Table of Contents
Fetching ...

Adversarial Coevolutionary Illumination with Generational Adversarial MAP-Elites

Timothée Anne, Noah Syrkis, Meriem Elhosni, Florian Turati, Franck Legendre, Alain Jaquier, Sebastian Risi

TL;DR

This work introduces Generational Adversarial MAP-Elites (GAME), a coevolutionary quality-diversity algorithm for illuminating adversarial problems by alternately evolving opposing sides. GAME integrates a Vision Embedding Model (VEM) to define a domain-agnostic behavior space from video data and uses growing unstructured archives to manage high-dimensional embeddings. Through three case studies—Parabellum (multi-agent battle), 2D soft robots (Wrestling), and Hearthbreaker (deck building)—the approach reveals arms-race dynamics, the importance of neutral mutations as stepping stones, and how bootstrap and diversity interact with quality to shape illumination. The results highlight both the broad applicability of GAME and its limitations due to finite search spaces, pointing to future work on open-ended adversarial coevolution and richer body–brain or environment–controller coevolution scenarios.

Abstract

Quality-Diversity (QD) algorithms seek to discover diverse, high-performing solutions across a behavior space, contrasting with conventional optimization methods that target a single optimum. Adversarial problems present unique challenges for QD approaches, as the competing nature of opposing sides creates interdependencies that complicate the evolution process. Existing QD methods applied to such scenarios typically fix one side, constraining behavioral diversity. We present Generational Adversarial MAP-Elites (GAME), a coevolutionary QD algorithm that evolves both sides by alternating which side is evolved at each generation. By integrating a vision embedding model, our approach eliminates the need for domain-specific behavior descriptors and instead operates on video. We validate GAME across three distinct adversarial domains: a multi-agent battle game, a soft-robot wrestling environment, and a deck building game. Our experiments reveal several evolutionary phenomena, including arms-race-like dynamics, enhanced novelty through generational extinction, and the preservation of neutral mutations as crucial stepping stones toward the highest performance. While GAME successfully illuminates all adversarial problems, its capacity for truly open-ended discovery remains constrained by the finite nature of the underlying search spaces. These findings establish GAME's broad applicability while highlighting opportunities for future research into open-ended adversarial coevolution.

Adversarial Coevolutionary Illumination with Generational Adversarial MAP-Elites

TL;DR

This work introduces Generational Adversarial MAP-Elites (GAME), a coevolutionary quality-diversity algorithm for illuminating adversarial problems by alternately evolving opposing sides. GAME integrates a Vision Embedding Model (VEM) to define a domain-agnostic behavior space from video data and uses growing unstructured archives to manage high-dimensional embeddings. Through three case studies—Parabellum (multi-agent battle), 2D soft robots (Wrestling), and Hearthbreaker (deck building)—the approach reveals arms-race dynamics, the importance of neutral mutations as stepping stones, and how bootstrap and diversity interact with quality to shape illumination. The results highlight both the broad applicability of GAME and its limitations due to finite search spaces, pointing to future work on open-ended adversarial coevolution and richer body–brain or environment–controller coevolution scenarios.

Abstract

Quality-Diversity (QD) algorithms seek to discover diverse, high-performing solutions across a behavior space, contrasting with conventional optimization methods that target a single optimum. Adversarial problems present unique challenges for QD approaches, as the competing nature of opposing sides creates interdependencies that complicate the evolution process. Existing QD methods applied to such scenarios typically fix one side, constraining behavioral diversity. We present Generational Adversarial MAP-Elites (GAME), a coevolutionary QD algorithm that evolves both sides by alternating which side is evolved at each generation. By integrating a vision embedding model, our approach eliminates the need for domain-specific behavior descriptors and instead operates on video. We validate GAME across three distinct adversarial domains: a multi-agent battle game, a soft-robot wrestling environment, and a deck building game. Our experiments reveal several evolutionary phenomena, including arms-race-like dynamics, enhanced novelty through generational extinction, and the preservation of neutral mutations as crucial stepping stones toward the highest performance. While GAME successfully illuminates all adversarial problems, its capacity for truly open-ended discovery remains constrained by the finite nature of the underlying search spaces. These findings establish GAME's broad applicability while highlighting opportunities for future research into open-ended adversarial coevolution.
Paper Structure (42 sections, 1 equation, 17 figures, 1 table, 3 algorithms)

This paper contains 42 sections, 1 equation, 17 figures, 1 table, 3 algorithms.

Figures (17)

  • Figure 1: GAME's illumination of a multi-agent adversarial game. The point cloud is a 2D PCA projection (22.0% and 12.0% explained variance) of the intergenerational tournament between elites found for one run of GAME across 20.0 generations with $100000.0$ evaluations per generation. We display timed snapshots of eight duels exhibiting different behaviors. We also indicate the fitness of both sides, represented as the percentage of the opposing side's depleted health. Videos of these duels and supplementary data are available in the repository https://github.com/Timothee-ANNE/GAME.
  • Figure 2: GAME is an adversarial coevolution QD algorithm that iterates the illumination of one side of an adversarial problem using MTMB-ME anne2023multi, switching sides at each generation to promote arms-race dynamics that expand the illumination. One key feature of GAME is the ability to use a VEM as a behavior space.
  • Figure 3: GAME's variants and ablations comparisons. The solid line represents the median, and the shaded area shows the min and max of 3.0 replications over 20.0 generations. (a) Quality-only and Diversity-only show the largest increase in solution size, but (b) Quality-only and GAME-SO show the largest increase in complexity. (c–d) Quality-only and GAME-MO (no VEM) lead to the worst QD performances. (e) Removing bootstrapping leads to a constant discovery of novel solutions.
  • Figure 4: PCA projections of the tournaments' behaviors. GAME variants with a VEM show the most uniform coverage with less variance between replications.
  • Figure 5: Round-robin tournament ELO score between the 10.0 best solutions of each replication.GAME-SO is significantly better than all variants.
  • ...and 12 more figures