Ernest

Ernest is an environmentally agnostic and intrinsically motivated agent, that learns autonomously through experience. This page demonstrates the principles of such a learning procedure proposed by Olivier Georgeon , through a NetLogo implementation of version 8 of Ernest.

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view/download model file: Ernest_V6b.nlogo

WHAT IS IT?

This model demonstrates an agent that is environmentally agnostic and intrinsically motivated. Environmentally agnostic means that the agent's decisional process was implemented with no preconception of the environment. There is not even any parameter specifying that the agent operates in a two dimensional space.Intrinsically motivated means that the agent's decisional process was implemented with no preconception of a specific task or a specific strategy to perform. Instead, the agent follows intrinsic drives.

The nuance between a predefined task and intrinsic drives is subtle. This models seeks to clarify this nuance.

HOW IT WORKS

The agent has predefined possibilities of interaction with the environment.

On each step, the agent can choose between three primitive actions: move one step forward, turn 90 degrees to the right, or turn 90 degrees to the left.

Primitive actions result in primitive feedback: bump into a wall, target appears in visual field, target enlarges in visual field (got closer), target disappears from visual field (each eye has a 90 degree visual span).

Primitive actions associated with primitive feedback are called primitive interactions. Primitive interactions have values that you can predefine.

The agent's algorithm tries to perfom primitive interactions with high values and to avoid primitive interactions with negative values. You can, therefore, understand these values as the agent's likeness (positive values) or dislike (negative values) of each primitive interaction.

In fact, the model provides an ouput window that shows the interactions enacted by the agent and the satisfaction it received by performing these in the environment.

HOW TO USE IT

THINGS TO NOTICE

Notice how the values of interactions impact the agent's behavior:

Notice that the agent is deterministic:

Notice that the agent learns different strategies depending only on its early experience:

THINGS TO TRY

Try to generate new behaviors by giving different values to interactions. For example, try to make an agent that moves away from targets.

EXTENDING THE MODEL

NETLOGO FEATURES

This model implements the IMOS extension (Intrinsic Motivation System).

RELATED MODELS

There is no related NetLogo model that we would be aware of.

CREDITS AND REFERENCES

This model was implemented by Ilias Sakellariou (University of Macedonia, Greece), using the IMOS NetLogo extension implemented by Olivier Georgeon (Universite de Lyon / CNRS, France).

PROCEDURES

The code is available in Ernest_V6b.nlogo. Any questions regarding the model or the IMOS extension can be sent to Olivier Georgeon (olivier.georgeon at gmail.com) or Ilias Sakellariou (iliass at uom.gr).