Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

Dealing with rounding error problems in evolutionary physical simulation

  • Original Article
  • Published:
Artificial Life and Robotics Aims and scope Submit manuscript

Abstract

This paper introduces the problem of floating-point rounding errors in physical simulation. A simple virtual creature is simulated in a physical environment for a specified number of time steps. The effect of rounding errors is illustrated by varying the initial position of the creature which causes a change in the fitness value computed by a simple distance-based fitness function. With a large evaluation time, these rounding errors can produce significantly large differences in fitness. A discussion is provided on the importance of this finding for evolutionary simulations, including suggestions to alleviate the problem.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1
Fig. 2
Fig. 3
Fig. 4

Similar content being viewed by others

Explore related subjects

Discover the latest articles, news and stories from top researchers in related subjects.

References

  1. Goldberg D (1991) What every computer scientist should know about floating-point arithmetic. ACM Comput Surv 23(1):5–48

    Article  Google Scholar 

  2. Pilat ML, Jacob C (2008) Creature Academy: A system for virtual creature evolution. In: Proceedings of the IEEE congress on evolutionary computation (CEC 2008), Hong Kong, China, June 1–6, 2008, pp 3289–3297

  3. Pilat ML, Jacob C (2010) Evolution of vision capabilities in embodied virtual creatures. In: Proceedings of the 12th annual conference on genetic and evolutionary computation (GECCO 2010), Portland, Oregon, USA, July 7–11, 2010, pp 95–102

  4. Jakobi N, Husbands P, Harvey I (1995) Noise and the reality gap: the use of simulation in evolutionary robotics. In: Proceedings of the 3rd European conference on artificial life (ECAL95), Granada, Spain, June 4–6, 1995, pp 704–720

  5. Richter PH (2006) Regular and chaotic rigid body dynamics. Nonlinear Phenom Complex Syst 9(2):115–124

    MathSciNet  Google Scholar 

  6. Corden MJ, Kreitzer D (2010) Consistency of floating-point results using the Intel compiler or “Why doesn’t my application always give the same answer?” http://software.intel.com/file/32018. Retrieved: September 2011

  7. Fiedler G (2010) Floating point determinism. http://gafferongames.com/networking-for-game-programmers/floating-point-determinism. Retrieved: September 2011

Download references

Acknowledgments

The authors would like to acknowledge and thank for the support of the Japan Society for the Promotion of Science (JSPS) through the JSPS Fellowship for Foreign Researchers and the JSPS Grant-in-Aid for Scientific Research.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Marcin L. Pilat.

About this article

Cite this article

Pilat, M.L., Suzuki, R. & Arita, T. Dealing with rounding error problems in evolutionary physical simulation. Artif Life Robotics 17, 158–162 (2012). https://doi.org/10.1007/s10015-012-0038-0

Download citation

  • Received:

  • Accepted:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1007/s10015-012-0038-0

Keywords