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Self-learning virtual organisms in a physics simulator: on the optimal resolution of their visual system, the architecture of the nervous system and the computational complexity of the problem. / Zenin, M. S.; Devyaterikov, A. P.; Palyanov, A. Yu.

в: Vavilov Journal of Genetics and Breeding, Том 29, № 7, 2025, стр. 1051-1061.

Результаты исследований: Научные публикации в периодических изданияхстатьяРецензирование

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Zenin MS, Devyaterikov AP, Palyanov AY. Self-learning virtual organisms in a physics simulator: on the optimal resolution of their visual system, the architecture of the nervous system and the computational complexity of the problem. Vavilov Journal of Genetics and Breeding. 2025;29(7):1051-1061. doi: 10.18699/vjgb-25-110, 10.18699/vjgb-25-120

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BibTeX

@article{41c2990c984c4fcb927f5e7b596f98ac,
title = "Self-learning virtual organisms in a physics simulator: on the optimal resolution of their visual system, the architecture of the nervous system and the computational complexity of the problem",
abstract = "Vision plays a key role in the lives of various organisms, enabling spatial orientation, foraging, predator avoidance and social interaction. In species with relatively simple visual systems, such as insects, effective behavioral strategies are achieved through high neural specialization, adaptation to specific environmental conditions, and the use of additional sensory systems such as olfaction or hearing. Animals with more complex vision andnervous systems, such as mammals, have greater cognitive abilities and flexibility, but this comes with increased demands on the brain{\textquoteright}s energy costs and computational resources. Modeling the features of such systems in avirtual environment could allow researchers to explore the fundamental principles of sensorimotor integration and the limits of cognitive complexity, as well as test hypotheses about the interaction between perception, memoryand decision-making mechanisms. In this work, we implement and investigate a model of virtual organisms with a visual system operating in a three-dimensional physical environment using the Unity ML-Agents software – one of the most high-performance simulation platforms currently available. We propose a hierarchical control architecture that separates locomotion and navigation tasks between two modules: (1) visual perception and decision-making, and (2) coordinated control of limb movement for locomotion in the physical environment. A series of numerical experiments was conducted to examine the influence of visual system parameters (e.g, resolution of the “firstperson” view), environmental configuration and agent architectural features on the efficiency and outcomes of reinforcement learning (using the PPO algorithm). The results demonstrate the existence of an optimal range ofresolutions that provide a trade-off between computational complexity and success in accomplishing the task, while excessive dimensionality of sensory inputs or action space leads to slower learning. We performed systemperformance profiling and identified key bottlenecks in large-scale simulations. The discussion considers biological parallels, highlighting cases of high behavioral efficiency in insects with relatively low-resolution visual systems, and the potential of neuroevolutionary approaches for adapting agent architectures. The proposed approach and the results obtained are of potential interest to researchers working on biologically inspired artificial agents, evolutionary modeling, and the study of cognitive processes in artificial systems.",
keywords = "virtual organism, computational modeling, computational complexity, vision system, neural network, simulator, PPO, reinforcement learning, Unity ML-Agents",
author = "Zenin, {M. S.} and Devyaterikov, {A. P.} and Palyanov, {A. Yu.}",
note = "Zenin M.S., Devyaterikov A.P., Palyanov A.Yu. Self-learning virtual organisms in a physics simulator: on the optimal resolution of their visual system, the architecture of the nervous system and the computational complexity of the problem. Vavilovskii Zhurnal Genetiki i Selektsii = Vavilov J Genet Breed. 2025;29(7):1051-1061. doi 10.18699/vjgb-25-110",
year = "2025",
doi = "10.18699/vjgb-25-110",
language = "English",
volume = "29",
pages = "1051--1061",
journal = "Vavilov Journal of Genetics and Breeding",
issn = "2500-3259",
number = "7",

}

RIS

TY - JOUR

T1 - Self-learning virtual organisms in a physics simulator: on the optimal resolution of their visual system, the architecture of the nervous system and the computational complexity of the problem

AU - Zenin, M. S.

AU - Devyaterikov, A. P.

AU - Palyanov, A. Yu.

N1 - Zenin M.S., Devyaterikov A.P., Palyanov A.Yu. Self-learning virtual organisms in a physics simulator: on the optimal resolution of their visual system, the architecture of the nervous system and the computational complexity of the problem. Vavilovskii Zhurnal Genetiki i Selektsii = Vavilov J Genet Breed. 2025;29(7):1051-1061. doi 10.18699/vjgb-25-110

PY - 2025

Y1 - 2025

N2 - Vision plays a key role in the lives of various organisms, enabling spatial orientation, foraging, predator avoidance and social interaction. In species with relatively simple visual systems, such as insects, effective behavioral strategies are achieved through high neural specialization, adaptation to specific environmental conditions, and the use of additional sensory systems such as olfaction or hearing. Animals with more complex vision andnervous systems, such as mammals, have greater cognitive abilities and flexibility, but this comes with increased demands on the brain’s energy costs and computational resources. Modeling the features of such systems in avirtual environment could allow researchers to explore the fundamental principles of sensorimotor integration and the limits of cognitive complexity, as well as test hypotheses about the interaction between perception, memoryand decision-making mechanisms. In this work, we implement and investigate a model of virtual organisms with a visual system operating in a three-dimensional physical environment using the Unity ML-Agents software – one of the most high-performance simulation platforms currently available. We propose a hierarchical control architecture that separates locomotion and navigation tasks between two modules: (1) visual perception and decision-making, and (2) coordinated control of limb movement for locomotion in the physical environment. A series of numerical experiments was conducted to examine the influence of visual system parameters (e.g, resolution of the “firstperson” view), environmental configuration and agent architectural features on the efficiency and outcomes of reinforcement learning (using the PPO algorithm). The results demonstrate the existence of an optimal range ofresolutions that provide a trade-off between computational complexity and success in accomplishing the task, while excessive dimensionality of sensory inputs or action space leads to slower learning. We performed systemperformance profiling and identified key bottlenecks in large-scale simulations. The discussion considers biological parallels, highlighting cases of high behavioral efficiency in insects with relatively low-resolution visual systems, and the potential of neuroevolutionary approaches for adapting agent architectures. The proposed approach and the results obtained are of potential interest to researchers working on biologically inspired artificial agents, evolutionary modeling, and the study of cognitive processes in artificial systems.

AB - Vision plays a key role in the lives of various organisms, enabling spatial orientation, foraging, predator avoidance and social interaction. In species with relatively simple visual systems, such as insects, effective behavioral strategies are achieved through high neural specialization, adaptation to specific environmental conditions, and the use of additional sensory systems such as olfaction or hearing. Animals with more complex vision andnervous systems, such as mammals, have greater cognitive abilities and flexibility, but this comes with increased demands on the brain’s energy costs and computational resources. Modeling the features of such systems in avirtual environment could allow researchers to explore the fundamental principles of sensorimotor integration and the limits of cognitive complexity, as well as test hypotheses about the interaction between perception, memoryand decision-making mechanisms. In this work, we implement and investigate a model of virtual organisms with a visual system operating in a three-dimensional physical environment using the Unity ML-Agents software – one of the most high-performance simulation platforms currently available. We propose a hierarchical control architecture that separates locomotion and navigation tasks between two modules: (1) visual perception and decision-making, and (2) coordinated control of limb movement for locomotion in the physical environment. A series of numerical experiments was conducted to examine the influence of visual system parameters (e.g, resolution of the “firstperson” view), environmental configuration and agent architectural features on the efficiency and outcomes of reinforcement learning (using the PPO algorithm). The results demonstrate the existence of an optimal range ofresolutions that provide a trade-off between computational complexity and success in accomplishing the task, while excessive dimensionality of sensory inputs or action space leads to slower learning. We performed systemperformance profiling and identified key bottlenecks in large-scale simulations. The discussion considers biological parallels, highlighting cases of high behavioral efficiency in insects with relatively low-resolution visual systems, and the potential of neuroevolutionary approaches for adapting agent architectures. The proposed approach and the results obtained are of potential interest to researchers working on biologically inspired artificial agents, evolutionary modeling, and the study of cognitive processes in artificial systems.

KW - virtual organism

KW - computational modeling

KW - computational complexity

KW - vision system

KW - neural network

KW - simulator

KW - PPO

KW - reinforcement learning

KW - Unity ML-Agents

UR - https://www.scopus.com/pages/publications/105024815107

U2 - 10.18699/vjgb-25-110

DO - 10.18699/vjgb-25-110

M3 - Article

VL - 29

SP - 1051

EP - 1061

JO - Vavilov Journal of Genetics and Breeding

JF - Vavilov Journal of Genetics and Breeding

SN - 2500-3259

IS - 7

ER -

ID: 72877454