# Co-design of Embodied Neural Intelligence via Constrained Evolution

arXiv: https://arxiv.org/abs/2205.10688 · HTML: https://mlsanity.com/paper/2205.10688/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 13 of its 43 references that are in the map.
- First posted on arXiv 21 May 2022.

## Builds on (most cited first, 13 of 13)

- [Proximal Policy Optimization Algorithms](https://mlsanity.com/paper/1707.06347/) (2017)
- [Soft Actor-Critic: Off-Policy Maximum Entropy Deep Reinforcement Learning with a Stochastic Actor](https://mlsanity.com/paper/1801.01290/) (2018)
- [Trust Region Policy Optimization](https://mlsanity.com/paper/1502.05477/) (2015)
- [High-Dimensional Continuous Control Using Generalized Advantage Estimation](https://mlsanity.com/paper/1506.02438/) (2015)
- [Fast and Accurate Deep Network Learning by Exponential Linear Units (ELUs)](https://mlsanity.com/paper/1511.07289/) (2015)
- [Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning](https://mlsanity.com/paper/2108.10470/) (2021)
- [Embodied Intelligence via Learning and Evolution](https://mlsanity.com/paper/2102.02202/) (2021)
- [MetaMorph: Learning Universal Controllers with Transformers](https://mlsanity.com/paper/2203.11931/) (2022)
- [Learning Symmetric and Low-energy Locomotion](https://mlsanity.com/paper/1801.08093/) (2018)
- [Reinforcement Learning for Improving Agent Design](https://mlsanity.com/paper/1810.03779/) (2018)
- [Learning Locomotion Skills Using DeepRL: Does the Choice of Action Space Matter?](https://mlsanity.com/paper/1611.01055/) (2016)
- [Evolution Gym: A Large-Scale Benchmark for Evolving Soft Robots](https://mlsanity.com/paper/2201.09863/) (2022)
- [Neural Graph Evolution: Towards Efficient Automatic Robot Design](https://mlsanity.com/paper/1906.05370/) (2019)

## Built on by (most cited first, 1 of 1)

- [Intelligence as Computation](https://mlsanity.com/paper/2405.16604/) (2024)

## Abstract (arXiv)

We introduce a novel co-design method for autonomous moving agents' shape attributes and locomotion by combining deep reinforcement learning and evolution with user control. Our main inspiration comes from evolution, which has led to wide variability and adaptation in Nature and has the potential to significantly improve design and behavior simultaneously. Our method takes an input agent with optional simple constraints such as leg parts that should not evolve or allowed ranges of changes. It uses physics-based simulation to determine its locomotion and finds a behavior policy for the input design, later used as a baseline for comparison. The agent is then randomly modified within the allowed ranges creating a new generation of several hundred agents. The generation is trained by transferring the previous policy, which significantly speeds up the training. The best-performing agents are selected, and a new generation is formed using their crossover and mutations. The next generations are then trained until satisfactory results are reached. We show a wide variety of evolved agents, and our results show that even with only 10% of changes, the overall performance of the evolved agents improves 50%. If more significant changes to the initial design are allowed, our experiments' performance improves even more to 150%. Contrary to related work, our co-design works on a single GPU and provides satisfactory results by training thousands of agents within one hour.
