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THIS IS A C++ CODE USE OBJECT ORIENTED PROGRAMMING. Problem. You are going to reproduce an experiment first conducted at Harvard University in 1968. You

THIS IS A C++ CODE

USE OBJECT ORIENTED PROGRAMMING.

Problem.

You are going to reproduce an experiment first conducted at Harvard University in 1968. You are going to study the effects of evolution on a population of robots. The robots need to maneuver around a room collecting energy. The robots must collect more energy than they expend to survive.

The key is the robot behavior. Each robot has a collection of direc- tion sensors and a move counter. It is also capable of several behav- iors (turn, forward, do nothing). The key is mapping the behavior to specific sensor readings. The robots start with a random mapping, but over time, the mappings evolve into successful strategies.

The genetic algorithm is the key to the robot brain. This is a map- ping of stimulus (via sensors) and behavior. The idea is we read the sensors and if they match a pattern specified on one of our genes, we execute the behavior. Think of this as an array. Each element holds a gene comprised of characters that represent the sensor and the be- havior. For example, the first character always represents the state of the N sensor. It will hold either a 0 - nothing there, 1 - battery, 2 - dont care, or a 9 - wall. The next three characters represent the East, South and West sensors. A 2 codes for dont care, so you see a prob- lem with my coding scheme. The fifth character is the direction the robot is currently facing. Assume we have a partial gene like this: 922N2. That means the associated behavior will activate if there is a wall to the north of the robot, the robot is facing North and we dont care what is in the other directions.

We continue with our gene by adding behaviors. The robot reads the gene and executes the behaviors from left to right. Lets add a M for move and XXX. Our completed gene will look like 9222NMXXX. Add a variable which holds the direction the robot is facing (dont inherit this). Assume for this example our robot is facing North. If the sensor pattern matches the first 4 characters of this gene, and the current facing matches the facing specified on the gene, then the corresponding behavior will execute. This means the robot will move north (right into the wall). This is not going to end well for our robot.

However, this gene would be more successful in this situation: 9222NRMXX ( R - rotate right). In this case, the robot would detect a

N wall and notice it was facing north; triggering the rotate 90 degrees to the right and move one square behaviors - a far more successful strategy. Dont forget to update the robots facing variable after it executes a rotation.

There is nothing special about this way of encoding the genetic information. You could use structs or parallel arrays if you wanted to. You can also use whatever characters and symbols you want to code the information. The key is you are recording the mapping between sensor data and subsequent behavior.

Start with 24 genes of 9 characters (or chromosomes). Each turn your robot will iterate through the 24 genes and try to find a match. It is up to you to decide if you want it to use the best match or the first match. The best match will probably yield better results.

You will keep score for each robot by measuring how much energy it harvests from the environment. A robot must move over top a battery to harvest its energy. Once harvested, the battery is gone and removed from the map. Run each robot for a fixed number of turns (12-25). Record the score after that. Robots can run out of energy and die. They start with a fixed amount of energy (7-10 power units).

Once all the robots in a population have had a turn (and acquired energy scores), record the total energy harvested by the entire gen- eration and breed your robots. Sort your population by energy har- vested and kill off the lowest 50%. Then pair up the top 2 robots and produce 2 children by combining genes from both parents. The chil- dren enter the gene pool with the parents in the next round. Then, breed the 3rd and 4th highest scoring robots. Repeat until all the robots have reproduced. Keep the number of robots at a fixed num- ber for the entire simulation - I suggest 200 individuals to start.Genes are randomly created for the first population only - the robots breed after that.

Each parent supplies 12 of the 24 genes for a child. The simplest way is for one parent to supply the first 12 and the other to supply the last 12. You will not want the siblings to have the same genes (unless you are investigating the effects of identical twins). However, you can use a different swap scheme if you would like.

Swapping genes is a tricky business and mistakes happen. In 5% of the individual genes swapping there is an error - a mutation. Randomly change one character on the gene the child has inherited from its parent. Just generate another value and insert that value over the old one.

genetic algorithm robots 2

Sensors.

Sense if there is an object (wall, battery, nothing, dont care) next to them in a given direction: (North, South, East, West).

The direction it is facing (and moving).

Keep track of total energy.

Behaviors.

Move forward 1 square. This costs 1 energy.

Rotate left 90 degrees for no cost.

Rotate right 90 degrees for no cost.

Pick up battery (if standing on battery) and gain +5 units of power.

Do nothing.

You can have up to 5 behaviors per gene. Code Do nothing for empty spaces if you use less than that.

The degree to which the robot successfully harvests energy from the environment is called fitness. We measure that by the total amount of power harvested when each individual robots time ends. When we finish with the entire population of 200, we calculate an average fitness score for the population. Save the average fitness for each generation. You will most likely see slow and steady improve- ment over time - evolution at work. When the simulation completes, print out the average fitness scores on the console. This is even more effective if you are able to draw a console graph (not a requirement).

Constraints.

Create a 12 by 12 square room.

Start your robot on a random square with 5 units of power.

Populate 40% of the squares with batteries.

Each robot will move a total of 12-25 times unless it runs out of

power before that (you decide at the start of the simulation). The robots score is the amount of power it has when it reaches this exit condition.

Robots that hit walls with extra moves will still try to move (and fail and lose 1 power each time they hit the wall).

Use a robot population of 200 individuals. Run all the robots through the room before you breed them.

No bonus features are needed with this assignment. However, past students have:

genetic algorithm robots 3

Added obstacles for the robots to avoid.

Added predator robots.

Added vision so the robots can see 2 spaces away.

Added memory of moves.

Plotted fitness over time on the console (a common modification).

Created Don Juan robots that have children with several partners.

Stored many of the constraints as constants so they could explore

the effects of modifying them (ex: change the mutation rate to 8% from 5%) - another common modification.

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