Spiking neural network vs multilayer perceptron: who is the winner in the racing car computer game
Urszula Markowska-Kaczmar
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Mateusz Koldowski
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U. Markowska-Kaczmar (
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Communicated by E. Lughofer
The paper presents two neural based controllers for the computer car racing game. The controllers represent two generations of neural networks-a multilayer perceptron and a spiking neural network. They are trained by an evolutionary algorithm. Efficiency of both approaches is experimentally tested and statistically analyzed.
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Neural networks (NN) are widely applied in many areas
because of their ability to learn.
Controllers for various devices are examples of their
successful application. In the context of this paper the project
ALVINN was one of the first fruitful controller based on a
neural network approach. It learns to control a vehicle by
observing live sensor data as a human drives the vehicle. The
classic multilayer perceptron (MLP) neural network trained
using backpropagation method was applied. The project,
started in early 90-ties. The input to ALVINN were 30 32
images taken by a camera connected to a digitizer. This
technique was further developed by other researchers, eg. the
paper (Oh et al. 1998) presents application of reinforcement
learning. The work (Cao et al. 2007) describes the controller
which comprises a MLP and a radial basis function (RBF).
The MLP network is used to adjust the parameters of the
controller on-line. The RBF network is used to establish a
nonlinear prediction model. In the recent paper (Zheng et al.
2013) the impact of heavy vehicles on lane-changing
decisions of following car drivers has been investigated, and the
lane-changing model based on two neural network models is
proposed.
Computer games can be perceived as a virtual
representation of real world problems, and they provide rich test beds
for many artificial intelligence methods. An example which
can be mentioned here is successful application of
multilayer perceptron in racing car computer games, described for
instance in Ebner and Tiede (2009) and Togelius and Lucas
(2005). Inspiration for our research were the results shown in
Yee and Teo (2013) presenting spiking neural network based
controller for racing car in computer game. This study has
shown that cars controlled by evolved spiking neuron
models could perform well and they demonstrated sophisticated
driving behaviors.
The aim of our research was to check whether spiking
neural network based car controller outperforms those based
on the classic MLP in comparable conditions. The paper
differs from the approach described in Yee and Teo (2013) in
that, apart from NN weights, parameters of spiking neural
model are evolved also. Our racing game is built on purpose
of the research referring to the neural based controllers. We
performed also a statistical comparison of the results of both
types of controllers.
The paper consists of six sections. Section 2 presents
related works. In Sect. 3 a short description of MLP and
spiking networks are presented. In Sect. 4 the basis of
evolutionary algorithms used to train both types of neural
networks is briefly described. Section 5 presents the details of
the developed Neural Racing game and methods applied in
the system. The experimental results are shown in Sect. 6.
Summary concludes the paper.
2 Related works
In the literature we can find many papers devoted to the
controllers in games which are based on neural networks. The
paper (Charles and McGlinchey 2004) presents a general
survey of neural networks applied to computer games. A
short survey of neural-based agent approaches in computer
games is included in Qualls and Russomanno (2009). These
agents have the ability to overcome some of the
shortcomings associated with implementing classical AI techniques
in computer game design. Neural networks can be used in
many diverse ways in computer games ranging from agent
control, environmental evolution, to content generation. The
paper (Togelius and Lucas 2005) describes the evolution of
controllers based on neural networks for racing a simulated
radio-controlled car around a track, modelled on a real
physical track. Cardamone et al. (2009) claim that online
evolutionary learning of a fast controller from scratch can
effectively improve the performance achieved during the learning
process.
Most projects mentioned so far used typical multilayer
perceptron networks that are example of second generation
of neural networks. Spiking neural networks fall into the
third generation of neural network models, which increase
the level of realism in a neural simulation. They are more and
more popular in developing controllers for robots (Lee and
Hallam 1999; Floreano and Mattiussi 2001; Wang et al. 2008;
Huemer et al. 2009; Mitic and Miljkovic 2014). The paper
(Batllori et al. 2011) describes a sequence of experiments
in which a neural network based controller was evolved.
The task was light-seeking while avoiding obstacles. The
paper (Hagras et al. 2004) proposes adaptive genetic
algorithm to train spiking neural network. Bouganis and
Shanahan (2010) present a spiking neural network architecture
that autonomously learns to control a 4 degree-of-freedom
robotic arm. As it was mentioned, in our research we were
inspired by the paper of Yee and Teo (2013), but we were
focused on the comparison of both types of controllers in the
same environment.
3 Neural networks
Information processing performed in artificial neural
network imitates processes in human brain. When we speak
about neural network the following elements are essential: its
architecture (the way the neurons are connected), the model
of a single neuron and a learning rule. The first model of a
nerve cell was proposed by Pitts and McCulloch. It was very
simple. A step function was implemented as its activation
function, so on its outputs only 0 or 1 was produced. It is
the first generation of neural networks. The main problem
with these networks was a lack of training rule that would
Fig. 1 Feedforward, two layered neural network architecture
allow to use more complex networks. The second generation
of neural networks was started with backpropagation
learning rule elaboration. It needs a differentiable activation
function therefore a continuous activation function is necessary
in such a model. In order to simulate processes existing in a
human brain in more adequate way spiking neural networks
were proposed. They can be also trained using the
backpropagation method. The evolutionary approach to train NN is
very useful when there is no possibility to acquire desired
output for a given input pattern, as it is needed in
backpropagation training method.
3.1 MLP neural networks
MLP neural network with the sigmoidal or hiperbolic
tangent activation function is the most popular network in
various applications. It consists of layers of neurons. There are
no connections between neurons in the same layer. Neurons
between neighboring layers are fully interconnected.
Information is processed from the input layer to the outpu (...truncated)