc., Korea (Fig. 4.2). This robot has been used as the basis for the development of
walking in a variety of environmental conditions, headstands, standing up, and in
the evolution of dance using noninteractive evolutionary techniques. The Human-
oid for Open Architecture Platform (HOAP) series of robots from Fujitsu, Japan,
has been used in a variety of ER experiments including walking, the generation of
cooperative dance and kicking motions, and for the evolution of yoga motions.
Among the “full size” humanoid robots employed are the Exciting Nova on
Network (enon) wheeled robot, also from Fujitsu (see Fig. 4.3), the Dexter “adult
size” humanoid from Anybots, Inc. USA, and the iCub humanoid, designed to be
the same size as a 3-year-old child (Fig. 4.4). Table 4.1 summarises some of the
important characteristics of recent humanoid robots which have been used as the
4.3 Brief Overview of Selected Humanoid Robot Platforms 39
As we have just mentioned, there is such a wide variety of humanoid robot plat-
forms either in use or under development today that we will just discuss briefly here
what we see as the most important platforms. None of these robots have, to this
author’s knowledge, yet been used in an evolutionary robotics context. This does
not, of course, confirm that this is the case, since research may be ongoing which
has not yet been submitted for publication. There also exists the possibility, given
the possible huge potential commercial applications of these robots, that research is
being conducted which is not intended for publication, for commercially sensitive
reasons. There is also undoubtedly research being conducted into the potential
military applications of autonomous humanoid robots for battlefield applications;
whether any of this research is evolutionary in scope is outside this author’s sphere
of knowledge. However given the potential advantage that could be gained by
40 4 Humanoid Robots, Their Simulators, and the Reality Gap
[Link] ASIMO
Since its first introduction in 2000, and following many years of research and
development in the field of humanoid robotics, starting with the E series in the
1980s and early 1990s, it is probably fair to say that, in many people’s eyes,
Honda’s ASIMO (standing for Advanced Step in Innovative Mobility) remains the
archetypal humanoid robot. ASIMO can both walk and run (at speeds of up to
4.3 Brief Overview of Selected Humanoid Robot Platforms 41
Manufacturer/ Humanoid Degrees of freedom (DOF) Example of evolved application(s) Dimensions: Weight (kg)
developer platform height
Anybots Inc., Dexter 12-DOF Generation of bipedal locomotion (in An ‘adult- Not specified
USA simulation only); generation of standing size’
balance for the robot in both simulation humanoid
and in reality robot
Korea Institute Humanoid robot 35-DOF Generation of ball-catching type 150 cm 67
of Science and ‘MAHRU’ movement
Technology
(KIST), Korea
Fujitsu, Japan Frontech enon 16-DOF in total (Head: 2- Performing as an exhibition guide robot 130 cm Approximately
(Exciting Nova DOF, Drive wheels: 2-DOF, 50
on Network) Arms: 5-DOF per arm,
service robot, Hands, 1-DOF per hand)
wheeled
Yamagata Bonten-Maru I 23-DOF Gait synthesis, stair climbing 120 cm 32
University,
Japan
EU project iCub humanoid 53-DOF in total Reaching and grasping tasks, modelling 105 cm 24
RobotCub robot those of human infants, applied to a 14-
DOF model of the iCub humanoid robot
(simulation only)
Aldebaran Nao humanoid Various: 14, 18 and 25 Dance generation; omni-directional 58 cm (Nao 4.3
Robotics, robot degrees of freedom. walking for RoboCup applications; NextGen)
France Specialised 21-DOF model humanoid robot walking, comparing three
used for RoboCup different learning algorithms; evolution of
competition dance choreography
(continued)
4 Humanoid Robots, Their Simulators, and the Reality Gap
Table 4.1 (continued)
Manufacturer/ Humanoid Degrees of freedom (DOF) Example of evolved application(s) Dimensions: Weight (kg)
developer platform height
KAIST Robot HSR-VIII 26-DOF Footstep planning for a humanoid robot in 53 cm 5.5
Intelligence the presence of obstacles (in simulation
Technology only)
(RIT) Lab,
Korea
Fujitsu, Japan HOAP-2 25-DOF Evolution of 2 asymmetric yoga motions, 50 cm 7
(Humanoid for 11 and 14 joints (DOF), respectively
Open
Architecture
Platform) robot
Fujitsu, Japan HOAP-1 robot 20-DOF Generation of various motions for 48 cm 5.9
humanoid robots including cooperative
dance and kicking using IEC. Optimise
motions generated using conventional GA
Robotis Inc., Robotis Bioloid 18-DOF Generation of bipedal locomotion for 40 cm (Type 1.7
Korea humanoid normal, low-friction, and reduced-gravity A humanoid)
4.3 Brief Overview of Selected Humanoid Robot Platforms
[Link] HRP-4C
The main initial design goals for the HRP-4C robot were
(A) Capability of bipedal walking
(B) Realistic figure of a human being
(C) Configuration to imitate humanlike motion
while design goal (B) was adapted after some consideration to be
(B) Realistic figure of the average young Japanese female
HRP-4C has 42 DOF in total and weighs 43 kg and is capable of humanlike
movement, including bipedal locomotion and dancing. Recent hardware improve-
ments have increased the obvious potential applications of HRP-4C in the enter-
tainment industry (Kaneko et al. 2011).
The robot S-One from SCHAFT, Inc., a company operated by group of
researchers who left Tokyo University to develop this robot, is based on the HRP-2
humanoid robot. This robot recently won first place in the DARPA Robotics
Challenge trials scoring a total of 27 points, out of a potential maximum of 32
points.
[Link] HUBO2/HUBO2++/KHR-4
HUBO2 is the latest in the HUBO series of robots which has origins in the year
2000 with the KHR-0 robot, which was a bipedal robot without arms or an upper
body, developed in a machine control laboratory in KAIST (Korea Advanced
Institute of Science and Technology). This research was inspired, in part, by
Honda’s newly unveiled ASIMO. The KHR-1 robot followed in 2003 and KHR-2,
which was fully humanoid in shape, with a head and functioning hands, followed in
2004. The KHR-3, then titled HUBO, was developed and in 2005, in order to
celebrate the 100th anniversary of the announcement of the theory of special rel-
ativity. KAIST and Hanson Robotics joined forces to create Albert HUBO, a
4.3 Brief Overview of Selected Humanoid Robot Platforms 45
variant of the KHR-3, with the addition of a realistic animatronic head modeled on
the famous scientist (Oh et al. 2006). This added head allowed for the generation of
a variety of expressions emulating surprise, happiness, sadness, etc.
The HUBO2 robot, also known as KHR-4 was developed in 2009, and has a
total of 40 DOF. It has a height of 1.25 m, weighs 45 kg, and is capable of walking
at 1.5 km/h and running at 3.6 km/h. HUBO2++ is a variant of HUBO2, taking into
account issues of “users’ convenience” (Heo et al. 2012).
Variants of HUBO2 were entered by two teams for the United States
Defense Advanced Research Projects Agency (DARPA) robotics challenge, team
DRC-HUBO based at Drexel University, and Team KAIST.
[Link] Atlas/PETMAN
One of the most impressive humanoid robots in existence at the present time is the
Atlas humanoid robot, developed by the American company Boston Dynamics,
now owned by Google. This robot was based on the PETMAN robot, said to be
designed for testing chemical protective clothing, whose prototype (PetProto) in
turn was derived from existing the existing BigDog robot (Raibert et al. 2008).
These robots were developed using funding and oversight from DARPA. Atlas
stands approximately 1.8 m tall, and weighs 150 kg, using a construction based on
titanium and aircraft-grade aluminium.
As of the time of writing at least six of the teams competing in the 2015 finals of
the DARPA Robotics Challenge (DRC) will use robots based on the Atlas
humanoid; all of these teams will, in addition qualify for DARPA funding. The lead
organisations behind these teams are the Florida Institute for Human and Machine
Cognition, the Massachusetts Institute of Technology, TRACLabs, Inc., a collab-
oration between Worcester Polytechnic Institute and Carnegie Mellon University,
Lockheed Martin Advance Technology Labs and a joint collaboration between TU
Darmstadt Germany, TORC Robotics, Virginia, USA, Oregon State University, and
Virginia Tech.
Atlas has 28 degrees of freedom, and is capable of independent operation,
however, it is often operated tethered to an external power supply, which also
serves to maintain stability. The PETMAN humanoid, on which Atlas is based, was
designed with a body shape closely conforming to a 50th percentile male body
shape (Nelson et al. 2012).
4.3.4 Conclusion
This concludes our brief survey of the state of the art in humanoid robots, both
those which have been the subject of evolutionary experimentation and also some
notable current humanoids. Of course, this discussion is in no way comprehensive,
and the reader is directed to the survey articles mentioned earlier and to
46 4 Humanoid Robots, Their Simulators, and the Reality Gap
4.4.1 Introduction
In this section we briefly review some of the simulators which can be used in the
generation of behaviours for autonomous mobile robots, and humanoid robots in
particular. As Pinciroli et al. point out (Pinciroli et al. 2012), it is only in the last
10 years or so that general-purpose simulator environments have become available
to the ordinary researcher, due to advances in computing technology based mainly
on CPU speed and multicore architectures, and vastly increased memory capabil-
ities. These flexible platforms allow researchers the freedom to create new robot
models and simulated environments with a fraction of the effort than was previously
required in setting up tools from scratch for each new experiment. Many of these
modern simulators employ the open-source Open Dynamics Engine (ODE) physics
library at their core.
Obviously, the more accurate the robot simulator employed, the higher the
chances are of the successful transferral of evolved behaviours to the real robot, an
issue we will look at shortly in our discussion of the “reality gap”. This term refers
to the discrepancy in performance between behaviours evolved in simulation and
the actual performance of the real robot, once these behaviours have been trans-
ferred over from the simulator.
A wide variety of software platforms are in existence today, with others currently
under development. Indeed as Sato and colleagues succinctly suggest (Sato et al.
2008)
the aptly named YARP, i.e., Yet Another Robot Platform, describes the situation of the
software platforms well.
wheeled robots such as the Khephera robot, are obviously of limited applicability
for the modeling and simulation of complex humanoid robots. Some of the simu-
lators discussed here follow the open-source model, while some are commercial
products. Some simulators employed by researchers use custom software, which is
not freely available; these fall outside the scope of our discussion.
The Open Dynamics Engine (ODE) which was developed by Russell Smith and
several other contributors, is a library for the simulation of rigid body dynamics. It
is suitable for simulating both wheeled and legged robots, so is suitable for use in
the field of evolving humanoid robots, and comes with collision detection built in.
ODE places an emphasis on rapid and stable simulation over physical accuracy of
simulation, which ensures robust operation. While ODE comes with a built-in
graphics front end, it is typically used in conjunction with a higher level environ-
ment, such as Webots or Gazebo. For a general survey and review of several
different physics engines, including ODE, PhysX, Newton Physics Engine, and the
Bullet Physics Library, see Boeing and Bräunl (2007).
[Link] Webots
The most widely used simulator in recent years in the application of evolutionary
techniques to humanoid robot design appears to be the Webots simulator from
Cyberbotics (Michel 2004). This is a commercial simulator whose development
started in 1996 at the École Polytechnique Fédérale de Lausanne (EPFL) under the
direction of Olivier Michel. The company, Cyberbotics Ltd., was then founded in
1998 as a spin-off venture. As such, then, this is one of the one of the oldest
simulators available today that has been under continuous development from its
inception, and which allows for the modeling of 3D robots using an accurate
physics engine. According to recent publicity from the company, the software is in
use at the time of writing by over a thousand universities and research centers.
Webots uses the ODE for its dynamics simulation.
A variety of robots are available for simulation under Webots, both wheeled or
legged, or the user has the option to build their own, as we did in creating the
Bioloid humanoid model for use in our evolutionary humanoid robotics experi-
ments. Once the behaviour has been created/evolved in simulation this can then be
transferred to the real robot. Our early experiments in the evolution of bipedal
locomotion were initially conducted on a QRIO-like simulated robot supplied with
the Webots package (Eaton and Davitt 2006). We then developed a crude model of
the Bioloid humanoid robot which allowed for the evolution in simulation of
bipedal locomotion. Our current experiments involve the use of an accurate model
of this humanoid that we have developed over the last number of years, which
allows for the evolution in simulation of behaviours including bipedal locomotion
48 4 Humanoid Robots, Their Simulators, and the Reality Gap
and dance, and the subsequent transfer of these behaviours into the real robot
with relatively small discrepancies of behaviours between simulation and reality
(Eaton 2007b, 2013).
A number of researchers have used Webots to simulate the Aldebaran Nao
humanoid robot for a variety of tasks, mainly in the area of applications related to
the RoboCup Standard Platform League, for which the Nao is the robot employed.
For example, Kulk and Welsh used a simulated Nao robot to evolve an improved
walking performance for the real Nao robot, and compared their results with those
obtained using two other algorithms (Kulk and Welsh 2011). Webots has also been
used to evolve behaviours for the HOAP-2 humanoid (Hettiarachchi and Iba 2010)
and (in simulation only) for the 26 DOF KAIST humanoid robot HSR-VIII
(Hong et al. 2009).
[Link] USARSim
USARSim, standing variously for Urban Search and Rescue Simulation (Carpin
et al. 2007), or for Unified System for Automation and Robot Simulation (Balakirsky
and Kootbally 2012), is a simulator based on the Unreal Development Kit (UDK)
produced by Epic Games, which was originally devised as a development kit for the
creation of first-person shooter-type games. For an early example of work using the
Unreal game engine using evolutionary algorithms for dynamic path selection in an
immersive 3D environment (set on the University of Limerick campus) see Eaton
et al. (2002). USARSim was initially developed by the US National Science
Foundation (NSF) for use in urban search and rescue scenarios including the Rob-
oCup Virtual Robot Rescue competition; however, to date it has been used in a
variety of robot simulation contexts including the DARPA Urban Challenge and the
IEEE Virtual Manufacturing and Automation Challenge (Balakirsky and Kootbally
2012). USARSim employs the PhysX physics engine for accurate modeling of real-
world physics. Van Noort and Visser recently used USARSim in the validation of
the dynamics of the Nao humanoid robot (van Noort and Visser 2012). In the specific
context of evolutionary humanoid robotics Antonelli and colleagues used the
4.4 Simulators Used for the Evolution of Humanoid Robots 49
[Link] Gazebo
[Link] SimSpark
were needed in the transfer from the SimSpark simulator to the real Nao robot
(Domingues et al. 2011). Picado and colleagues in 2009 also applied genetic
algorithms for the offline evolution of gait parameters for walking gaits for the Nao
robot in simulation only (Picado et al. 2009).
There is a wide variety of simulators available on the market today with the potential
for modeling humanoid robots to generate and test behaviours in simulation by
evolutionary or other means. Space precludes a detailed discussion of these simu-
lators, many of the recent ones have been designed to efficiently simulate multiple
robot swarms, and some of which are more focused on 3D game development. These
include Autonomous Robots GO Swarming (ARGOS) (Pinciroli et al. 2012),
Microsoft Robotics Developer Studio (MRDS) (Jackson 2007), SwarmSimX (SSX)
(Lächele et al. 2012), Modular Open Robots Simulation Engine (MORSE)
(Echeverria et al. 2011), RealitySim (Fu et al. 2011), Multi-robot-simulation
Framework (MuRoSimF) (Friedmann et al. 2008), Panda3D ([Link]
org), and the popular long-running low fidelity first-order motion simulator, Stage
(Vaughan 2008).
Simulators aimed the simulation of particular humanoid robots are also available
for use. One of the most notable of these is the iCub humanoid robot simulator,
developed as part of a European project with the aim of creating a new open-source
robot platform for cognitive robotics research. The initial simulator was developed
using the Webots package described earlier; however, the current iteration is a
standalone open-source platform (Tikhanoff et al. 2008, 2011).
4.5.1 Introduction
The “reality gap” is an issue which has engaged the interest of many researchers in
the ER and EHR fields. Of course, if one is in possession of a simulator which can
perfectly replicate the conditions in which the humanoid will operate, together with
the morphology and the control mechanisms of the robot, then this gap vanishes.
Unfortunately, no such replicator/simulator currently exists.
Some approaches to the reality gap issue involve quite complex operations,
involving for example, modeling the fitness landscape, and the modification of the
simulator; we will discuss here some of these approaches. However, we suspect
that, in the long-term future, as simulators become more accurate, it may be more
productive to put extra effort into building more faithful models of the robot(s) and
its environment, than into highly complex “avoidance” strategies.
We will now look at steps the can be taken, and that are being used by researchers
to minimise the impact of the reality gap; that is, the discrepancy between
behaviours evolved in simulation and the actual observed behaviours on the real
robot, resulting in inefficient controllers. It has been suggested that there is a trade-
off between the efficiency of simulation in an evolutionary robotics context, and in
the likelihood of a faithful translation of these evolved behaviours to the real robot
(humanoid or otherwise). This suggests that efficient behaviours in simulation may
exploit inaccuracies in the simulator which exploit phenomena which have little or
no bearing in reality (Koos et al. 2013).
The reality gap is, of course, an issue in any circumstances when we wish to
initially generate a behaviour in simulation and then to transfer this behaviour, or
set of behaviours (evolved or otherwise), to a real robot. One possibility, is to avoid
the use of a simulator altogether, and to create motions directly on the actual robot
itself by evolutionary means or otherwise. A difficulty, however, then arises when
we seek to create behaviours which may cause strain on the robots actuators, or may
indeed be physically impossible. This issue is more pertinent to the evolutionary
robotics field than to many other areas because of the stochastic nature of EAs. As a
result of this randomness it will be possible, indeed likely, especially in the early
stages of evolution, to generate motions that could be damaging to the robot, its
operator, or the environment in which it is situated (or, indeed, a combination of all
52 4 Humanoid Robots, Their Simulators, and the Reality Gap
three). The possibility of this occurrence may be reduced by “seeding” the initial
population, that is, by generating an initial population of controllers which we know
are not going to cause problems for the robot or its environment. However, this
requires a degree of a priori knowledge about what a “correct” controller should
look like, and we typically wish to minimise this input of domain-specific
information.
This situation would be particularly serious in the case of attempting to evolve
behaviours directly on a full-size humanoid robot, such as the “Cybernetic Human”
HRP-4C (Kaneko et al. 2009), given the expensive nature of the hardware involved,
together with the potential for damage. To this author’s knowledge no evolutionary
experimentation has been done to date to evolve complex behaviours directly on a
full size humanoid robot.
Of course, the “holy grail” of this approach would be to have a robot (or group
of robots) which, as Alan Turing described in his far-seeing work “Intelligent
Machinery” published in 1948 and reproduced in Copeland (2004), would
be allowed to roam the countryside
and
should have a chance of finding things out for itself
We note also that the potential for damage in a limbed/legged robot is consid-
erably higher than that for a wheeled robot, given morphological considerations.
For these reasons it is likely that, at least for the foreseeable future, at least part of
the evolutionary process for humanoid robots of any moderate size will take place
in simulation.
Interestingly, as pointed out in (Koos et al. 2013), even if evolution is carried out
completely on the real robot without resource to a simulator, because of the nec-
essary constraints placed on the robot in the experimental environment, the evolved
controllers may not transfer well to real environments in which the robot will be
expected to operate.
We will now look in turn at some of the approaches researchers have taken to
attempt to minimize the effect of this gap on the utility of evolved robots in real-
world environments. Most of the approaches discussed are proposed by researchers
in the evolutionary robotics field, however, the reality gap is also an issue for any
researchers attempting to create, by any means, behaviours for subsequent transfer
to the real world. As the main focus of this section is to give a broad overview of
some of the different approaches taken by researchers to the reality gap issue, we
will not be overly concerned with details of the evolutionary algorithms employed,
fitness functions, etc. For a further recent overviews of approaches to the reality gap
issue see Koos et al. (2013) and Zagal and Ruiz-del-Solar (2007).
4.5 Crossing the “Reality Gap” Between Simulation and Embodied Robots 53
A recent approach to tackling the reality gap issue is the transferability approach
(Koos et al. 2010, 2013). This approach is based on the observation that, as briefly
discussed earlier, there is experimental evidence to suggest that there is direct
inverse correlation between the efficiency of solutions evolved in simulation, and
the possibility of their successful implementation on a real robot. This hypothesis
led to a two-pronged evolutionary approach which is applied to both the fitness and
also the estimated transferability of the results obtained by the simulator. This
transferability is measured by a simulation-to-reality (STR) measure which looks at
the disparity between simulated and actual behaviours. Their results were validated
using an 8-DOF wheeled-legged (WHEG) quadrupedal robot on a walking task,
together with a navigation task using an e-puck wheeled robot (Mondada et al.
2009) in a T-maze environment. The robot used in the walking task is constructed
from a Bioloid kit, as used in our experiments for investigating the evolution of
bipedal locomotion and dance in humanoid robots (Eaton 2008a, 2013). This
experiment corresponded broadly to that performed by Jakobi in his early experi-
ments investigating the reality gap issue, where the Khephera robot used by Jakobi
was replaced by the e-puck robot. In their experiments the transferability approach
was shown to clearly outperform Jakobi’s envelope of noise approach for the
e-puck task, and successful walking robots were also evolved for the quadrupedal
robot, which were found to transfer well to reality.
In this approach the researchers suggest the use of multiple simulators in the
evolution of control strategies. Evolving across multiple simulators results in dif-
ferent fitness values being applied to controllers evolved in different simulation
environments. These individual fitnesses are then combined using statistical
methods to come up with an overall fitness measure for the controller, and the
evolution progresses. It is suggested that the use of multiple simulators will have a
similar effect to the addition of noise to the robot dynamics, and that the process of
evolving on multiple simulators provides variance analogous to the transfer of
controllers from simulation to reality, thus providing additional robustness to
evolved designs. The simulators used were the Ageia PhysX dynamics simulator,
with and without Smoothed Particle Hydrodynamics (SPH), and the Newton Game
Dynamics simulator accessed via the Physics Abstraction Layer (PAL) software
package, and applied to the control of the “Mako” Autonomous Underwater
Vehicle (Boeing and Bräunl 2012). They conclude that the use of multiple simu-
lators in itself does not guarantee evolved solutions better than those evolved on a
single simulator, however, this approach does appear to improve the likelihood of
evolved designs successfully crossing the reality gap.
The objective of this approach is to use an evolutionary algorithm (in this case an
evolution strategy) in a multistage approach in order to determine the parameters for
an existing simulation engine which will result in the closest possible approxima-
tion of the behaviour in the simulator to its behaviour in the real world. The robot
4.5 Crossing the “Reality Gap” Between Simulation and Embodied Robots 55
used in this work was the (discontinued) Sony AIBO robot, and 38 parameters in all
were optimised. These comprise three PID control parameters for each of six
motors together with the maximum velocity and torque for each motor, six friction
parameters as well as two global parameters used by the SimRobot simulator, which
is the simulator used in this work. The application was in the accurate simulation of
a variety of different walks on the AIBO robot, including suboptimal walks. In
order to evaluate the accuracy of the simulation, the results were compared with the
well-respected Webots simulation environment. The quality of walks using the
initial (untuned) parameters was generally inferior to the Webots model; however,
after the first stage of learning the simulation with the optimised parameters out-
performed the Webots model.
This approach involves the interleaving of experiments on the simulator and on the
real robot in the ratio 1:5 (one experiment on the real robot to every 5 in simula-
tion). The purpose of the interleaving process is to determine discrepancies between
the results for the simulator as opposed to those from the real robot; these dis-
crepancies are then used to alter the fitness function which evaluates results from
the simulator (as opposed to the simulator itself). An advantage of this approach is
that it is easier to modify a function than it is to modify a simulator. The task in this
case is to implement walking and kicking behaviours in a 22-DOF humanoid robot,
Robovie-M. The simulator used in these experiments was USARSim.
This approach involves a coevolutionary process in which the controller and the
simulator are evolved in an iterative fashion. Starting off with a basic simulator
(which may not approximate the actual behaviour of the robot very well), we evolve
the desired behaviour(s); this is termed the exploration phase. The best controller is
then taken and implemented on the real robot. Because of inaccuracies in the
simulation this is unlikely to produce the performance desired, especially if this is
the first iteration and we are starting with a fairly crude simulator.
The simulator is then itself evolved so that it reproduces the behaviour observed
in the real robot correctly, based on the currently optimal controller. This is the
estimation phase. We now take the best-evolved simulator and use this to evolve a
new controller, and the cycle repeats until a controller is found which exhibits
satisfactory performance on the real robot. The target robot used was a quadrupedal
robot; in the estimation phase the masses each of the nine body parts of the robot
together with the time lags for each of eight sensors were evolved.
56 4 Humanoid Robots, Their Simulators, and the Reality Gap
discrimination task; in both cases the evolved robots successfully traversed the
reality gap with highly robust behaviour displayed on the real robots. Issues that
arise with this approach include the optimal selection of the base-set aspects and the
selection of the level of variation/noise to be applied between experiments.
This classic approach involves the tuning up of sensors and actuators as used by the
simulator to more accurately reflect the real actuators and sensors on the robot, the
addition of small amounts of noise to encourage robust behaviours, and allowing
for the continuation of the evolutionary process on the real robot, if deemed
necessary.
In their own words:
We will show that: (a) an accurate model of a particular robot-environment dynamics can
be built by sampling the real world through the sensors and the actuators of the robot; (b)
the performance gap between the obtained behaviours in simulated and real environment
may be significantly reduced by introducing a “conservative” form of noise; (c) if a
decrease in performance is observed when the system is transferred in the real environment,
successful and robust results can be obtained by continuing the evolutionary process in the
real environment for few generations.
The experiments were conducted using a Khephera robot, and the application
domain was obstacle avoidance combined with high speed movement.
4.6 Conclusion
We now conclude this short survey of humanoid robots, their simulators, and their
connection via the dreaded reality gap. It is probably fair to say that until a situation
arises where it becomes possible to automatically construct near-perfect simulations
with minimal cost, or it becomes feasible to follow Turing’s vision of humanoid
robots roaming at will and learning as they go, the reality gap issue is here to stay,
even if over time it becomes more of a chink than a chasm.
Of course, not all of the approaches discussed here may be of equal utility in the
design of humanoid robots. As pointed out in Koos et al. (2013) in relation to the
application of Jakobi’s minimal simulation approach to the design of an 8-DOF
quadruped,
Jakobi’s methodology can hardly be envisaged for such an application, as it is difficult to
define a set of relevant parameters in simulation whose variations would lead to robust
controllers.
However, the way remains open to evolve subtle, yet possibly highly influential
anatomical features. For example, just as all humans (except perhaps identical
twins) differ slightly or to a larger extent in bodily structure from each other, e.g.,
leg length, overall height, etc., these particular physical attributes may confer
advantages in some areas of physical endeavour, and possible disadvantages in
others. For example, longer legs may make one a better runner, however, they may
result in a certain awkwardness in confined areas (as the author found to his cost on
a crowded Tokyo commuter train). If we are to relax our definition of humanoid
slightly, we can include far larger variations in gross morphology and in generating
the robot’s sensor and motor apparatus (three eyes, four arms, etc.). See Sect. 4.2,
“Levels of Anthropomorphicity”, for a further discussion of this topic. So, while
our main emphasis may be on the evolution of the robot brain, that is the control
structures and the memory elements which allow the robot to operate effectively in
its chosen environment, we can also place some emphasis on the morphology and
sensor and motor arrangements of the humanoid robot. For example, while it may
have two “eyes”, what exactly is their location, how far are they apart, etc.
Of course locomotion, bipedal or otherwise, is only one aspect of being able to
operate effectively in built-for-human (BFH) environments. In order to function
effectively in terms of manipulating objects, opening doors, etc., the robot must also
have at its disposal a facility of some sort for grasping and manipulating objects.
EHR can be seen as the ultimate goal of the evolutionary robotics movement in
some sense. The wheel turns full circle: man, who can be seen, at least in part, as a
product of a natural evolutionary process, now produces a humanoid robot/replicant
in his/her own image by a process of artificial evolution.
to that of a human that the observer is almost, but not quite, fooled into
believing that the robot is, in fact, human. For reasons which we do not have
time to elaborate here, this may provoke feelings of dread or apprehension in the
human observer, which then vanish as the robot becomes indistinguishable from
a human.
A couple of trends become apparent. There has been a huge upsurge in interest in
the field of humanoid robotics, especially in the last few years. This author has been
astonished at the variety and of the prevalence of recent research. There does not,
however, appear to have been a commensurate increase, as one might expect, in the
application of evolutionary techniques in the design of these robots.
One significant factor at play here may be the cost. Typical large-scale humanoid
robots, for example, the HRP-4C, cost in the region of hundreds of thousands or
millions of euros each, and represent many thousands of effort-hours of scientists
and engineers working at the forefront of technology in several disciplines. Evo-
lutionary algorithms at present are not regarded by many roboticists as capable of
producing demonstrably robust control structures, consequently there is an under-
standable reluctance to “let loose” an evolved controller on an expensive and
difficult-to-repair humanoid robot.
Also, as a consequence of the laws of physics, the larger (and presumably more
expensive) the robot, the more serious the potential consequence of a fall or other
accident. There is also, of course, the safety of the operators to be taken into
account: the larger the robot, the more powerful the actuators, increasing the pos-
sibility of a serious mishap. Even the motors of the Bioloid humanoid robot used in
our research are capable of delivering a bruising blow if incorrectly programmed—
and this robot only stands approximately 40 cm high! We discuss further the issue
of the possibility of evolving behaviours initially on a “scaled down” version of a
humanoid robot before subsequent transfer to the “full-size” robot, in Chap. 4.
We do, however, see three factors as possibly contributing to the more wide-
spread acceptance of evolutionary techniques in the design of humanoid robots:
• reductions in the cost of underlying hardware as economies of scale begin to
kick in
• a greater overall acceptance of evolutionary techniques as they become more
prevalent and mainstream in robotics and in other fields
• a growing recognition of the powerful ability of EAs to generate convincingly
lifelike behaviours and in generating complex motions which would be
impossible to hand-craft easily.
62 5 Evolutionary Humanoid Robotics (EHR)
By far the majority of the experiments described in this book describe the evolution
of the brain of the humanoid robot, by which we generally mean the underlying
controller which directs the actions of the robot in response to external stimuli. A
commonly used methodology in this regard is to use a genetic algorithm in order to
determine the weights and/or topology of a neural network controller in order to
effect the desired controller behaviour (Eaton 1993a).
It is probably fair to say that still the single most common application of evolu-
tionary algorithms to legged humanoid robots is in the evolution of walking or
running behaviours. In our tables summarising developments in the field since the
year 2008, at least a third of the applications were of this type, and going back
further in time the evolution of bipedal locomotion was by far the commonest
application.
As Bongard (2013) states in his recent survey of the state of the art in evolu-
tionary robotics
Many roboticists choose to model the human animal: a humanoid robot is more likely to be
able to reach a doorknob, climb steps, or drive a vehicle than a wheeled robot or one
measuring only a few inches in length. The humanoid form, however, requires mastery of
bipedal locomotion, a notoriously difficult task.
In their recent survey of the field of gait optimisation for bipedal and multipedal
legged robots, Gong et al. claim that evolutionary computation is a natural choice
for these applications because of the robust and strong global search capabilities of
these algorithms together with their ability to deal with situations where a precise
model of the robot may be difficult to construct, as may well be the case with a
highly complex humanoid robot. They also cite the ability of EAs to deal effectively
with multiple objective and multiple constraint problems, and their inherent ease of
parallelisation. They claim that because EAs are biologically inspired they may also
create more biologically plausible robot behaviours (Gong et al. 2010).
Many factors may be taken into account when designing fitness functions for
bipedal locomotion. Two obvious factors are the stability of the robot (i.e., it doesn’t
fall over, or exhibit unstable walking patterns) and the speed of locomotion. This is
often measured by the distance travelled by the robot in a given experimental
timeframe; it may also be specified that locomotion in the forward direction only is to
be taken into account, to avoid backwards or sideways walking behaviours. Simple
measurement of distance travelled in some form falls under the general realm of
aggregate fitness functions, as we are just measuring task completion, as opposed to
examining particular sensor–actuator behaviours (Nelson et al. 2009). A common
criterion for the verification of dynamic stability for a robot in simulation is the
zero-moment-point (ZMP). This criterion involves the evaluation of the position
where the entire foot needs to be placed in order to have zero moment in the
horizontal direction, a criterion which has a long history in humanoid robotics
research (Vukobrotovic and Borovac 2004).
Another very common factor used in the creation of fitness functions for bipedal
locomotion is the energy consumed by the robot. This has the twin advantages of
potentially resulting in more humanlike locomotion, and also in the reduction of
power consumption, which is an important consideration to be taken into account,
especially if the robot is running on battery power alone (Gong et al. 2010).
64 5 Evolutionary Humanoid Robotics (EHR)
5.3.2 Dance
After bipedal locomotion it is probably fair to say that the generation of dance
behaviours is currently one of the most common applications of evolutionary
algorithms in the design of humanoid robots. Unlike bipedal locomotion, where the
fitness function is normally objective by nature, in dance generation a subjective
fitness function is commonly employed using a process of interactive evolutionary
computation (Virčíková and Sinčák 2011; Dubbin and Stanley 2010). This is
mainly because of the because of the difficulty in formulating a fitness function
which can extract the preferences of human observers in evaluating dance perfor-
mance; however, some attempts have been made to formulate an objective fitness
function in this regard (Eaton 2013). See Fig. 5.3 for an example of an evolved
sequence of dance moves using the Webots simulator for the Bioloid humanoid,
Fig. 5.1 An evolved simulated robot walking with a limping gait based on the Sony QRIO robot,
and simulated using the Webots simulator
5.3 Overview of Main Application Domains 65
Fig. 5.2 The Alderbaran robotics Nao robot in a simulated walk (Torres and Garrido 2012).
Images read from top left to bottom right
Fig. 5.3 A sequence of evolved dance moves as generated in the Webots simulator using a model
of the Bioloid humanoid
66 5 Evolutionary Humanoid Robotics (EHR)
Fig. 5.4 The sequence of evolved dance moves from Fig. 5.3 as transferred to the actual Bioloid
humanoid robot
and Fig. 5.4 for this sequence of dance moves, as transferred to the real robot. Of
course issues of stability of the evolved robot motions apply to dance as to bipedal
locomotion, whether this issue is addressed by a human observer or otherwise.
In recent years, since the Aldebaran Robotics Nao humanoid robot replaced the
Sony Aibo puppy robot as the robot used in the RoboCup Standard Platform
League (SPL), the number of applications of evolutionary algorithms in the gen-
eration of soccer playing skills such as kicking, walking, and turning has risen
dramatically (Urieli et al. 2011; Gokce and Akin 2011). We expect this trend to
continue into the future, as the emphasis will move from the evolution of bipedal
locomotion to more complex multifunctional behaviours. Figure 5.5 shows an
example of an evolved jump from a reduced gravity run (simulating moon-like
gravity) using a simulated QRIO-like robot, and Fig. 5.6 gives an example of
evolved ladder climbing using a simulated humanoid.
While the area of grasping and manipulation is still one of the less-common
applications of evolutionary robotics in the design of humanoid robots, it is of
crucial importance in the design of future humanoid robots designed to interact with
their environment in an intelligent and useful fashion. An interesting recent
application of evolutionary robotics in this field was that by Savastano and Nolfi,
who used an incremental approach to the development of reaching and grasping
behaviours in the iCub humanoid robot. This work could also fall under the
5.3 Overview of Main Application Domains 67
Fig. 5.5 An example of an evolved jump from a reduced gravity run using the simulated QRIO
model
Fig. 5.6 An example of evolved ladder climbing in a simulated humanoid robot (Wang et al.
2012). Images read from top left to bottom right
Fig. 5.7 An example of the evolution of grasping behaviour in simulation (Massera et al. 2007).
These images show five superimposed snapshots of the evolved behaviour (using the same
evolved robot), for a grasping a sphere, and b grasping a cylinder
walking gait for Australopithecus afarensis, an early human relative (Sellers et al.
2005). They also used evolutionary techniques in the investigation of the maximum
running speeds of bipedal species of dinosaurs (Sellers and Manning 2007).
5.3 Overview of Main Application Domains 69
Fig. 5.8 A composite picture of an example evolved simulated gait, sampled at 0.1-s intervals,
using a high-quality musculoskeletal model (Sellers et al. 2010). The checkerboard spacing is 1 m
by 1 m
Another early piece of work in this regard is Hase and Yamazaki’s investigation
into the evolution of walking behaviours in nature. An interesting aspect of their
work, which is discussed in more detail in our “prehistory” section, is that Hase and
Yamazaki (1999) demonstrate that, starting from walking patterns closely resem-
bling those of chimpanzees, as evolution progressed there was a shift in both
morphology and control from apelike walking to more humanlike walking. Hase
et al. further discussed this topic in 2003, and they suggested that their work might
form the basis for rehabilitation tool design for persons suffering from physical
handicaps (Hase et al. 2003).
Some of the more unusual recent applications include the evolution of yoga posi-
tions (Hettiarachichi and Iba 2010, 2012; Figs. 5.9, 5.10 and 5.11), ball catching
(Ra et al. 2008), and performing as an exhibition guide robot (Fukunga et al. 2012;
Fig. 5.9 Three different target motion trajectories for yoga (Hettiarachchi et al. 2012). On the left
is the warrior pose, the middle pose is called the frontal leg raise, and the one on the right is the
hand-to toe pose
70 5 Evolutionary Humanoid Robotics (EHR)
Fig. 5.10 The behaviour of the best evolved individuals in the simulator environment for the
warrior pose (Hettiarachchi et al. 2012)
Fig. 5.12). We include this final example as, although wheeled, the robot in this
study is designed to operate in built-for-human environments, albeit in a limited
fashion, and is one of the few examples of the application of evolutionary
techniques in the evolution of a commercial adult-sized humanoid robot operating
in a real-world environment. A prototype of this robot in the real world successfully
guided students posing as visitors around an exhibition space with four poster
“exhibits”.
Two figures stand out in the application of EHR techniques, albeit in simulation, to
commercial applications: Karl Sims (although admittedly Sims’ work was not
particularly targeted at humanoids), and Torsten Reil, both of whom went on to
found successful companies. Karl Sims founded GenArts based in Cambridge,
Massachusetts, a company involved in the generation of special effects for films.
Torsten Reil went on to found NaturalMotion in 2001, a company based in Oxford
and San Francisco, which specialises in animation software engines for games and
films. In a recent development, NaturalMotion was acquired (in January 2014) by
Zygna, a social network gaming company, for a figure estimated at over half a
5.4 Commercial Applications of EHR 71
Fig. 5.11 The warrior pose as shown in simulation in Fig. 5.10 as applied to the real HOAP-2
humanoid robot (Hettiarachchi et al. 2012)
billion US dollars. Another early pioneering researcher in the field, Peter Nordin,
was involved in the creation of several successful companies, and has been listed as
one of Sweden’s 12 most influential inventors by the Swedish Trade Council. As
the potential of evolutionary algorithms for the generation of realistic human
motions becomes more fully realised we expect a commensurate increase in
commercial applications, both in simulation (for the games and film industries) and
in their application to real humanoid robots.
72 5 Evolutionary Humanoid Robotics (EHR)
Fig. 5.12 The Fujitsu enon robot guide acting as a visitor guide at a poster exhibit (Fukunaga
et al. 2012)
In this section we discuss some of the many early attempts, some fruitful (and some
perhaps not so much so), by researchers seeking to apply ideas from the principles
of natural evolution to the design of both body and brain of humanoid robots.
Because of the sheer volume of research conducted in the area of evolutionary
robotics since the early 1990s it is necessary to draw certain boundaries around the
research developments described here. For example there has been a considerable
body of work done concerning the evolution of multipedal robots of the nonbipedal
type. Indeed, the experiments performed by Lewis et al. at the University of
Southern California on the interactive evolution of locomotion for a hexapod robot
in 1992 are considered by Nolfi and Floreano in their book Evolutionary Robotics
to be probably the first experiments conducted in evolutionary robotics. Although
this body of work obviously has close connections with the evolution of bipedal
locomotion, it was considered necessary to omit reference to all but the most
important and influential of these works for space reasons.
Also, a large body of work has been done on the evolution of humanlike
behaviour in simulation only—some of this work has close connections with the
artificial life (Alife) field. It was considered important for completeness to include
reference to some of this work (much of this work was conducted in a real-physics
5.5 Initial Research in EHR 73
[Link] Introduction
This technique was used in order to evolve neural network modules (called
GenNets), which made a pair of stick legs move as far as possible in a specified
number of cycles. The length of the cycle time was also evolved by the GA. The
idea was that once the signs and the weights of individual modules were determined
these would then be “frozen”, and this module could then be used as a component
in a more complex structure. Eight input neurons were used, taking as input the
values of the angles and of the angular velocities of the “hip” and of the “knee”
joints of each of the two stick legs; the four output neurons provided the angular
acceleration of each of these four joints. Weights were encoded as binary strings,
using standard roulette wheel selection and only the mutation operator was allowed,
with no crossover. De Garis argued that because of the high interdependency of the
neurons, the crossover operator would have a negative effect on the evolutionary
process.
5.5 Initial Research in EHR 75
In 1992, inspired by de Garis’s work and by earlier work by Beer et al. (1990)
which demonstrated that a network of simple neurons could produce locomotive
behaviour in a simulated artificial insect, Lewis et al. (1992) at the University of
Southern California conducted research in the evolution of control signals to drive a
physical 12-DOF 6-legged insect robot. Similar to de Garis’s work, Beer et al. used
a process of incremental evolution which they called “staged evolution”, a process
which could be today referred to as employing a “functional incremental fitness
function” as defined in Nelson et al.’s comprehensive 2009 taxonomy of fitness
functions (Nelson et al. 2009). This process also involved the experimenter
explicitly scoring behaviours generated by the robot in a process of interactive
76 5 Evolutionary Humanoid Robotics (EHR)
Sims allowed for three basic types of sensors: joint-angle sensors which detected
the current angle at each joint for each of its degrees of freedom, contact sensors for
collision detection, and photo sensors for light detection in the simulated envi-
ronment. Motor effectors generated forces on joints in order to move the creatures
around in the various types of locomotion which they evolved. Walking behaviour
(a term Sims used to describe any form of locomotion on land) was evolved using a
simple fitness function based on measuring the distance travelled by the creature’s
centre of mass over a period of time. Jumping behaviour was evaluated using two
alternative fitness functions; one involved the maximum height above the ground
plane reached by the lowest part of the creature, while the other method involved
using the average height of the lowest part of the creature above the ground over the
simulation period as the fitness measure. To simulate underwater locomotion
(swimming) a viscosity effect was implemented in the simulation; while not entirely
physically accurate, this was sufficient to emulate swimming and paddling-type
behaviours. For swimming the effect of gravity on the environment and the fitness
function, similar to walking, was based on the total distance travelled over a period
of time by the centre of mass of the creature, also taking into account that the
creature can move in the vertical direction.
It should be noted that although Sims’ work was strictly in simulation, he did
acknowledge that his approach might have application in the evolution of real
robots (one of the “creature morphologies” pictured in his paper had a broadly
humanoid shape), if constraints were placed on the evolutionary process, so as to
only evolve creatures which could be implemented as real robots. Sims also briefly
discussed the possibility of using “aesthetic selection” (interactive evolutionary
computation) in place of the objective fitness functions he espoused, however, he
dismissed this as requiring “too much patience on the part of the user”. He did,
however, suggest a methodology of interleaving interactive and objective fitness
evaluations as a way of reducing this onerous burden on the experimenter. In a
separate paper in the same year Sims also described the application of a similar
evolutionary process where the standard fitness functions used were replaced by a
78 5 Evolutionary Humanoid Robotics (EHR)
competitive fitness function where two simulated creatures fought for control of a
cube (Sims 1994b). The winner was the one with the shorter distance to the cube
after a set period of simulated time. Creatures were thus encouraged not only to
approach the cube, but also to keep their opponent away from it. Based on his
experiments Sims concluded that
it might be easier to evolve virtual entities exhibiting intelligent behaviour than it would be
for humans to design and build them.
In one of the earliest applications of genetic programming (in the more con-
ventional sense of evolving programs rather than as described by de Garis in 1990)
to the control of a simulated humanoid, Gritz and Kahn (1995) applied this tech-
nique to generating control programs for simulated robot controllers. Rather than
evolve both controller and morphology, as in Sims’ earlier work, their work solely
concentrated on the evolution of controllers for fixed topology structures. Their aim
was to attempt to automate the animation process for the generation of articulated
figures for character animation applications. The fitness functions employed
involved two separate components—a main goal and a set of so-called style points.
The initial application was in the articulation of a model of a lamp with three
controllable degrees of freedom. The function set for the genetic programming
process consisted of just the operators {+, −, *, %, ifltz}. Here +, −, and * are the
three standard arithmetic operators of addition, subtraction and multiplication; % is
the protected division operator—the same as standard division, however % does not
cause an exception when dividing by zero. Finally, ifltz evaluates a given expres-
sion, and if this evaluates to less than zero, one action is taken, otherwise a different
action is taken. For this experiment the objective was to move the lamp from its
initial position to a particular spot on the floor, and the main goal component of the
fitness function involved the distance between the centre of the lamp and the goal
point at the end of a set time period. Style points included a bonus for early
completion of the task, and penalties for falling over, or for excess movement after
reaching the goal. An incremental learning approach was used, with just the main
goal used as the fitness function early in the evolutionary process, and the style
points were gradually incorporated as the evolutionary process progressed. The
final controller evolved using this process resulted in a hopping motion for the
lamp, bringing it to the precise spot required. These first experiments just involved
motion to a particular spot, but later experiments aimed at producing a generalised
locomotion controller, which could move the lamp to any desired position
(Gritz and Kahn 1997).
5.5 Initial Research in EHR 79
This approach was then extended to the control of a simulated humanoid figure
with a total of 28 degrees of freedom, where between 4 and 10 of these DOF could
be under genetic control at any one time. The terminal set included the position of
the humanoid relative to the goal point, the time, the value of internal joint angles
and force sensors and the positions of end effectors, together with a set of randomly
chosen floating-point constants. Using the same function set as in the previous
experiment, and fitness functions constructed in a similar fashion (a main goal in
conjunction with a set of style points) a variety of nontrivial humanoid actions were
evolved, including pointing at objects and touching them, making gestures, and
touching its nose and other parts of the body. The evolved motions were considered
to be fluid and lifelike, and entertaining to watch, an important consideration for
character animation. Gritz and Kahn did, however, acknowledge the brittleness of
the evolved controllers, and the difficulty in the generation of good fitness func-
tions, also acknowledging that the first fitness functions were generated through a
process of trial and error. This is an issue discussed further in Sect. 3.3.2 of this text.
In one of the earliest experiments demonstrating the application of evolutionary
algorithms to a real humanoid, Arakawa and Fukuda (1996) describe the use of a
genetic algorithm to determine joint angles for bipedal locomotion for a real bipedal
robot with 13 joints, constructed from aluminium. The fitness function employed
was based on minimising energy consumption subject to a number of imposed
constraints, to avoid the robot falling over. Following evolution in simulation, the
evolved trajectories were successfully transferred to the real robot resulting in a
walking speed of 0.3 m every 5 s. Further evolutionary experiments using this
physical robot platform are described in Arakawa and Fukuda (1997), Hasegawa
et al. (2000).
Another early work on the application of evolutionary algorithms for biped
locomotion was Cheng and Lin’s (1995) application to a simulated five-link biped
model. The joint angles for four of the biped’s links were specified by the genetic
algorithm; the fifth joint angle representing the deviation from the upright of the
simulated biped was set to zero in order to promote upright motion. As with much
research around this period using simulated bipeds, only motion in the sagittal plane
is considered. The positions in time for the robot’s joints for six instants in time are
specified, and transitions between these points are smoothed by quadratic poly-
nomial functions. Several experiments were conducted using different fitness
functions to select between different locomotive behaviours, including total walking
time without falling (up to a maximum of 100 s), duration of walking combined
with average body speed (to promote high-speed walking), and selecting for a
specific step size. Walking was also evolved for both an inclined and a declined
sloping surface. An extension of this paper in 1997 tested for an additional two
sloping surfaces (Cheng and Lin 1997).
In 1998 Juárez-Guerro and colleagues experimented with the generation of a
walking gait using evolutionary strategies for a curious-looking biped with a pas-
sive “tail” (Juárez-Guerro et al. 1998). Aspects of the morphology of this robot
were also evolved, making this one of the earliest experiments to evolve aspects of
80 5 Evolutionary Humanoid Robotics (EHR)
both the body and the brain of a physically realised broadly bipedal robot (although
calling it humanoid would be a bit of a stretch).
Other early work includes using a genetic algorithm to smooth the transitions
between user generated “via points” by decreasing the peak values of velocity and
acceleration between these points (Choi et al. 1999), and using a genetic algorithm
to generate swinging motions for a bipedal robot (Nagasaka et al. 1997). Both of
these experiments involved final successful implementation of the evolved
behaviours on a real robot.
Finally, in this section we briefly discuss Hase and Yamasaki’s (1999) work on the
evolution of walking behaviours. This research is interesting in that, unlike much of
the previous research discussed, it used a detailed neuro-musculoskeletal model as
developed previously by the researchers, rather than utilising highly simplified biped
models. The basic movement patterns for bipedal locomotion for this model are
generated by calculating the solutions of 64 nonlinear first-order differential equa-
tions describing the behaviour of both the nervous system, which consists of 18
neural oscillators, and the musculoskeletal system. Both the final body morphology
and the detailed movement patterns are, however, determined by the evolutionary
algorithm. Using evolutionary strategies three separate issues were identified: energy
consumption, muscular fatigue, and the load on the skeletal system. The evolutionary
process was used to minimise each of these components. An interesting aspect of this
research is that, starting from walking patterns known to resemble closely those of the
chimpanzee, as evolution progressed both the length of bones and their masses
increased, especially in the lower extremities, the torso straightened, and in general
there was a shift over the evolutionary process from apelike walking to more
humanlike walking. The authors suggest that these evolved changes mirror very
closely what is considered to have occurred in the natural human evolutionary pro-
cess, and in particular that the morphology of the evolved creature bears resemblance
to Australopithecines, which it is estimated existed about 3.5 million years ago.
This, then, concludes our short tour of the prehistory of research in the area of
evolutionary humanoid robotics, that is, research prior to the year 2000. Many of
the foundations for future research were laid in this period. A common character-
istic of much of the research in this period is that much of the simulation work was
done using numerical calculations without the creation of detailed graphical rep-
resentations of the behaviour of the robots evolved. This was mainly, of course, due
to the limitations in the computing power available at this time. A notable exception
is Sims’ work on evolving virtual creatures; he did, however, have at his disposal
the parallel processing CM-5 Connection Machine, one of the most powerful
computers in operation at this time. The videos produced of these evolved virtual
creatures represent, to this day, some of the most engaging examples of the power
of evolutionary computation to shape both body and brain of simple simulated
creatures.
5.6 Simple Illustrative Example: The Evolution of Dance 81
The issue of very random, jerking dances could be addressed in two ways. First,
because of the cyclical nature of the movements generated by the genetic algorithm
(see Eaton (2013) for a further discussion of this), a level of order is inherent in the
robot’s movements. Second, very jerky movements may well result in the robot
falling over, which results in a sequence being terminated prematurely and the robot
being subsequently being assigned a relatively low fitness value.
The third issue, that of the dancer falling over midway through the dance, is also
addressed in this fashion (a premature termination of the sequence and the
assignment of a low overall fitness to the individual). The final, more subjective,
issue of what constitutes a “pleasing” or an “artistic” dance is more difficult to
evaluate, and to a large extent is dependent on the human observer.
As, to a certain extent, the perceived quality of a given dance is inherently
subjective, we could employ a person or people in the loop. However, in order to
82 5 Evolutionary Humanoid Robotics (EHR)
Algorithm EVOLUTIONOFDANCE
It is now over half a decade since my initial short survey of the EHR field entitled
“Evolutionary Humanoid Robotics—Past, Present and Future” was published in the
book 50 Years of Artificial Intelligence: Essays Dedicated to the 50th Anniversary of
Artificial Intelligence (Lungarella et al. 2007). As its name suggests, this was a
publication designed to mark the 50th anniversary of the formal inception of the field
of artificial intelligence as a separate research domain, with its own distinct attri-
butes; although there are those who would argue that over half a decade earlier the
British scientist Alan Turing was the main protagonist and instigator of this field.
I knew that the field had moved on since this initial foray, however, it was not
until a couple of months into this project that I realised quite the extent of that
progress. It appears at this stage that every couple of weeks advances are being
made in the area of intelligent robotics, and in the field of humanoid robotics in
particular. In this chapter we detail some of the major research developments in the
EHR field, from the year 2000 to the present. This chapter is divided into two
sections: one covering developments in 2000–2007, and a separate section in easily
accessible tabular form covering recent research in the period from 2008 to the
present day.
[Link] Introduction
We initially address what could be termed the “early years” in the EHR field, the
years 2000–2007. While this choice is somewhat arbitrary, I picked the year 2000
as the starting point for this period as it was in this year that the textbook
An early piece of research on the evolution of both the morphology and control of a
humanoid robot was conducted by Ken Endo and colleagues (Endo et al. 2002,
2003a, b). Some of these experiments involved the evolution of bipedal locomotion
for the humanoid robot PINO, using a genetic algorithm to choose the control
parameters for simple oscillatory circuits. Ten of the robot’s 15 degrees of freedom
were utilised in the walking motion, which used a fitness function based on energy
consumption and the height that the leg was lifted, among other factors. They also
conducted work in simulation to evolve both the controller and morphology of a
robot with ten joints, broadly based on the PINO robot. In this case the length of
five of the ten links of which the body was constructed was subjected to the
evolutionary process, however, the total length of all links remained constant. The
idea here was to potentially improve the overall structure of the PINO robot for
bipedal locomotion. The authors noted, however, that while stable walking gaits
were generated by their method, these gaits bore no resemblance to those exhibited
by humans.
Wolff and Nordin conducted some of the earliest experiments involving the
application of evolutionary techniques to evolve behaviours directly on a real
humanoid robot without the requirement of an intermediate simulation step, and
6.1 Developments in EHR from 2000 to the Present 87
thus effectively almost completely avoided the reality gap issue, which arises when
some or all of the evolutionary processes take place in simulation (Wolff and
Nordin 2001, 2002). This advantage did not, however, come without an associated
cost. They reported the need for continuous maintenance of the robot platform
involving the replacement of the knee servos three times each, together with the hip,
ankle, and torso motors over a six-month testing period. The robot used in the
evolution was the ELVINA robot which, when scaled, has humanlike dimensions.
It had a height of 28 cm, and 14-DOF in total, 12 of which were subject to the
evolutionary process. A gait was specified by giving the position of each of these
12-DOF for a total of 9 keyframes, together with a speed and a delay parameter for
each of the keyframes, giving a total of 126 integer-valued genes per chromosome.
By a process of interpolation, the movements between each of these keyframe
values were smoothed out to encourage fluid movement patterns. The experimental
setup involved the robot being placed on a tabletop with a horizontal beam directly
above carrying a power supply cable and a security chain, both of which moved
along with the robot. Each population consisted of 30 individuals, 4 of which were
randomly picked for evaluation, over a total of 9 generations. The two individuals
with higher fitness were chosen as parents, and their children replaced the two
individuals with lower fitness. The fitness function used was based on the product
of the average velocity of the robot during a trial and a “straightness function”.
Starting off with a manually seeded population capable of static walking, the
authors reported that the evolutionary strategy employed generated straighter and
more robust bipedal locomotion.
Wolff and Nordin then moved to a simulation-based approach in which they
used the open dynamics engine (ODE) to simulate the ELVINA robot described
above, and used linear genetic programming to evolve forward locomotion
(Wolff and Nordin 2003a, b). They recognised the difficulties in evolving behav-
iours purely on the real robot:
Evolving efficient gaits with real physical hardware is a challenge, and evolving biped gait
from first principles is an even more challenging task. It is extremely stressing for the
hardware and it is very time consuming.
Their idea was to evolve control programs initially in simulation and then to
transfer this evolutionary process to the real robot; however, because of technical
issues they were unable to complete the transfer of the evolved behaviours to the
real robot. They did succeed in the evolution of forward locomotion of the robot in
simulation, while observing many instances of the robot falling over. Since this
particular set of experiments was conducted solely in simulation, no damage was
done to robot or to the environment!
In 2001 Langdon and Nordin conducted research on the evolution of hand-eye
coordination using the 60-cm-tall humanoid robot “Elvis”, which contained 42 servos
controlling the robot’s arm, leg, and hand movements (Langdon and Nordin 2001).
The experiment was conducted in two separate parts. In the first part the humanoid
88 6 The State of the Art in EHR
robot waved its hand in front of its face, recording the perceived location of its finger
tip (which had an attached red laser light source) using the robot’s stereo vision
system, together with the commands used to drive its hand and arm into position. The
evolutionary algorithm employed was the Discipulus machine code genetic pro-
gramming system which was used to evolve a function to drive each of the servos in
the robot’s arms. In the second part of the experiment, a stationary target (identified
using an identical red laser) was placed in front of the robot, which it then attempted to
touch using its evolved function set. The authors claim that the robot developed
humanlike performance, and that the results obtained demonstrated the potential of
their approach in practical control applications of the humanoid robot. Separate GP
based evolutionary experiments were also conducted using the Elvis humanoid robot
in the areas of the evolution of stereoscopic vision (Graae et al. 2000) and sound
localisation (Karlsson et al. 2000).
In 2003 Zhang and Vadakkepat reported the use of an evolutionary algorithm as
an aid in the design of walking and stair climbing in a 12-DOF simulated humanoid
robot (Zhang and Vadakkepat 2003). The robot simulated was the RoboSapien
humanoid which was designed and fabricated in the Automation lab of the National
University of Singapore and which was modelled using the Yobotics simulator. The
optimal hip height for walking was determined by examination of human walking,
and the zero moment point (ZMP) criterion was used in the determination of the
stability of gaits generated. The authors further claim to have implemented the
evolved gaits on a real RoboSapien robot.
Liu and Iba proposed an approach they termed “CBR augmented GP” in an
application which involved moving a real robot around an environment scattered
with obstacles, with the goal of approaching an object, picking it up, and then
carrying it to a goal (Liu and Iba 2004a, b). The robot used was the HOAP-1 robot
from Fujitsu Inc., which is 48 cm tall. They divided the control system of the robot
into two separate parts, a high level planning layer using genetic programming, and
a lower-level reactive layer incorporating case-based reasoning (CBR). The idea is
that the high-level planning, which is handled by GP, evolves a set of nine abstract
behaviours such as move forward (MF), move left (ML), turn right (TR), pick up
(PU), etc., using a simple offline 2D mobile robot simulator, where the humanoid
robot is treated as a point object. Fitness at this level is based on the ability of the
robot to accomplish the task, the number of steps the robot takes, and the total
number of collisions. A case base is then used, in conjunction with the information
gleaned from the camera with which the robot is equipped to detect similar real-
world situations to those previously stored in order to generate a concrete behav-
iour, based on current environmental conditions, from the abstract behaviours
generated by the GA. This second stage takes place on the real robot, and successful
object-moving behaviours were generated by this two-stage process.
In 2004 Boeing and his colleagues at the University of Western Australia used a
genetic algorithm to evolve bipedal locomotion in simulation using a 10-DOF
humanoid model, simulated using the DynaMechs library, for subsequent transfer
to the a real 35-cm-tall humanoid robot called Andy (Boeing et al. 2004). This was
6.1 Developments in EHR from 2000 to the Present 89
Also in 2007, a genetic algorithm was employed for both walking and stair
climbing based on a model of an eight-DOF robot using MATLAB to model the
joint angles (Shrivastava et al. 2007). Their model used cubic spline interpolation in
the generation of robot motions, which involved computing the joint angles
required to maintain balance in the motions using the ZMP criterion and attempting
to minimise energy consumption. Unusually for the experiments described here, a
deformation of the sole of the humanoid robot’s foot was allowed, and a method of
correcting for this deformation was proposed. They used a chromosome consisting
of 16 genes providing the values of 2 control points for each spline for each of the
robot’s 8 joints. Four control points per spline were used, and the starting and
ending points of each spline were predetermined. The genetic algorithm was in
charge of the generation of two intermediate control points, which were coded as
real variables. It was shown in this research that by correcting for sole deformation
the total energy consumed was minimised, demonstrating the possible useful
application of their proposed method of correcting for sole deformation.
Kulvanit et al. (2007) demonstrated the application of evolutionary algorithms to
the generation of fast biped walking using a fitness function based on walking
speed, the stability of the robot based on the amount of front-back sway generated,
and the power consumption. They applied their work to adapting the parameters of
a real humanoid robot called Jeed that has a total of 22-DOF and stands 45 cm tall,
and which was designed to compete in the RoboCup humanoid league soccer
competition. Starting from the best human-designed gait, the genetic algorithm is
then allowed to optimise four separate parameters defining the structure of this gait.
These are: the step length, the side sway distance, the angle of the trunk bend, and a
time constant based on the period between a foot being lifted from the ground to
when it is placed on the ground again. Each of these parameters is represented in the
chromosome as a 10-bit value, giving a total chromosome length of 40 bits. The
model is generated in simulation for transferral onto the real humanoid robot.
five-link robot with five degrees of freedom which was constrained to move in the
sagittal plane alone (Pettersson et al. 2001). Interestingly, in this paper the
researchers used the term “robotic brain” rather than “control system” to describe
the controller for the humanoid robot to emphasise the greater influence that the
program generated had on the actions and abilities of the robot as opposed to a
controller employing classical control theory. In their own words.
… we will use the term robotic brain for the computer program that determines the actions
of the robot, rather than the term control system. The latter term would indicate a more
limited representation employing classical control theory.
They used a technique based on one of the earliest EAs, as espoused by Fogel
(1966), which used an evolutionary algorithm to evolve a finite state machine
(FSM), in a process known as evolutionary programming. The results obtained
were mixed, but illustrated the utility of continuing with such a research approach.
Again in 2001, Fujii et al. conducted research on a controller for a seven-DOF
biped robot (in simulation only) using central pattern generators (CPGs, Fujii et al.
2001). They used the MathEngine simulation package to simulate a seven-DOF
biped (lower limbs only) which was controlled using a dynamically reconfigurable
neural network (DRNN) controller consisting of a set of neural oscillators. The
fitness function was based on the distance travelled in the trial period (30 s), without
the robot falling down, taking into consideration the distance travelled by both the
left and the right foot to encourage locomotion involving alternate steps by both
feet.
The issue of bipedal locomotion was again addressed by Bongard and Paul at the
University of Zurich using a five-link six-DOF model of the lower body of a
humanoid using a physically realistic simulation also based on the MathEngine
simulation package (Bongard and Paul 2001). Interestingly, they also allowed the
inclusion of morphological considerations in some of the experiments. A genetic
algorithm was used to evolve the weights for a recurrent neural network with 60
synapses. In the experiments which allowed for morphological change an additional
three or eight parameters are encoded in the genome, which are distributed evenly
across the genome to increase the recombination possibilities for these parameters
in crossover. These parameters encode factors such as the radii of different seg-
ments of the simulated robot’s body, and the lengths and positions of the mass
blocks which are incorporated in the robot’s limbs. Inputs to the network included
touch sensors in the feet, and proprioceptive sensors in each of the six joints.
Fitness is based on the distance travelled in the northern direction (the direction the
robot faces initially), either at the end of a set simulation period, or, in the event of
premature termination of an evaluation, on the distance travelled up to this termi-
nation. The researchers conclude that “the arbitrary inclusion of morphological
parameters does not always yield better results”.
In a separate but related piece of research, three experiments were conducted
allowing the mass blocks to represent different fractions of the total weight of the
biped (Paul and Bongard 2001). Based on these experiments, which they claimed
demonstrated for the first time that stable locomotion for biped robots could be
6.1 Developments in EHR from 2000 to the Present 93
achieved by coupling the optimisation of both the robot’s morphology and control,
the researchers concluded that “including morphology in the optimization process
can lead to much more efficient design in some cases”.
In 2002 Ishiguro and colleagues at Nagoya University described a set of inter-
esting experiments which they considered to be the first to evolve locomotion
controllers that could create passive-dynamic walking (Ishiguro et al. 2002). In this
work they investigated the mutual interaction between controllers and their envi-
ronment. The body parameters of a four-joint simulated biped robot were evolved
to create passive-dynamic walking. A two-stage evolutionary process was
employed; first the physical (body) parameters of a simulated bipedal robot were
evolved such that it supported passive-dynamic walking. Second a controller was
evolved for the passive-dynamic walker that was evolved in the first stage, such that
energy consumption was minimised and distance travelled was maximised. Further
experiments were then conducted on the evolution of similar controllers for mor-
phologies which did not support, or barely supported, passive-dynamic walking. It
was demonstrated that controllers evolved for robots in which the robot morphol-
ogies were initially evolved to support passive-dynamic walking considerably
outperformed those of these latter experiments, thus demonstrating the increased
evolvability of these embodiments.
In 2002 Wakaki and colleagues in the University of Tokyo used interactive
evolutionary computation (IEC) to create motions for a 3D computer graphics (CG)
avatar modelled using the Humanoid Animation Standard (H-Anim) (Wakaki et al.
2002). The range of motions displayed on the screen was limited to those that could
be accomplished by an actual human. Genetic programming was used as the
underlying evolutionary algorithm, and motions such as “dancing in time to the
given music” and bowing were evolved.
In a landmark paper published in 2002 in the prestigious publication, the IEEE
Transactions on Evolutionary Computation, Reil and Husbands demonstrated the
evolution of bipedal locomotion in a six-DOF humanoid model using the Math-
Engine simulator, as in Bongard and Paul’s work (Reil and Husbands 2002). Their
approach was to evolve the weights, and some other parameters for recurrent neural
networks to generate stable bipedal locomotion for their physically simulated biped
robot. They claimed that,
to our knowledge, this is the first work to demonstrate the application of evolutionary
optimisation to three-dimensional physically simulated biped locomotion
The fitness function employed was designed to maximise the distance travelled
by the simulated robot, while not allowing its centre of gravity to fall below a
certain height. No crossover was employed, and rank-based selection was used,
where the bottom half of the population (in fitness terms) was removed and replaced
with a second copy of the top half. Stable walking was developed in simulation
using their approach; however, the authors acknowledged the potential problems in
transferring their results evolved in simulation onto a real robot because of possible
inaccuracies in the simulator employed. Experiments were also conducted, with
mixed success, in evolving walking in the direction of a particular sound source.
94 6 The State of the Art in EHR
The researchers noted the high gait diversity in the walks generated, and the sim-
ilarity to human walks in some instances, although this was not selected for spe-
cifically in the evolutionary process. It should, however, be noted that only 10 % of
the evolutionary runs ended up in a stable walking gait.
In 2003 Miyashita, Ok, and Hase demonstrated the use of genetic programming
in order to evolve biped walking for a 12-segment humanoid model (Miyashita
et al. 2003). This article is related to an earlier 2001 article on this subject (Ok et al.
2001). Unusually for most of the experiments described in this section, the upper
part of the simulated humanoid was also modelled, including the upper part of the
torso and the arms. The lil-gp genetic programming system was used as their
simulation platform, and fitness was evaluated based on a linear combination of the
distance the simulated humanoid walked before falling down, the number of steps
made while walking, and the prevalence of horizontal and vertical shaking motions
of the robot’s body. The genetic program was used to determine the parameter
values for 8 neural oscillators working as central pattern generator; the number of
terminals used by the GP was 121, a large number by normal GP standards. The
number of feedback structures used was reduced from 12 to 8 because of symmetry
considerations involving the left–right symmetry of the human body which affected
8 of these DOF. While humanlike bipedal locomotion did evolve, this was limited
to ten steps because of the inherent instability of the limit cycles generated.
Also in 2003, Hase, Miyashita, Ok, and Arakawa demonstrated the simulation of
human gait using a precise neuro-musculoskeletal model in an interesting paper
which employed evolutionary computation to generate a variety of humanoid
locomotive patterns (Hase et al. 2003). These included normal gait, pathological
gaits (i.e., a person with an artificial limb), running, and apelike walking. They used
a 19-DOF model of the human body incorporating 14 rigid 3D bodies and 60
muscular models. The genetic algorithm was used to evolve 125 parameters of the
underlying neuronal control system. Different fitness functions were used in the
evolution of the different behaviours; in the experiments designed to emulate the
evolution from ape to human locomotion, additional morphological characteristics
were added to the GA search. A model of a chimpanzee was first constructed, and
the GA was then applied to this evolved chimp model and their results obtained
compared to both the body shape and the locomotive patterns of modern humans.
While not exactly matching the morphological structure or walking patterns of
modern humans, the authors suggest that their work should provide a useful
foundation for further anthropological studies of human evolution and that their
work could prove useful in computer graphical applications involving simulated
humanoids. Their hope also was that this work could form a connection of sorts
between human biomechanical research and computer animations.
Ishiguro et al. addressed the issue of bipedal locomotion over flat and inclined
terrain using a two-stage evolutionary approach (Ishiguro et al. 2003). They used
MathEngine to simulate the lower body of a seven-DOF humanoid robot. Seven
sets of neural oscillators were employed, the parameters of which were evolved by a
genetic algorithm. A process of incremental evolution was employed, and the fit-
ness in the first stage was based on the period travelled by the robot during the
6.1 Developments in EHR from 2000 to the Present 95
simulation period (30 s). The second stage of evolution used as its initial population
the last generation of the previous stage, and the simulated robots used a fitness
based on the product of the distance travelled on the uphill and downhill slopes,
respectively. Successful locomotion on all three terrains (flat, uphill, and downhill)
were evolved using this approach.
In 2004 Lee, Kim, and Lee from KAIST, Korea demonstrated the evolution of
bipedal locomotion for a 6-DOF simulated biped robot using 12 parameters in total
for the evolutionary process (Lee et al. 2004). Quite a complex fitness function was
employed, taking into account considerations such as the stability of the robot,
energy considerations, and a variety of basic constraint conditions. Useful walking
trajectories were obtained using their methodology.
Also in 2004 Jeon, Kwon, and Park of Hanyang University, Korea demonstrated
the use of genetic algorithms for staircase climbing in the case of a six-DOF
simulated humanoid (Jeon et al. 2004). They used MATLAB to evolve the loco-
motion of the robot using the consideration of energy optimisation. A number of
constraint considerations were also taken into account, including the conditions of
the stairs, the knee joints of the robot, and ZMP conditions. Satisfactory staircase
climbing behaviour was demonstrated in their experiments.
At the University of Sussex in 2004 Vaughan et al. demonstrated the evolution
of bipedal locomotion in a 3D ten-DOF powered passive dynamic robot (Vaughan
et al. 2004). They used the ODE for their experiments. The speed of the evolved
robot could be dynamically adjusted, and it was capable of adjusting to different
environmental conditions and changes in its own morphology. The fitness function
employed was based on the selection of robots that move as far as possible in a
straight line. They did this with what they called a subsumption approach, which
would now be called incremental evolution, where they first evolved feed-forward
continuous-time neural networks without sensory feedback, and later added sensory
input to the evolutionary process. Using this approach the evolution of robust
walking behaviour was observed. In another research article in 2005, these
researchers demonstrated the use of a genetic algorithm to evolve 12 parameters for
a six-DOF simulated humanoid robot, including morphological characteristics
(Vaughan et al. 2005). These evolved robots demonstrated the ability to adapt their
gaits in a dynamic fashion in response to external forces and exhibited robustness to
noise interference.
Park and Choi also used a six-DOF simulated humanoid in their research, which
aimed at minimising the energy consumption of a biped robot in locomotion (Park
and Choi 2004). This involved another early effort to evolve both the body and the
brain of the simulated robot, as a GA was used to search for the optimal positions of
the mass centres in the links which held the robot together (all of the mass of each
link is assumed to be concentrated on a single spot) as well as evolving optimal
trajectories for the robot’s legs.
In 2004, McHale and Husbands conducted research comparing variations of 3
different types of neural network (14 different ANNs in all); the continuous time
neural network (CTRNN), the plastic neural network (PNN), and the GasNet, all of
which were as part of an evolutionary process applied to bipedal locomotion for a
96 6 The State of the Art in EHR
5-DOF simulated robot which was “not entirely physically realistic” (McHale and
Husbands 2004). Their research suggested the potential utility of GasNets in
solving future sensorimotor control problems of this nature.
In 2005 Tang, Zhou, and Sun presented a two-stage approach to the generation
of efficient walking using GAs (Tang et al. 2005). The first stage involved the
generation of walking gaits based on the ZMP criterion and the energy consumption
of the four-DOF simulated robot. The second stage employed a genetically trained
neural network to generalise the walking gaits evolved in the first phase. Using this
two-stage process the researchers claim the generation of near-optimal walking
gaits based on varying step lengths and walking cycles.
In 2005 Alankus and colleagues presented research involving the generation of
dancing motions for a synthesised humanoid character based on analysing the
musical beats of a song or of a melody (Alankus et al. 2005). They claim in their
research to be, to the best of their knowledge,
the first researchers who have created a fully automated dance sequence generator of human
animation
Their research involved the use of a stock motion library containing motion
capture data and had the ability to generate novel motion sequences not contained
in this library. They used both a greedy algorithm and a genetic algorithm to aid in
the task of motion synthesis, using the same evaluation (fitness) function. This
fitness function was based mainly on the level of synchronisation of the music beats
with the dance moves of the simulated robot. They noted the greedy algorithm to be
faster than the GA; however, in situations where the variety of figures was of
importance or the beat intervals of the song fluctuated at a high rate, the genetic
algorithm approach could be superior.
Chen and colleagues from the Hebei University of Technology proposed a
methodology in 2007 for optimisation of the gaits of a 12-DOF simulated humanoid.
The robot was simulated using MATLAB, and it involved mixing both binary and
floating-point representations in the genetic algorithm (hence the “mix” in the
paper’s title). Walking stability (based on the ZMP criterion) and energy optimi-
sation were two of the criteria considered as part of their analysis (Chen et al. 2007).
In 2007 Ha, Han, and Hahn discussed the issue of the synthesis of a bipedal gait
based on the analysis of a human’s gait (Ha et al. 2007). A genetic algorithm was
used to adaptively create a gait pattern for a five-link simulated humanoid in the
sagittal plane; additionally a gait pattern for the frontal plane was evolved based on
minimising the distance between the robot’s ZMP value and a theoretically cal-
culated ZMP value. The evolved gait was simulated using OpenGL and was shown
to closely approximate that of the human modelled.
Jingdong et al. (2007) from the Harbin Institute of Technology discussed the
improvement of walking ability for a six-DOF simulated robot in the context of
robot soccer playing skills for the Federation of International Robot-soccer Asso-
ciation (FIRA) competition, in which their robot had had previous success. They
also addressed the generation of penalty kicking and goalkeeping behaviours in this
6.1 Developments in EHR from 2000 to the Present 97
paper; however, evolutionary techniques are not employed in these cases. The
optimal ZMP trajectory was computed for this robot based on four separate critical
parameters.
Also in 2007 Heralić, Wolff and Wahde conducted research into the evolution of
central pattern generators (CPGs) for gait generation in bipedal robots (Heralić et al.
2007). They compared the results obtained between two different approaches.
Method 1 involved evolution in two stages; the first stage involved the simulated
robot using a posture support mechanism, with several joints locked in place. Once
a stable individual was obtained this was cloned in order to create individuals for
the second phase, where the support structure was to be removed, and most joints
unlocked. Method 2 involved a one-step evolution process, with most joints
unlocked throughout the evolutionary process. Although the original formulation
involved Method 1 having the support structure in place in the first phase, and
removed in the second, this was altered to allow the positive support to be in place
for the first two seconds of experimentation in both phases. This approach was also
adopted for Method 2. The simulated robot had either 8 or 12 degrees of freedom
and the fitness function employed was broadly based on the distance travelled by
the robot in the forward direction reduced by deviation in the sideways direction.
Finally, in 2007 Yang and colleagues discussed a methodology that used a
genetic algorithm to generate the coefficients of a truncated Fourier series (TFS) for
the generation of stable bipedal gaits on both flat and inclined surfaces using a
technique they term the genetic algorithm-optimised Fourier series formulation
(GAOFSF, Yang et al. 2007). Their research was applied to a seven-link simulated
planar biped robot, and stable walking was demonstrated on both flat and inclined
surfaces. The simulation environment used was Yobotics. The fitness function for
the genetic algorithm was based on ZMP stability considerations, together with six
separate penalty functions to encourage correct and natural-looking walking pat-
terns. The authors claim that an advantage of their approach is the ease with which
the both the length and frequency of the stride can be adjusted.
In this section we present a review of the current state of the art in of the field of EHR
over the last six years or so, that is, since the year 2008. This research is categorised
in several fashions, including the general application area, and the type of evolu-
tionary algorithm employed. Of course, any survey of this sort will be incomplete by
nature given the ongoing dynamic nature of research being conducted, however, we
hope that it is possible to give a snapshot of some of the details of research in most of
the broad areas of research in this field. The overall results from this survey are
presented in Tables 6.1 and 6.2, covering simulated and embodied experimentation
respectively; each table is organised by year of publication in reverse chronological
Table 6.1 Simulated experimentation
98
Year Researchers Platform-simulator Application Fitness function Type of evolution What is evolved
type
2013 Al Borno, de Simulation of full Synthesising a wide range Various tailored Covariance matrix 350 variable values
Lasa, and body motion using of human movements, functions for the adaptation (CMA) representing key-poses of a
Hertzmann Featherstone’s including walking, different cubic-B-spline
algorithm crawling and breakdancing movements parametrised by Euler
angles
2013 Santos Open dynamics Bipedal locomotion for a Technically Genetic algorithm A varying number of
engine (ODE) six-DOF simulated robot tailored but parameters for both
on flat surfaces, on a slope, mainly synaptic delay neural
and on stairs. Compare aggregate—based networks and continuous
results obtained for on distance time recurrent neural
synaptic delay neural traveled by the networks
networks with those for biped in a given
continuous time neural time (8 s)
networks based on Santos
and Campo (2012)
2012/ Wang, Lu and Not specified Motion generation (ladder Tailored Genetic algorithm, Generation of keyframes
2008 Zhang climbing) for 23-DOF using MATLAB
simulated humanoid robot genetic algorithm
toolbox
2012 Jadhav, Joshi N/A Generation of novel dance Tailored Genetic algorithm Dance steps represented as
and Pawar steps for an Indian classical dance vectors
dance (BharataNatyam) for
choreographer use
2012 Ouannes, Open dynamics Bipedal locomotion, Aggregate Genetic algorithm Recurrent neural network
Djedi, Duthen engine (ODE) 15-DOF
and Luga
2012 Wang, Open dynamics Automatic synthesis of Tailored Covariance matrix 124 parameters defining a
Hammer, Delp Engine (ODE) controllers for walking and adaptation (CMA) simulated motion
and Koltun running for a simulated 30-
DOF humanoid character
representing a male adult
6 The State of the Art in EHR
(continued)
Table 6.1 (continued)
Year Researchers Platform-simulator Application Fitness function Type of evolution What is evolved
type
2012 Torres and Webots Automatic synthesis of Aggregate (?)— Genetic algorithm 16 parameters for 6 neural
Garrido walking behaviours for a precise fitness oscillators controlling the
model of the Aldebaran function not robot’s motion
Robotics Nao humanoid specified
robot, for 6-DOF, and
compare results with two
other walk engines
2012 Savastano and Custom simulator, Reaching and grasping Tailored, An “evolutionary Neural network based
Nolfi available online: tasks, modelling those of incremental method” based on controller
([Link] human infants, applied to a GAs
laral++/farsa), based 14-DOF model of the iCub
on Newton Game humanoid robot
Dynamics open-
source physics engine
2011 Lehman and Open dynamics Bipedal locomotion, “Novelty search” NeuroEvolution of Neural network
Stanley engine (ODE) 6-DOF versus aggregate augmenting
noninteractive topologies (NEAT)
2011 Azarbadegan, Simulator adapted Evolution of bipedalism Tailored Genetic algorithm Array of genes
Broz, and from Thomas representing morphology
Nehaniv Miconi’s work, which and connectivity of
is based on Karl individual limbs, together
Sims’ original with neural information for
simulator; uses open a McCulloch-Pitts based
dynamics engine neural controller
(ODE)
2011 Cardenas- Mathematical model Bipedal locomotion Tailored Genetic algorithm Eight parameters of a
Maciel, Castillo minimizing energy feedback controller to
and Aguilar consumption of simulated produce walks with low
6.2 Recent Research Developments in the Field of Evolutionary Humanoid Robotics
Year Researchers Platform-simulator Application Fitness function Type of evolution What is evolved
type
2011 Schreiner and Webots version 6.2.4 To optimise 6 general- Tailored Genetic algorithm 35 walk controller
Punzengruber modelling 21-DOF purpose motion controllers parameters for each of 6
Aldebaran Nao robot supplied by the robot’s motions
manufacturer
2011 Urieli, SimSpark multiagent Robot soccer skills for Tailored CMA/ES Parameter values for
MacAlpine, system simulator. simulated Nao robot (22- (covariance matrix templates which define
Kalyankrishna, Uses ODE (open DOF)—including multi- adaptation different skill sets
Bentor and dynamics engine) directional walking, evolution strategy)
Stone turning, kicking and GA (also hill
climbing and cross-
entropy method
(CEM))
2010 Sellers, Pataky OpenDE version Using evolutionary Tailored, Genetic algorithm 18 × 3 parameters in the
Caravaggi and GaitSym simulator robotics experiments incremental range −1 to +1
Crompton using anybody demonstrate the representing duration and
research project importance of the Achilles activation levels for each
Leg3D model from tendon, and generate of the 18 muscles (DOF)
Model Repository 6.1 movement patterns for for first half of a gait cycle
humanoids to predict
aspects of human
locomotor mechanics,
using an 18-DOF model
2010 Dubbin and Panda3D simulator To train virtual humans to Interactive Approach based on ANN, encoding the
Stanley dance, 34 DOF in total evolutionary NeuroEvolution of actuation of the joints of
computation (IEC) Augmenting the model
technologies
approach (NEAT)
(continued)
6 The State of the Art in EHR
Table 6.1 (continued)
Year Researchers Platform-simulator Application Fitness function Type of evolution What is evolved
type
2010 Shafii, Aslani, Rcssserver3d Evolution of straight, Aggregate Genetic algorithm, Seven parameters for
Nezami and simulator, based on stable bipedal locomotion. (distance travelled also Adaptive PSO Truncated Fourier Series
Shiry Spark and ODE To compare EA and PSO in desired (both used gait generator
approaches to walking direction) separately to tune
using simulated Nao TFS gait, and
humanoid robot with results compared)
22-DOF
2010 Wu and NVIDIA PhysX SDK Generate bipedal Tailored, based on CMA/ES “used as a Between 46 and 70
Popović in software mode locomotion which can energetic cost, black box parameters which are
adapt to uneven ground COM deviation optimizer” normalised to [0,1],
conditions in real time, for error, and frame initialised to 0.5 to start
graphics applications, and tracking errors with
possible game applications
2010 Tuci, Massera Newton game To categorise spherical and Tailored, based on Simple genetic Connection weights and
and Nolfi dynamics library elliptical objects placed the sum of two algorithm other parameters of a
simulating an on a flat surface using different fitness recurrent neural network
anthropomorphic a robotic arm equipped components with 22 sensory neurons, 8
robot arm with with tactile sensors internal neurons, and 18
27-DOF motor neurons consisting
of 420 parameters in total,
each encoded as 16 bits
2009a Allen and Not specified Generate bipedal Tailored NeuroEvolution of Structure and connection
Faloutsos locomotion using a neural Augmenting weights of an artificial
controller, taking in 11 technologies neural network, which
“sensory inputs” (NEAT) specifies the target angles
of seven joints
2009 Sheng, Mathematical model Stair climbing gait Tailored Multiobjective Optimisation of ten
Huaquing, of 10-DOF humanoid optimisation based on genetic algorithm parameters
6.2 Recent Research Developments in the Field of Evolutionary Humanoid Robotics
(continued)
Table 6.1 (continued)
102
Year Researchers Platform-simulator Application Fitness function Type of evolution What is evolved
type
2009 Suzuki, Gritti Webots model of Bipedal locomotion Aggregate (based Genetic algorithm 147 neural network
and Floreano HOAP-2 humanoid (walking towards a goal) on ability of robot connections, each encoded
robot to reach goal as five bits (total 735 bits)
position)
2009 Hong, Kim and Webots simulation of Footstep planner for a Tailored—based Genetic algorithm 24 parameters providing
Kim KAIST humanoid humanoid robot in the on number of input to univector fields
robot HSR-VIII presence of obstacles steps taken,
(26-DOF) avoidance of
obstacles, and
minimum energy
consumption
2009 Kim, Kim and Model of 7-DOF Walking up and down a Tailored Adaptive genetic Optimisation of six
Kim biped robot based on staircase algorithm (AGA) parameters
Euler-Lagrange
equation
2009 Virčíková and Webots Evolution of dance Interactive Genetic algorithm Angular positions of robots
Sinčák choreography for the evolutionary joints
Aldebaran robotics Nao computation
humanoid robot (IEC), 20
participant
evaluators
2009 Wampler and Newton–Euler Generate gaits and Tailored, based on Space–time Various, depending on
Popović formulation used for morphologies for a variety muscular exertion, optimisation optimisation problem
dynamical of simulated legged head position and combined with a
constraints; SNOPT creatures, including a stability and the variant of CMA
used for spacetime 16-DOF biped avoidance of high
optimisation velocity joint
motions
(continued)
6 The State of the Art in EHR
Table 6.1 (continued)
Year Researchers Platform-simulator Application Fitness function Type of evolution What is evolved
type
2008b Yanase and Iba Simulated HOAP-1 Footstep planning Tailored Non-dominated Set of parameters for
robot, simulator not application, to reduce the Sorting genetic footstep planner: variables
specified number of evaluations algorithm-II representing length of
required by A* search (NGSA-II) footstep in two dimensions
2008 Boeing Physics abstraction Generate biped walking Functional Genetic algorithm 6(DOF) × 6(control points)
layer with and jumping gaits for two incremental 8 bit values for simple
Dynamechs, ODE and simulated bipeds, a simple biped, 7 × 6 values for
bullet physics library biped (6-DOF) and an android biped + 3 × 16 bit
as back-end android biped (7-DOF), values determining PID
simulators also a tripod and a snake parameters (evolved
separately)
2008 Zamiri, Farzad, Spark, based on ODE, Generate biped walking in Aggregate Genetic algorithm Seven coefficients of a
Saboori, running a model of a simulated model of the (distance travelled Fourier series, for each of
Rouhani, HOAP-2 humanoid, 25-DOF Fujitsu HOAP-2 by time passed); 12 joints = 84 values;
Naghibzadeh based on analysis of robot, 12 joints subject to tailored function second experiment 7 × 4
and Fard HOAP-2 gait in evolution for second joints = 28 values
Webots experiment
2008 Berger, Amor, Freiberg robot Use kinesthetic Not specified, Genetic algorithm 12 real-coded genes each
Vogt and Jung simulator (FRS), a bootstrapping to evolve dependant on the representing the
simulator designed to new behaviours based on task to be solved coordinates of a Bezier
support kinesthetic initial human-supplied control point in the robot
user input postures for a simulated posture space
18-DOF bioloid humanoid
robot
6.2 Recent Research Developments in the Field of Evolutionary Humanoid Robotics
103
Table 6.2 Embodied experimentation
104
Year Researchers Platform-robot Platform- Application Fitness function Type of evolution What is evolved
simulator type
2013 Eaton Robotis Bioloid Webots Dance Tailored Genetic algorithm Keyframe
humanoid (18- interpolator, 400 bits–16
DOF humanoid bits for each of 18 DOF
robot) for 4 keyframes + 2
unused DOF + 4 × 16 bits
for keyframe speed + one
16-bit value representing
joint range
2012/ Baydin Custom Mathematical Control of a 4-DOF Aggregate (total Genetic algorithm 25 real numbers encoding
2008 hardware model only mechanism for distance moved) parameters of the central
involving a involving bipedal locomotion although pattern generator
lateral boom integration of additional tailored network, and topology
rotating around Newton–Euler functions were tried of the network
a pivot equations but not used as
minimal
improvements in
performance were
noted
2012 Fukunaga, Fujitsu frontech Low-fidelity Exhibition guide Tailored Genetic Controller program
Hiruma, enon service custom robot programming,
Komiya and robot, wheeled simulator evolved controller
Iba transferred to real
robot
(continued)
6 The State of the Art in EHR
Table 6.2 (continued)
Year Researchers Platform-robot Platform- Application Fitness function Type of evolution What is evolved
simulator type
2012 Sakai, Kanoh Fujitsu HOAP- Open dynamics Evolution of Behavioural— Evolutionary Variable values, and
and Nakamura 1 (20-DOF), engine (ODE) “standing-up” fitness is computed multivalued-decision structure of multivalued
and Kondo motion, both in as the sum of the diagrams (EMDDs) decision diagrams, and
KHR-2HV simulation, and on values for the and evolutionary multiterminal binary
(17-DOF) the real robots, robot’s chest multiterminal binary decision trees
humanoid comparing the position over each decision diagrams
robots results of two individual trial (EMTBDDs)
different approaches
2011 Domingues, Aldebaran SimSpark Generate walk Not specified Partial Fourier series Trajectory of robot joints
Lau, Pimentel, robotics Nao simulator using behaviour optimised with
Shafii, Reis humanoid robot ODE (TFSWalk genetic algorithms,
and Neves behaviour) PSO and truncated
Fourier series also
employed
2011 Virčíková and Aldebaran N/A Dance Interactive Genetic algorithm Direct joint angles
Sinčák robotics Nao evolutionary
humanoid robot computation (IEC)
2011 Gökçe and Aldebaran Webots Omni-directional Tailored/aggregate Evolutionary strategy Thirteen parameters
Akin robotics Nao walking for which determine the
humanoid robot RoboCup walking pattern for a
applications CPG based algorithm
2011 Kulk and Aldebaran Webots, using Humanoid robot Various, tailored Evolutionary hill Two different parameter
Welsh robotics Nao existing walking, comparing climbing with Line spaces
humanoid robot RobotStadium 3 different learning Search (EHCLS),
environment algorithms together with
Guassian particle
swarm optimisation
(GPSO) and policy
6.2 Recent Research Developments in the Field of Evolutionary Humanoid Robotics
gradient
reinforcement
learning (PGRL)
105
(continued)
Table 6.2 (continued)
106
Year Researchers Platform-robot Platform- Application Fitness function Type of evolution What is evolved
simulator type
2010 Lee, Jong and Not specified in Custom Evolve behaviour Training/tailored, Modified genetic Motor rotation angles
Yang paper (“a real simulation sequences incremental. algorithm
humanoid software Imitation-based
robot”) learning
2010 Hettiarachichi Fujitsu HOAP- Webots Evolution of 2 Tailored, based on Genetic algorithm. Joint angle differentials
and Iba 2 robot asymmetric yoga humanoid stability, Motions evolved in
motions, 11 and 14 and closeness to the simulation, and
joints (DOF) desired pose transferred to real
respectively robot
2010 Kim, de Silva Custom robot, Not specified Walking on the Training Genetic algorithm Various parameters of
and Park 19-DOF in total level, ascending Sugeno-type fuzzy
but ten used in and descending models
experimentation
2009 Antonelli, Kondo KHR- USARSim Generation of Tailored, Genetic algorithm 10 parameters, 9
Dalla Libera, 2HV humanoid robot interactive on one representing joint angles,
Menegatti, movements— level, user specifies one gives the time
Minato and walking range of between frames
Ishiguro permissible joint
angles on a semi-
interactive basis
2009 Dip, Prahlad 12-DOF custom Mathematical Generation of Tailored Genetic algorithm Optimisation of 4
and Kien aluminium model using walking gaits based walking parameters based
biped robot Runge-Kutta on stability and on maximising stability
using fourth-order walking speed and walking speed
dynamixel DX- numerical
113 motors integration and
the MATLAB/
Simulink
environment
(continued)
6 The State of the Art in EHR
Table 6.2 (continued)
Year Researchers Platform-robot Platform- Application Fitness function Type of evolution What is evolved
simulator type
2009 Amor, Berger, Robotis Bioloid Physics-based Generate a variety Tailored Genetic algorithm Optimise a
Vogt and Jung humanoid robot simulator based of behaviours (variable, depending on
(18-DOF) on open including application) number of
dynamics engine performing a control points specifying
(ODE) headstand, walking, a spline curve, which is a
and standing up, compressed
based on initial representation of the
human-supplied human-supplied motion
postures
2009 Palmer, Miller Dexter, a Custom Generation of Tailored, mainly Genetic algorithm 22 chromosomes
and Blackwell 12-DOF adult- simulator using bipedal locomotion based on time until containing the weights
size bipedal the open (in simulation loss of balance with for 22 neural networks of
robot by dynamics engine only); generation of error terms for four different topological
Anybots Inc. (ODE) standing balance for variations of types
utilising the robot in both various motion
pneumatic simulation and in values from
actuators reality expected values
2008b Eaton Robotis Bioloid Webots Generate bipedal Tailored Genetic algorithm 336 bits (for simulated
humanoid robot simulating locomotion for QRIO-like robot)
(18-DOF) 20-DOF normal, low- representing the value of
QRIO-like robot friction, and 20 motors over 4
and 18-DOF reduced-gravity keyframes together with a
bioloid conditions. joint range value; 400
humanoid Investigate the bits for simulated Bioloid
effect of humanoid (includes
morphological keyframe speed values)
constraints
(continued)
6.2 Recent Research Developments in the Field of Evolutionary Humanoid Robotics
107
Table 6.2 (continued)
108
Year Researchers Platform-robot Platform- Application Fitness function Type of evolution What is evolved
simulator type
2008 Wolff, 17-DOF robot N/A— Optimise the gait Tailored GA without A variable number of
Sandberg and manufactured experiments on for a bipedal robot crossover and values, representing the
Wahde by Kondo real robot only given an initial allowing structural joint angles of 13 of the
Kagaku Co Ltd. (fully embodied hand-coded gait mutations 17 motors (M) at each of
(KHR-1/KHR- experimentation) up to 10 states (S)—plus
2HV) a single value encoding
the speed of transition
between states—total of
14 × S values
2008 Ra, Park, Kim Humanoid Mathematical Generate Tailored EA using a gradient- Not clear from article
and You robot “Mahru” models ball-catching type based local
movement optimisation
algorithm
2008a Yanase and Fujitsu OpenHRP Generate various Aggregate (total Genetic algorithm 41 real-valued parameters
Iba HOAP-1 robot (Open motions for distance moved) including values of 7
architecture humanoid robots although additional DOF for 5 keyframes and
humanoid including tailored functions time taken per keyframe
robotics cooperative dance were tried but not
platform) and kicking using used as minimal
IEC. Optimise improvements in
motions generated performance were
using conventional noted
GA
6 The State of the Art in EHR
6.2 Recent Research Developments in the Field of Evolutionary Humanoid Robotics 109
order. Some researchers have published similar results over more than one year, and
in this case we may give the years involved.
One interesting fact that emerges from this survey is the continued prevalence of
the application of evolutionary robotics to the area of bipedal locomotion in
humanoids. Over half of the research surveyed involved the evolution of stable
walking, at least as part of the published work. Another major application domain is
in the evolution of dance behaviours, including dance choreography. Some of this
research involves the use of interactive evolutionary computation (IEC) techniques
(Takagi 2001). This evolutionary technique essentially involves taking the objective
fitness function used by the standard GA and replacing this with a subjective human
evaluation of the quality of the evolved behaviours. See Chap. 3 for a further
discussion of this issue. A number of behaviours involving robot soccer skills were
also evolved. This is not surprising, as a lot of current applications of humanoid
robot skills are in the robot soccer domain, specifically in the RoboCup standard
platform league, which since 2008 has employed the Aldebaran Robotics Nao
Humanoid robot (replacing the Sony AIBO dog-like robot, which was used pre-
viously). Other application domains include ball catching, ladder climbing, footstep
planning, and crawling and jumping behaviours. Research is also being conducted
on the evolution of yoga-like motions, and in the prediction of certain aspects of
human locomotor mechanics.
As regards the evolutionary algorithms employed, interestingly over 50 % used a
genetic algorithm of some form. Other algorithms used were the neuroevolution of
augmenting technologies (NEAT) approach (Stanley and Miikkulainen 2002), the
covariance matrix adaptation (CMA) approach (Hansen and Ostermeier 2001), the
nondominated sorting genetic algorithm II (NSGA-II, Deb et al. 2002), evolu-
tionary hill climbing, and genetic programming.
As mentioned earlier, the Aldebaran Robotics Nao humanoid robot (Gouailler
et al. 2009) is commonly used in recent research in this area, other platforms
include the Robotis Bioloid humanoid robot, the iCub open-systems humanoid
robot (Sandini et al. 2007), the Kondo KHR-2HV and the Fujitsu HOAP-1 and
HOAP-2 robots.
The largest bipedal humanoid included in the survey is an adult-sized humanoid
called Dexter, and developed by Anybots Inc. While successfully evolving walking
in simulation on this robot, this walk was not successfully transferred to the real
robot, however the evolved controller can balance the real robot in a standing
position (Palmer et al. 2009).
To date the author is not aware of the successful application of evolutionary
techniques directly to the design of complex motions in a sophisticated modern
adult-size bipedal humanoid, such as the Cybernetic Human HRP-4C, described in
Chap. 4. Further details of many of these humanoid robot platforms are also given
in Chap. 4.
The most commonly used simulation platform is the Cyberbotics Webots mobile
robot simulation package (Michel 2004). This allows for the simulation of a wide
variety of robots and their environments, using an accurate physics simulator.
Another commonly used simulator is the SimSpark simulator, as used in the
110 6 The State of the Art in EHR
RoboCup 3D soccer simulation league (Obst and Rollman 2005; Boedecker and
Asada 2008). Both the Webots and the SimSpark simulators use the Open
Dynamics Engine (ODE) physics engine which allows for the simulation of com-
plex rigid bodies connected with joints. The Urban Search and Rescue simulator
(USARSim) has also been used to evolve behaviours (Carpin et al. 2007), as has
OpenHRP (Open architecture humanoid robotics platform); (Kanehiro et al. 2004)
and the Panda3D simulator ([Link] A variety of custom sim-
ulators and mathematical models were also employed.
We present our findings in this section in tabular form for conciseness, and to
allow for quick consultation and access by the interested reader to further relevant
material, including the source publications. As for our discussion of research in the
early years (2000–2007), we divide the experiments into two separate sections,
representing simulated experimentation (no transference/experimentation on a real
humanoid, Table 6.1), and embodied experimentation where a real robot was
involved at some stage, either in evolution, or in the testing/implementation of
evolved behaviours (Table 6.2). Each table also provides further details regarding
the researchers involved in the work and the date of publication, in the case of
embodied experimentation the humanoid robot platform (Nao, Bioloid, etc.), and in
the case of both simulated and embodied experimentation the simulator employed
(if specified). The general application area of the research is also outlined (bipedal
locomotion, dance, etc.) along with the general type of fitness function(s) employed.
The type of evolutionary algorithm is also given (GA, GP, etc.), and an indication is
given as to what it is that the evolutionary algorithm actually evolves (weights for a
neural network, motor rotation angles, etc.). It is hoped that this will provide
sufficient information for readers to determine if a particular experiment is of
interest to them, and to then provide them with the pointers to the relevant research
literature, if required.
To recap, this section covers publications over the 6 years 2008–2013. It is not
suggested that this is in any way a comprehensive listing of all of the publications
during this period; however, it is hoped that this list forms a representative sample
of applications, and gives the reader an overview of most of the important aspects
of the current state of the art in the field of evolutionary humanoid robotics.
Chapter 7
Performance Evaluation
and Benchmarking of Humanoid Robots
7.1 Introduction
In the evolutionary robotics field, or indeed in the general sphere of research into
producing autonomous agents for real-world applications, it is desirable (if not
essential) to have a situation where we can build on previous results in order to
build/evolve artefacts of ever increasing utility. However, as pointed out in Eaton
et al. (2001), if we are to produce progressively more useful robots, it is essential to
have some method of comparing or benchmarking different performances. This is a
difficult task given the wide variety of wheeled and legged mobile robot architec-
tures and the diversity of the different tasks being attempted. In 2001, recognising
the utility of aspects of the RoboCup competition model in the performance
evaluation and benchmarking of mobile robots (together with RoboCup’s inherent
limitations), we then advocated (Eaton et al. 2001)
the provision of a set of specifically designed experimental frameworks, based loosely on
the RoboCup model, involving tasks of increasing complexity, rigorously defined to
facilitate experimental reproducibility and verification
Del Pobil also discusses the issues involved in the performance evaluation and
benchmarking of robots well in the rationale behind the “Benchmarks in Robotics
Workshop”, held at IROS (2006) (del Pobil 2006):
Current practice of publishing research results in robotics makes it extremely difficult not
only to compare results of different approaches, but also to assess the quality of the research
presented by the authors …Typically when researchers claim that their particular algorithm
or system is capable of achieving some performance, those claims are intrinsically unveri-
fiable, either because it is their unique system or just because of a lack of experimental
details, including a working hypothesis …Results are tested by solving a limited set of
I was a member of the expert panel for Robot Standards and Reference Archi-
tectures (RoSta) FP6 EU Coordination Action, and one of its findings in 2007 was
that (Hägele 2007)
There are benchmarks for components and subsystems of mobile manipulation and service
robots and also competitions in different areas but there is nothing like a whole system
benchmark that produces comparable results
and
There is a tremendous need for clearly defined benchmarks for systems with and without
human interaction.
In this chapter we examine some of the advances which have been made in
recent years in the performance evaluation and benchmarking of robots, concen-
trating mainly on those with some application in the humanoid robotics field. For a
good overview of robotics challenges prior to 2002 see Balch and Yanco (2002).
The most recent, and the most ambitious initiative, which is currently under way,
is the Defense Advanced Research Projects Agency (DARPA) Robotics Challenge.
This follows on from the 2004 and 2005 DARPA Grand Challenges, and the 2007
DARPA Urban Challenge. It involves the robot (most likely, although not neces-
sarily, of the humanoid variety) performing a range of different tasks including
driving a utility vehicle, avoiding obstacles, manipulating objects, and opening a
door.
We also look at the current RoboCup competition, concentrating on the Standard
Platform League (SPL), which uses the Aldebaran Robotics Nao 21-DOF
humanoid robot as described in Chap. 4 and the 3D simulation league, which uses a
simulated model of the same Nao robot. Also of interest is the soccer humanoid
league, which generally involves self-constructed humanoid robots in three different
sizes: KidSize or less than 60 cm tall, TeenSize for robots which are between 100
and 120 cm, and the full AdultSize for robots taller than 130 cm. Also falling under
the RoboCup umbrella are the more recent RoboCup@home, RoboCup@work, and
RoboCupRescue competitions.
We also briefly discuss the FIRA HuroCup, which is aimed specifically at
humanoid robots and which involves a variety of tasks including ball throwing, wall
climbing, and penalty kicking. Other benchmarks of note, though not necessarily
involving humanoid robots, include the ICRA Robot Challenge, the European Land
Robot Trial (ELROB) (Schneider and Wildermuth 2011; Schneider et al. 2012), and
the 2008 Rat’s Life benchmark (Michel et al. 2008).
7.2 The DARPA Robotics Challenge 113
For the DRC trials eight separate task sets were given, each generally divided into
three separate subtasks, worth one point each. An extra bonus point is awarded for
each task if the robot completes all of a task’s subtasks without human intervention
(apart from teleoperation). The robots were allowed 30 min to complete each given
task. The time taken to complete tasks was not taken into account except in the case
of a dead heat. The eight tasks to be performed (in summary) were:
The robot has to drive a utility vehicle through an “obstacle course” consisting of a
series of pylons (1 point), and then get out of the vehicle and walk/locomote to a
defined “end zone” (2 points).
114 7 Performance Evaluation and Benchmarking of Humanoid Robots
The robot must traverse three separate terrain segments consisting of blocks laid out
on the ground (but not fastened to the ground). The successful transversal of each
terrain segment earns the robot one point.
The robot climbs a ladder which is securely fastened to the floor, and set at either a
60° or a 75° angle, and which may or may not have handrails depending on team
choice. Depending on the height climbed, the robot can get up to three points in
total. This task posed particular difficulty for robots of non-humanoid morphology.
The robot has to remove two groups of five pieces of debris consisting of light-
weight wooden pieces; each group cleared gains one point. The robot must then
travel through an open doorway (one point).
The robot must make its way through three separate doors, one point for each door.
The doors are a push door, a pull door, and a door with a weighted closer. Each
door is 36 inches wide, and has a lever-type handle.
The robot has to operate a cordless drill in order to remove a triangular section from
a half-inch thick sheet of drywall. One point is given for each of the first two edges
cut through; the third point is for cutting the final edge and removing the triangular
piece from the wall. The robot has a choice of two drills and two drill bits.
This task involves the robot closing three different valve types, in any order. One
valve is a 90° ball valve requiring a rotation of 90° to close fully. The other two
valves are rotary valves of different diameters, each requiring a complete clockwise
rotation to close. The successful closure of each valve garners one point.
7.2 The DARPA Robotics Challenge 115
This task involves connecting a hose to a wye, again this is divided into three
subtasks; moving the hose nozzle past a certain point, making contact between the
hose nozzle and the wye, and attaching the hose nozzle to the wye. As usual, each
of these subtasks is worth one point each.
Following the DRC trials, five of the top eight teams used Atlas-based robots and
these automatically qualified for DARPA funding. The other three robots finishing
in the top eight were the S-One humanoid from SCHAFT Inc., a humanoid broadly
based on the HRP-2 humanoid, which came first in the trials, the Carnegie Mellon
University robot CHIMP (a quadrupedal robot which is capable of bipedal standing
and can roll on rubberised tracks and has “near-human form factor, work-envelope,
strength and dexterity”), and the NASA Jet Propulsion Laboratory robot RoboSi-
mian, probably the least human-like of the eight robots, which has four general-
purpose limbs for both locomotion and manipulation.
In recent developments the top-scoring SCHAFT humanoid, which is now
owned by Google, has been pulled out of the competition altogether (having earlier
been moved to the self-funded category), and the funding freed distributed to two of
the lower scoring teams one of which has split into two teams. It should be noted
that while ten teams have been now been selected to receive DARPA funding for
the 2015 DRC finals, any team can compete in these finals as long as they have
independent funding. Team KAIST, from South Korea using the DRC-HUBO
humanoid have confirmed their intention to compete in this self-funded category.
The tasks faced by the robots in the DRC Finals will be similar to those faced in
the trials, with the significant difference that the robots will not be allowed to have
any physical connections to their environment, be they restraints to prevent the
robot from damage in the case of a fall, power connections, or wired communi-
cations. In addition no human intervention of any type will be allowed, for example,
if a robot falls, the robot will have to get up without human assistance. As in the
DRC trials the robots will operate on a teleoperated basis, however the wireless
communications will be further degraded in order to simulate the conditions of
wireless interference and latency that might be experienced in a real disaster zone.
Finally, the time allowed to complete the tasks will be reduced to about a quarter of
that allowed for the DRC trials.
116 7 Performance Evaluation and Benchmarking of Humanoid Robots
7.3 RoboCup
Following several years of preparatory work, the RoboCup soccer league was
launched in Nagoya, Japan in 1997 with the avowed aim (Kitano and Asada 1998;
Kitano et al. 1998)
By mid-2lst century, a team of fully autonomous humanoid robot soccer players shall win
the soccer game, comply with the official rule of the FIFA, against the winner of the most
recent World Cup
This goal was viewed as a grand challenge and would certainly have seemed
ambitious at the time. However, the given timescale of around 50 years was viewed
in the context of the approximately 50 year timescale between the invention of the
digital computer and the building of a computer which could beat the human world
champion in chess. The computer, of course, was Deep Blue, and the champion
Garry Kasparov; and this landmark occurred in 1997, the year the RoboCup ini-
tiative was launched.
While the initial robots participating in the RoboCup competition were all of the
wheeled variety (or simulated), the intention was always to progress to humanoid
robots, which would then lead to the ultimate goal of the challenge: that is, to take
on and to beat the human World Cup champions (Kitano and Asada 1998). Fol-
lowing this longstanding vision, the first demonstration of humanoid robot soccer
skills took place in the 2000 RoboCup competitions, which was the followed by the
first RoboCup Humanoid League in 2002 (Veloso and Stone 2012).
The current version of the RoboCup Humanoid league is divided into three
sections: the KidSize (40–90 cm tall), the TeenSize (80–140 cm) and the AdultSize
(130–180 cm). The KidSize class currently consists of two teams of four humanoid
robots each competing against each other; the TeenSize has two teams of two
humanoids each, while the AdultSize league (only in operation since 2010) cur-
rently involves two adult-size humanoids competing against each other in dribble
and kick-type competitions. Additional technical challenges are also included as
part of the humanoid league, including self-localisation, stable walking and run-
ning, ball perception, and ball kicking. The design of the robots for all of the classes
is constrained from a morphological perspective to having a human-like body with
the only allowed modes of locomotion being bipedal walking and running. Simi-
larly, the design of sensors for the robots is constrained to be broadly human-like;
for example, any cameras used must be positioned in the robot’s head and the field
of the robot’s view is limited to 180°.
In order to fulfill the vision of having a fully autonomous humanoid team
capable of playing (and beating!) the human world champions by the year 2050, a
tentative roadmap has recently been proposed, setting out a series of rough mile-
stones that would have to be achieved in order to achieve this goal. This roadmap
involves the gradual increase of the number of players per team, the size of the
playing field, the number of humanoid robot players, and the length of each indi-
vidual contest. It is also proposed to reduce the number of classes for all sizes of
7.3 RoboCup 117
robots to just one. So by the year 2020, for example, it is proposed that there will be
a single class of humanoid, with a minimum height of 60 cm (about the size of the
current Nao humanoid) with a maximum of 6 players per side (currently the
maximum is 4) and double the time per half (20 min as opposed to 10 min). By the
year 2030 the minimum robot height will have risen to a metre with a field length of
80 m and 8 players per side. It is also envisioned at this stage that the robot players
will engage in competitions against (nonprofessional!) human teams. In addition, at
this stage an extra technical challenge as well as defending the goal and striking at
goal against human opponents will be to be able to outrun the president of
RoboCup!
While the Humanoid league involves the (human) competitors generally
designing and building their own humanoid robots, the current RoboCup Standard
Platform League (SPL), while involving humanoid robots (since replacing the
discontinued Sony Aibo quadrupedal robot in 2008), specifies that these robots
share a common hardware platform. All of the teams in the SPL use Aldebaran Nao
humanoid robots, so the emphasis in the SPL is on software competition (Barrett
et al. 2013). As a result, there has been a lot of experimentation in recent years in
the application of evolutionary (and other) techniques to the optimisation of the
soccer-playing capabilities of Nao robots.
As a testament to the growing popularity of the event, RoboCup 2013, held in
the Netherlands, attracted some 40,000 visitors, and had over 2,500 participants
from 45 countries participating in the various leagues and in the associated Rob-
oCup symposium. Interestingly, of the major leagues, the humanoid league
(excluding the Nao based SPL) had both the highest number of participants (285)
and the largest number of teams (38).
7.3.1 RoboCup@Home/RoboCup@Work
Associated with the RoboCup soccer league are the RoboCup@Home league, and
the recently established RoboCup@Work league. The RoboCup@Home league
was established in 2006 in order to encourage the development, and to aid in the
benchmarking of robots that will be able to function in typical household envi-
ronments. While these robots are not constrained to be of humanoid form, because
they are designed to operate in environments humans find themselves in, their
overall size and typically upper body structure tend to be broadly humanlike.
Typical skills tested for include safe locomotion around indoor environments,
object recognition, grasping, and human-robot-interaction (HRI). Robots have also
been tested in recent years for their ability to operate outside the home environment,
for example, as shopping assistants to humans in real store environments (Stückler
et al. 2013). The associated RoboCup@Work League aims at the development of
autonomous and flexible robots for safe operation in industrial rather than in
domestic environments, for example, in the cooperative collection and/or
118 7 Performance Evaluation and Benchmarking of Humanoid Robots
transportation of objects (with human and/or other robot assistance), the operation
of machinery, and the loading/unloading of containers (Leibold et al. 2013).
7.3.2 RoboCupRescue
In this chapter we have addressed the thorny problem of how to evaluate and
benchmark the performance of robots which, although perhaps humanoid in their
gross morphology, may be very different in many other ways. We have considered
the importance of some form of benchmarking process in order to evaluate different
software and/or hardware architectures, whether arrived at by an evolutionary
process, or by some other means. Over the years, the RoboCup initiative particu-
larly has provided the impetus for the development of a range of skill sets, albeit in
a rather artificial and constrained environment. RoboCup@home and RoboCu-
pRescue attempt to bring robots out into more real-world environments.
Another interesting recent initiative is the HUMABOT challenge, launched at
the 2014 IEEE International Conference on Humanoid Robots, which is aimed
specifically at humanoid robots of similar size to the Nao robot, and is based in the
(scaled) kitchen of a house. This new challenge poses tasks such as climbing stairs,
simple meal preparation, and creating a shopping list through recognising which
products are present, and which are absent, from the kitchen shelves. There are also
several ongoing European projects specifically aimed at the investigation, creation,
evaluation, and benchmarking of human-like motions (Torricelli et al. 2014).
Certainly with the DARPA Robotics Challenge there is a sense of history in the
making: robots mainly, though not exclusively, humanoid, performing a variety of
tasks which only a decade or so ago would have been considered in the realms of
science fiction.
And this may, indeed, only be the beginning. In the words of the DARPA
program manager Gill Pratt
I think part of the good that can come out of the [DARPA Robotics] trials is that we’ll
actually help calibrate the public to what the reality is in this field. Part of the difficulty with
science fiction is that if there’s no counterexample of science fact, people can get the idea
that these [robots] aren’t very hard to build. So, besides calibrating ourselves to what the
state of the art is, I think a lot of the good that we can do here is to calibrate the public.
Which brings us along nicely to the subject matter of the next chapter—what
exactly should we expect, in the near and not-so-distant future, from our evolving
humanoid companions? Is it reasonable to expect that the general public, while
being “calibrated” by the achievements of highly talented engineers in advanced
robotics, should perhaps also have some input as to the shape and the applications
of this technology, given its potentially profound and far-reaching consequences for
humanity as a whole?
Chapter 8
Ethical, Philosophical and Moral
Considerations
8.1 Introduction
It may seem a little strange in a book on advanced robotics and control systems to
have a section on such “soft” issues as ethics, philosophy, and morality. I would,
however, make the contrary argument: might it be strange not to discuss, at least in
outline, the potential ramifications for human society of the creation, by an evo-
lutionary process, of mechanical creatures in our own likeness whose workings may
not (and may never) be fully understood, a fact which some of the earliest
researchers in this field readily acknowledged (de Garis 1990a; Sims 1994a).
So, given the potential far-reaching consequences of research in the field of
humanoid robotics, and in evolutionary humanoid robotics in particular, where we
may evolve humanoid robot architectures of advanced capabilities, perhaps even
approaching human-level abilities in some aspects, this author considers it to be
appropriate, if not essential, to have at least a cursory discussion of these issues.
Whatever unease may be felt by some readers at its inclusion may be alleviated
somewhat by the relative brevity of this chapter.
Since the publication of Charles Darwin’s On the Origin of Species (Darwin
1859) writers have been discomfited by the thought of the potential evolution of
machinery which could be the intellectual equivalent of humans, or indeed their
superiors. Samuel Butler in his classic novel Erewhon, or Over the Range,
originally published in 1872 not very long after Darwin’s monumental work,
described a fictional world which was devoid of machines because of the fear that
“machines were ultimately destined to supplant the race of man”, by developing
their own consciousness by means of Darwinian selection (Butler 1970).
In more recent times, one of the pioneering researchers in the field of evolu-
tionary humanoid robotics, Hugo de Garis, who conducted some of the earliest
By all means celebrate and encourage traits such as punctuality and conformity to
societal norms in situations where this is required to preserve an orderly society. In
equal measure, however, we should also celebrate our essential humanity—that trait
which binds together, to a greater or lesser extent, the seven billion or so human
inhabitants of this small planet. This celebration of our essential humanity will
become more and more important, as we are now approaching the stage where we
may, in the relatively near future (years, not decades), have humanoids very closely
visually representing humans, but with potentially far superior physical, and in
certain fields, intellectual capabilities.
As we have already mentioned, the researcher Hugo de Garis touts the possi-
bility—indeed, the near certainty—of a future global “gigawar” (billions of dead)
resulting from a conflict between those of us who wish to construct “godlike”
robots and those of us who don’t, seeing this development as leading to the near-
inevitable demise of humanity as we know it. While ideas such as those of de Garis
may be seen as on the extreme side of the academic spectrum of thought on this
issue, there is no doubt that there are many researchers with mixed ideas about the
potential advantages of future robotic technologies. We must remember that evo-
lution is not, in itself, a benign force—it has resulted in warlike humankind. Do we
now wish to be unwitting authors of our own destruction? This is an idea that is a
little farfetched maybe, but perhaps worthy of some consideration.
As the futurist and inventor Ray Kurzweil puts it, as quoted in James Barrat’s
recent thought-provoking text Our Final Invention: Artificial Intelligence and the
End of the Human Era (Barrat 2013, p. 265)
Machines will follow a path that mirrors the evolution of humans. Ultimately, however,
self-aware, self-improving machines will evolve beyond humans’ ability to control or even
understand them.
At present, this is truly the stuff of science fiction, but some areas of science
fiction have a rather unsettling tendency to become science fact, and in many cases
in a far shorter time span than the science fiction writer may have predicted. At least
armed with some idea of the possible future potential of these technologies, we can
now begin to take steps to try to ensure that these technologies will be used for the
betterment, and not for the long-term detriment, of mankind.
8.3 The Future Really Doesn’t Need Us? 123
In the year 2000 Bill Joy, then Chief Scientist at Sun Microsystems, wrote a widely
quoted article for Wired magazine entitled “Why the Future Doesn’t Need Us” (Joy
2000), in which he contends (in the subtitle of this article) that
Our most powerful 21st-century technologies—robotics, genetic engineering, and
nanotech—are threatening to make humans an endangered species.
While in the course of the preparatory work for the writing of this book, the
author came across a “blog” (web log) relating to the developing humanoid robot
research field suggesting a sinister underlying agenda. This went along the fol-
lowing lines:
• Make humans think we are “humanoids” by developing ever more complex and
capable humanoid robots.
• Replace many awkward and questioning humans with humanoids.
• The state/country/world now becomes much easier to govern by the “elite class”
of (presumably) humans.
These observations, together with the unquestionable fact that a future potential
application of “intelligent” humanoid robots, such as those which make use of a
process of artificial evolution as part of the design process of body and/or brain, will
undoubtedly be of a military nature, did make this author question the propriety of
writing a text of this nature in the first place. However whatever misgivings I may
have on this front, the technologies involved will march ahead in any case, so, as in
many areas of technological advancement such as nanotechnology and the bio-
sciences, it is up to humanity itself to decide whether to use for good or for ill.
So if we, for whatever reason, wish to recreate intelligence that will operate in a
humanlike fashion, it makes sense to generate this intelligence for a humanoid
robot, for maximum effectiveness. And, taken to its extreme, this book is about the
potential of using a process based on natural evolution to create artificial analogues
of ourselves, no more, no less. On this level we might characterise a situation where
we create creatures, in our own likeness, with intellectual and physical abilities
similar to, or even exceeding, our own, through a process which, on one level, we
do not fully understand.
Should we be afraid? Certainly. But at least with the fear that knowledge brings
we can take action, if this is deemed necessary. Without this knowledge, presently
freely available to those who choose to acquire it, the future for us, humanity, is far
more bleak.
There are conceivably those who, for their own reasons, might wish to minimise
the exposure of the general public to the startling advancements currently being
made in humanoid robots, and in associated areas. It is not the function of this book
to cause fear or anxiety to the general public. Its function is to inform, and it is, as
such, particularly aimed at researchers in the AI and robotics fields who desire a
concise introduction to this area, together with educators (myself included) who
may find this book as a useful primary, or ancillary, text in their AI/robotics
advanced undergraduate or graduate course(s).
However, there may well be concerns, among academics, practitioners, and
among the general public alike, about the potential implications for the public good
of humanoids of high intellect, whose functioning we do not fully comprehend.
Turing put it quite concisely in his 1948 essay, “Intelligent Machinery”, as
reproduced in Copeland (2004), where he envisaged a creature for which
In order that (the machine) should have a chance of finding things out for itself it should be
allowed to roam the countryside and the danger to the ordinary citizen would be serious …
This method … seems to be altogether too slow and impracticable.
However, there may be a way forward. Instead of viewing this burgeoning tech-
nology as a threat and as a potential future replacement for homo sapiens, let us use
it to our advantage. This is already being done in many walks of life, with machines
taking over back-breaking and tedious manual jobs. Let us see this new technology
(up to and including the possible development in the future of humanoid robots
approximating human levels of intelligence and dexterity), as an aid to human
society in liberating us from the tedious chores and short lifespan of the past to a
world where we can celebrate more fully our existence on this earth. This difference
in emphasis is subtle, yet important. Ethical issues may well arise in the distant
future as to the treatment of these future evolved (or otherwise designed) advanced
humanoid robots; however, these issues should not prove insurmountable.
One simple initial measure to encourage the use of these revolutionary new
technologies for good rather than for destructive purposes would be an outright ban
on the use of future autonomous humanoid and other intelligent robots for military
purposes. This would be akin to the current global bans on the use of chemical and
biological weapons.
126 8 Ethical, Philosophical and Moral Considerations
Of course, one may ask whether there is there really any difference between
lethal killing machines in humanoid form and malevolent robots which look
nothing like humans. This is, to a certain extent, a philosophical issue. What is most
certainly not a philosophical issue is the question of the desirability of autonomous
intelligent agents with lethal capability possessing humanlike mobility.
This situation is becoming more serious with predictions from some sources that
within a very short time there will exist (tele-operated/semiautonomous) robots in
humanoid form capable of operating alongside existing human soldiers in the
battlefield. The next step is, of course, fully autonomous humanoid robots with
lethal capabilities. The question arises: is this what we want, as humans?
Norbert Weiner, the father of cybernetics as a field, who we quoted in Chap. 2,
had severe misgivings about the potential future ramifications of the field in general.
In the introduction to his seminal text Cybernetics: or Control and Communication
in the Animal and the Machine (Wiener 1948) he states his position clearly
Those of us who have contributed to the new science of cybernetics …have contributed to
the initiation of a new science which… embraces technical developments with great
possibilities for good and for evil … We do not even have the choice of suppressing these
new technical developments … The best we can do is to see that a large public understands
the trend and the bearing of the present work, and to confine our personal efforts to those
fields … most remote from war and exploitation.
In more recent times, one of the plenary talks given at the recent IEEE
Humanoids 2013 conference, a flagship conference for those involved in humanoid
robotics research, was given by the eminent researcher and author Ronald Arkin of
Georgia Institute of Technology. The intriguing title of his talk was “How to NOT
Build a Terminator”, which referenced the ongoing DARPA Robotics Challenge
discussed in the previous chapter, in which he argued that the “Terminator” robot of
science-fiction lore is rapidly becoming a potential reality, with all that this implies.
Because of the potential future threats posed, the international Human Rights
Watch (HRW) organisation and the International Human Rights Clinic (IHRC) at
the Harvard Law School recommend, among other measures, that all states
– Prohibit the development, production, and use of fully autonomous weapons through an
international legally binding instrument.
– Adopt national laws and policies to prohibit the development, production, and use of
fully autonomous weapons.
– Commence reviews of technologies and components that could lead to fully autono-
mous weapons.
We are at an important stage in human history where decisions made now could
have profound implications far into the future. Do we celebrate humanity, or else
abandon ourselves to whatever new technology produces? As scientists and as
engineers we have a responsibility to let our opinions clearly be known on these
matters.
8.6 A Way Forward? 127
In the words of Francis Fukuyama, speaking clearly on the different but not
unrelated topic of biotechnological advances (Fukuyama 2002)
We do not have to regard ourselves as slaves to inevitable technological progress, when that
progress does not serve human ends.
and
True freedom means the freedom of the political community to protect the values they hold
most dear …
Perhaps the time has come for us all, not just AI researchers, roboticists, and
nano/biotechnologists, but humanity in general, to decide what these values are, and
to take firm and decisive action to ensure their protection now, and for future
generations.
Chapter 9
Conclusions, and Looking to the Future
In this book we have seen the application of evolutionary techniques to the design
of both the “body” and the “brain” of humanoid robots, from simple stick-leg
simulations in the early 1990s to current applications involving the implementation
of increasingly complex behaviours on real humanoid robots with many degrees of
freedom. It is probably fair to say that this is only the beginning of the story. As
long as humanity survives in its present form, humanoid robots are here to stay.
Whether as companions or as slaves, as entertainers or even as killers, they will be
in our presence, perhaps in some cases even going unnoticed except to the trained
eye. And, as we strive to imbue these robots with ever more versatile and
humanlike qualities, evolutionary algorithms, inspired by the natural forces that
conspired to produce us, their inventors, will very likely serve as an invaluable tool
in this regard. However, there is no question that along the way resistance will be
met to the notion of evolving creatures in our own likeness, whose functioning we
do not fully understand, and with the associated ethical and societal issues briefly
discussed in the previous chapter. However, undoubtedly, used wisely, this new
technology could be of great benefit to humankind.
of locomotion (wheeled, legged, etc.) with multiple sensory inputs, and with
abilities far beyond the capabilities of humans, yet designed to operate in BFH
environments.
Looking beyond the notion of “what is” to “what could be”, one can envisage the
notion of dynamically reconfigurable morphology/hardware; that is, the situation
where the robot morphology would change dynamically as the evolution process
progresses. Even now some progress is being made on the coevolution of body and
brain of sophisticated robots by a number of researchers, although their efforts are
not currently specifically targeted at humanoid robot design. In particular, recent
research has indicated that in relation to grasping and object manipulation tasks in
particular there are definite advantages to the coevolution of both the robot’s
morphology and control systems (Bongard 2010).
Another intriguing possibility for future generations of advanced humanoid
robots arises where these robots, if equipped with suitably designed advanced
manipulators (robotic arms/fingers, etc.) and an appropriately designed workshop,
might well be able to alter their own detailed (or indeed gross) morphology in
response to either immediate demands from the environment, or to long-term
evolutionary pressure. Whether or not such exotic robots would find widespread
acceptance is, of course, quite a different matter.
We may draw a certain analogy with the development of early computer systems
(before the advent of ubiquitous computer-aided design techniques). The devel-
opment of each new generation of computers was a process of slow and painstaking
progress. Nowadays, with the advances in computer-aided design technologies
computers are, in a very real sense, helping themselves to create the next generation
of computing, which will in turn make the current generation of computers running
these programs obsolete. Huge advances are being made that would be impossible
without the bootstrapping aid of current technology. Similarly, one could argue,
when humanoid robots advance to the point where they themselves can play a part
in the development of future humanoid robot generations we may see a parallel
explosion of advancements.
This, certainly, at this moment, is the stuff of science fiction, but to paraphrase I.
J. Good—sometimes it is worthwhile to take science fiction seriously. Who knows
what possibilities ever-accelerating advances in technology may afford, for good or
for evil? It is up to us all, scientists, engineers, and the public at large, to decide.
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Their human-like morphology enables them to operate effectively in environments designed for humans, allowing them to perform tasks and interact with humans in a more natural and efficient manner. This similarity facilitates better integration into human-centric activities and settings .
Challenges include overcoming the reality gap, which involves discrepancies between simulated and real-world robot behaviors. Factors like gear tolerances and motor characteristics are often not accurately modeled in simulations, leading to unsuccessful transfers and requiring manual tuning for stability .
One significant factor is the cost associated with large-scale humanoid robots, which could run into hundreds of thousands or millions of euros. This financial barrier may limit the application of evolutionary techniques, which also require extensive computational and engineering resources to implement effectively .
Evolving humanoid robots could profoundly affect human society by possibly surpassing human capabilities, raising ethical concerns about their roles and the potential for replacing human functions. Ethical considerations involve the responsibility of developing such technologies wisely, ensuring they enhance human life without unintended negative consequences .
Evolving morphologies and behaviors for humanoid robots in EHR is distinguished by their operation in environments where humans are typically comfortable, known as built-for-human environments . This allows simulations and implementations that mirror human motor skills, enabling these robots to replicate human-like movements and activities more effectively than general evolutionary robotics approaches, which may not focus on humanoid configurations .
Fitness functions are crucial as they evaluate the effectiveness of robot behaviors evolved through techniques like genetic programming. They determine how closely robots meet set objectives, such as completing tasks or achieving stable locomotion, thereby guiding the evolutionary process towards optimization and adaptation in diverse environments .
A hybrid approach is desirable to encompass the full range of human motor functionality and cognitive ability. This involves integrating evolutionary algorithms with other AI techniques like neural networks and traditional AI approaches, which can harness the unique strengths of each methodology and effectively address complex design challenges in humanoid robotics .
The uncanny valley effect refers to the discomfort humans feel when humanoid robots closely resemble humans but are not quite convincing, provoking dread among human observers. This effect suggests that robots need to be designed to either completely resemble humans (thus neutralizing the effect) or to distinctly appear non-human to avoid this discomfort .
Genetic algorithms assist in evolving bipedal locomotion by optimizing control points for specific gaits in simulation, which are then transferred to humanoid robots. For instance, Boeing et al. used a genetic algorithm to evolve walking behaviors where the simulation helps develop a cyclic walking pattern, although challenges remain in transferring these simulations effectively to real robots .
The "reality gap" is prevalent because simulations often fail to capture all the complexities and variables of real-world operations, such as the mechanical properties and environmental interactions of physical robots. This leads to disparities between optimized behaviors in simulations and their practical deployment, necessitating additional tuning and adjustments .