Evolution of Team Composition in Multi-agent Systems Joshua Rubini University of Idaho Moscow, ID 83844 [email protected] Robert B. Heckendorn University of Idaho Moscow, ID 83844 [email protected] ABSTRACT practical issue of what robots are available for a mission, cost constraints or other facts. To maximize the benefits of heterogeneous teams a number of hurdles remain to be overcome. One such hurdle is the composition of the team. Composition is the number of individuals of each capability in an heterogeneous team. In many cases, the optimal composition of a heterogeneous team is not known a priori. An arbitrary choice of composition may lead to significant sub-optimal performance. Thus, having the ability to discover the optimal composition is an important feature of any successful algorithm for creating cooperative, heterogeneous teams. This research extends the previously successful heterogeneous team evolution algorithm, Orthogonal Evolution of Teams (OET) [15] by optimizing team compositions as well as team cooperation. The results showed that allowing teams to evolve their composition produced teams whose performance was no worse than teams which were given the optimal composition at the outset. The practical outcome of this is that OET does not need to be given an optimal team composition in order to evolve teams as effective as if the optimal team composition was known in advance. The surprising result was that some configurations of problems and implementations of OET may lead to a hysteresis with respect to team composition. In our experimental implementation two compositions repeatedly vied for supremacy in the population and switching between compositions proved difficult. While our algorithm is ultimately effective in selecting the optimal composition this detail turned out to significantly slow our convergence and should serve as a warning to implementers of algorithms that evolve team composition. Evolution of multi-agent teams has been shown to be an effective method of solving complex problems involving the exploration of an unknown problem space. These autonomous and heterogeneous agents are able to go places where humans are unable to go and perform tasks that would be otherwise dangerous or impossible to complete. This research tests the ability of the Orthogonal Evolution of Teams (OET) algorithm to evolve heterogeneous teams of agents which can change their composition, i.e. the numbers of each type of agent on a team. The results showed that OET could effectively produce both the correct team composition and a team for that composition that was competitive with teams evolved with OET where the composition was fixed a priori. Categories and Subject Descriptors I.2.9 [Artificial Intelligence]: Robotics - Autonomous vehicles; I.2.2 [Artificial Intelligence]: Automatic Programming General Terms Algorithms, Design Keywords autonomous vehicles, cooperation, teams 1. Terence Soule University of Idaho Moscow, ID 83844 [email protected] INTRODUCTION Teams of robots or agents that are able to operate independently are important tools for solving problems in hostile environments, such as foreign planets, toxic sites, and ocean bottoms, or where manpower may not be available or spread too thin, such as post-disaster search and rescue. Furthermore, rather than being a homogeneous team of bots, the teams may best be served by being a diverse team of specialist robots. Heterogeneity may also arise from 2. BACKGROUND A great deal of research has been devoted to developing training methods for teams of robotic agents, often referred to as “cooperative multi-agent learning” [10]. There are two fundamental requirements for creating a successful multiagent team: the individual agents must be relatively successful and the agents must cooperate in a way that promotes the performance of the whole team. Typically this means that the bots specialize to solve particular sub-problems. Common EC approaches for multi-agent teams can be roughly divided into two categories: island [10] approaches and team approaches. In island approaches, independent evolutionary processes are used to train specific members of the team [7, 2, 17, 10]. This approach assumes that each evolutionary process will produce agents well suited to a particular role, and that Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. GECCO’09, July 8–12, 2009, Montréal, Québec, Canada. Copyright 2009 ACM 978-1-60558-325-9/09/07 ...$5.00. 1067 when combined they will naturally cooperate to cover the entire problem domain. However, research has shown that the members generated tend to have significantly ‘overlapping’ behaviors such that much of the problem domain remains unaddressed and overall performance of the team is poor [7, 5, 15]. In contrast, in team approaches, a single population evolves. Each ‘individual’ in the population represents a team of m individuals. Fitness and selection are based purely on the whole team’s performance [3, 8, 12, 1, 11]. This leads to members that cooperate well. However, even in successful teams, some team members can become “lazy”, letting others on the team cover for their poor performance. This can produce poor overall performance [13, 1]. Thus, the team approach produces teams with strong cooperation, but some underperforming members, whereas the island approach creates highly fit individuals which cooperate poorly. Despite these weaknesses both EC approaches to evolving teams have proven successful when compared to other forms of ensemble learning [4, 17, 6, 9]. To overcome these weaknesses, we developed a new training approach which blends selection for individual agent performance with overall team performance called Orthogonal Evolution of Teams (OET) [15]. Research using OET produced statistically significant improvements in cooperative teams’ ability to solve exploration problems involving finding and investigating areas of interest within a defined two dimensional grid [16]. It was also shown [16] that OET, in contrast to island or team approaches, produced teams that were more robust in that they were better able to absorb upgraded/replaced agents without substantially degrading their performance. Furthermore, scalability experiments [14] suggested that teams trained with OET could be more effectively trained in the small numbers and deployed in large numbers than either island or team approaches. Previous research into OET was limited in that it did not allow the teams to determine their own makeup. For instance, if the team started with three model X robots and three model Y robots the team was forced to use this distribution for the duration of the training. The algorithm could not improve performance by choosing to swap a model X for model Y during training. Unless the ideal distribution of agent types is both known in advance, picking an agent distribution in advance could lead to sub-optimal results. Allowing the evolutionary algorithm to optimize the distribution of agents might avoid this problem. Our goal is to determine whether OET can optimize the agent distribution. And, if it can, whether the adding the team composition variable to the evolutionary parameters hinders or improves the training performance or quality of solution. 3. METHODS 3.1 Hypotheses This research extends the previous work with OET and multi-agent teams by allowing the team composition to be mutated. We have two hypotheses: 1. Allowing team composition to change, via mutation of a single team member during steady-state evolution, will result in higher average team fitness than if a fixed team composition is chosen in advance. 2. Allowing team composition to change, via mutation of 1068 a single team member during steady-state evolution, will result in slower evolution, requiring more time to reach a given fitness. Neither of these hypotheses addresses the practical matter that if a team composition is chosen to be a nonoptimal fixed value the resulting teams will most likely be not optimal in comparison with teams evolved with a fixed optimal team composition. For many practical problems it is not clear that the optimal team composition could be guessed by the implementers. 3.2 Exploration Problem To test our hypotheses we return to an robot team exploration problem we have used in previous research [15]. In this problem a heterogeneous team of robot agents must explore a two dimension grid space in which some squares are flagged as “interesting”. There are two types of robots: scouts and investigators. Scouts find interesting squares and flag them with a beacon that is detectable at a distance by investigators. Investigators investigate interesting squares and mark them as investigated. Scouts travel at up to twice the speed of investigators. Scouts automatically place beacons in any interesting squares within a small pre-defined radius unless a beacon is already present. If an investigator enters an interesting square it changes the square to be investigated and deactivates any beacons in the square. Agents can move beyond the defined search area, but are penalized (see the fitness function below) for moves that end outside of the exploration area. This model can be viewed as an abstraction of a number of practical problems, including planetary exploration, clearing a minefield, search and rescue, etc. The heterogeneous nature of the agents represents a trade off between fast mobile explorer robots and slower “heavier” robots that must methodically deal with each discovery. Because investigators work at half the speed of the scouts, but can see the beacons at a distance, the space can be more efficiently explored by fast moving scouts flagging interesting areas with beacons and investigators using the beacons to go directly to the areas to be investigated. Furthermore, the two groups of agents must efficiently divide up the space to be searched and investigated since the task has a time limit. It is clear that the optimum ratio of scouts to investigators for this problem changes depending on size and shape of the area to be investigated, speed ratio of the two kinds of agents, distribution of the “interesting” areas, and other factors. It is also clear that the optimum ratio of the two kinds of robots in a team is not immediately apparent from the problem parameters. This is a realistic dilemma for evolving a heterogeneous team of robots. In our implementation, the problem environment keeps track of “flagged” and “investigated” cells and communicates these events to the agents. During each generation, two new teams will each attempt to find all the locations of interest on a randomly created grid. The teams have a limited number of time steps to explore. We designed our experiments so it is unlikely that a team will investigate all of the locations of interest. The fitness of an individual is measured by the number of locations flagged and/or investigated, with a penalty imposed for each time step spent outside the problem space. The fitness of a team in the population is measured by the number of locations flagged and investigated by the whole team. In the OET algorithm team fitness is used for the replacement tournament and individual fitness 3.4 The Orthogonal Evolution of Teams is used for selection of individuals by tournament for new teams. The Orthogonal Evolution of Teams (OET) algorithm is designed to put evolutionary pressure on both the evolving teams as a whole (as in team approaches) and on the team members (as in island approaches) by alternately treating the evolving population as a series of M independent populations/islands and as a single population of teams of M members. Figure 1 illustrates this idea. We use a steadystate algorithm. During the selection phase agents are selected based on their individual fitness and combined into two new teams. These teams undergo crossover and mutation producing two new offspring teams. Each of the two teams are then evaluated for their performance in solving the problem. The teams are then inserted into the population replacing two teams selected for their low team fitness. This approach puts pressure on both the teams as a whole and on the individual members: members must have high fitness to be selected, teams must have a high fitness to avoid being selected for replacement. Other variations of OET are possible, for example, teams may be selected for reproduction, and individuals for replacement, or the selection and replacement can vary from iteration to iteration. Extensive testing of these many variations to determine which, if any, of these approaches is most reliable has not been performed. However, previous work has shown that the form of OET used in this work produces teams whose average members are better than the average member in a typical team algorithm, teams whose members cooperate better than in an island algorithm, and teams that perform better than teams generated via either the island or team algorithms [15]. 3.3 Agent Design Each team consists of six agents, some are scouts and some are investigators. The number of each is determined by the evolutionary process. Agent’s are controlled by vector expressions represented as expression trees. The vector represented by the expression is the direction that the agent will travel in the next time step. The allowed terminals of the trees (the inputs to the vector expression) are: 1. North: A unit vector pointing North (Angle: π/2). 2. Constant: A vector generated randomly when the node is created. It remains constant during the lifetime of the node unless changed by mutation. 3. Random: A vector that is randomized each time step (Magnitude: [0, 2], Angle: [0, 2π]). 4. Nearest Scout: A vector from the agent to the nearest scout agent. 5. Nearest Investigator: A vector from the agent to the nearest investigator agent. 6. Nearest Beacon: A vector from the agent to the nearest location flagged by a scout. 7. Nearest Edge: A vector from the agent to the nearest boundary of the problem space. 8. Last Move: A vector which contains the last move the agent made. 9. Check Bounds: A zero magnitude vector with a small arbitrary positive direction if the agent is inside the problem space, and a small arbitrary negative direction if it is outside. If an input is meaningless, for example nearest beacon when there are no beacons present, a random vector is generated. The internal nodes of the tree (the vector functions) are : 1. Add: Takes two child vectors and computes the vector sum. 2. Invert: Takes a single child vector and computes the negative vector 3. If-MagA-Less-Than-MagB: Operates on 4 children. It compares the magnitudes of the first two children. If the magnitude of child A is less than the magnitude of child B, then the vector value of this node is child C, otherwise it is child D. 4. If-AngA-Less-Than-AngB: Operates on 4 children. It compares the angles of the first two children. If the angle of child A is less than the angle of child B, then the vector value of this node is child C, otherwise it is child D. Figure 1: A population in the OET algorithm. Competition for selection to form a new team occurs in columns (a). This selects for better performing individuals in each role. Competition for insertion back into the population occurs by replacing worse teams with better teams, where teams are found in rows (b). Thus, there is selective pressure on both teams and individuals. During each time step the agent moves in the direction and possibly the distance of the vector generated by the expression tree. Scouts are limited to a movement of at most two units, and investigators are limited to a movement of one unit per time step. If a longer vector is returned by the expression tree it is truncated to the maximum allowed move. The agents move in real valued two-space, so a fraction of a unit can be moved if that is the magnitude of the vector from the expression tree. The problem environment determines what square of the grid each agent “lands on” after moving. 3.5 The Experiment In our experiment we compared the performance of an OET algorithm to solve the Exploration Problem with teams formed of a fixed number of scouts and investigators versus 1069 1. A tournament to select each member for each position in parent team A 2. A tournament to select each member for each position in parent team B 3. Crossover A and B based upon the crossover rate 4. Mutate each offspring in A and B based upon the mutation rate 5. Mutate team composition based upon the team mutation rate 6. Evaluate teams A and B 7. Tournament to select a team to be replaced by team A 8. Tournament to select a team to be replaced by team B 9. Go to step 1 teams which are allowed to evolve the number of scouts and investigators. In both cases the total team size was fixed. Figure 3: The basic elements of the core loop of the OET algorithm. Step 5 appears only in the variable composition version of the algorithm. node as opposed to a leaf node. A leaf node was forced once the maximum depth was reached. The parameters were a .7 decay with a maximum depth of 10 levels. Tree size was controlled during evolution by using the fitness function for both individuals and teams. Each type of agent is given a maximum tree size and the entire team given a maximum allowed size for all of the trees in the team. These limits were “soft” limits in that any agents or teams that had trees larger than their limit were penalized for each node that exceeded the limit. This proved to be very effective at controlling the tree sizes. Since memory consumption and execution time were the main limitations we encountered in the preliminary trials, this was a major improvement. In the preliminary trials we noticed that scouts tended to have much larger (between 5-10 times as large) decision trees than investigators. As a result, we set the tree size limit for the scouts at 250 and for investigators at 50. The combined size of all of the trees in a team of 1500 was chosen so as not to penalize teams of six scouts and zero investigators solely because of their composition. The experimental parameters are given in Table 1. These parameters were selected to closely match previous work [15, 14]. Each population was evolved over a series of 200 generations. Each generation consisted of 500 iterations of generating two new offspring teams and replacing two unfit teams selected by tournament. Each offspring was evaluated once on a single grid, which was only changed at the beginning of the 500 iteration segment. For efficiency, individuals and teams are only evaluated when they are created and every 500 evaluations. More specifically, at the beginning and end of each generation (500 evaluations), every team in the population undergoes two full evaluations of fitness against randomly generated grids. Because the locations of interesting squares are random, its possible that a team would be given an environment it was particularly suited to and obtain a high fitness that did not accurately reflect its quality. The multiple evaluations limited the effect on the selection or replacement of an agent or team by a single “good” or “bad” test grid. Because the basic model is steady-state with only the worst teams being replaced, a fortunate team would remain in the population for a considerable amount of time, potentially mis- Figure 2: Heterogeneous teams can be thought of as a row of team members with one end of the row being investigators and the other end being scouts. Variation of composition is performed by changing a member that is adjacent to a member of a different type to that type. In the upper diagram there are four investigators and two scouts. In the diagram below, there are three investigators and three scouts. In the experiments in which the number of scouts and investigators were allowed to vary, a post mutation step was added in which, with a fixed probability, a scout could be changed to an investigator or vice versa (see Figure 2). The core loop of our OET algorithm can be summarized as in Figure 3. Individual agent mutation was performed at a set mutation rate per node. Mutated leaves were replaced with other leaf nodes. Internal nodes were not mutated. At the team level, mutation was performed by having a set mutation probability each time a new team was created. If a team was chosen to mutate its composition, with even probability a scout was changed to an investigator, or vice versa. The best scout or investigator (by fitness) was found in the entire population, and was swapped in for the appropriate agent in the column where the division of labor was. In other words, if columns 0, 1, and 2 were scouts, and columns 3, 4, and 5 were investigators, then either column 2 would become an investigator or column 3 would become a scout (see Figure 2). The reason this was done, rather than by fitness, was that the agents within a column tended to specialize for a role in the team. and mutating the team composition only at the interior demarcation of roles gives the outer columns as long as possible to specialize. Future work will compare other techniques such as replacing the worst team member. Crossover was performed with a probability of .95. The crossover operator swapped random subtrees from the two parents. The trees for the initial population were generated using a decaying probability of creating an interior node and a maximum depth. Each successive level of the agent tree had a smaller probability of generating an interior decision 1070 does 3/3 show itself to be superior. That is, it is easier to find 4/2 teams that performed well than 3/3 teams. When the individual trials are examined, the algorithm with evolved team composition tends to produce populations that coverage to 4/2 and then, after some time, a significant portion of the trial populations revert to 3/3 (see Figure 5). The time to reversion varies from trial to trial. The reversion is generally a sudden transition in composition (see Figure 6). Not all populations are seen to revert before the generation limit of our experiment. Since 3/3 is a slightly better composition than 4/2 most teams which switch from 4/2 to 3/3 do not switch back. Figure 5 shows the average number of teams over 60 trials with the three most prevalent ratios of scouts to investigators (3/3, 4/2, 5/1). The results show that the teams immediately shifted to a composition of 4 scouts and 2 investigators, and then slowly shifted back to 3 scouts and 3 investigators. All other combinations are rapidly removed from the population. Again the averaging hides the suddenness of transitional behavior in individual trials. This experiment showed some interesting phenomena when teams evolved using OET are allowed to mutate their composition. First, unless the optimal team composition is welldefined, with little to no overlap in fitness with other compositions, the population in our implementation has a hard time shifting from one well performing composition to another (e.g. 4/2 to 3/3). In this experiment, 4/2 was significantly better in early generations and was therefore easily converged upon. However, once the fitness plateaued, it was difficult for the population to then shift back to the ultimately optimal composition of 3/3. We believe that when a composition change is made the new team member is not as well adapted and that in a mature population teams are well coadapted so that the new team is at a disadvantage. The sudden transition between two team compositions is the awaited discovery of a well adapted individual for the new composition. In OET individuals are rewarded for their performance but that reward is also dependent on their teammates. When selection for team composition occurs it is based on the individual’s ability to work as part of a team and individually score high points. So technically teams are not selected to reproduce. This reduces a team’s ability to “sweep” a population, which is part of what makes OET a great performer in balancing the needs of a team with the needs of in individual. Indirectly, however, individuals in teams that perform well will in turn perform well and can sweep a population in a punctuated-evolution-like event. To analyze the shift between compositions, we broke the test group into two sub-groups, populations that shifted the majority of their members from 4/2 to 3/3 and populations that stayed at 4/2. Calculating the average fitness for these two subgroups showed that each sub-group yielded fitnesses comparable to the control group with the same composition. This is shown in Table 3. The averages between the test and control for both 3/3 and 4/2 compositions showed a significant difference only at p < .25 (using Student’s t-test). This is encouraging, because it shows that allowing the population to mutate team composition is not detrimental to the final fitness when compared to populations evolved using the same fixed composition ratio for the entire evolution. But more importantly it demonstrated that algorithms that could apply varying composition during evolution might be able to leverage higher convergence rates and can still arrive Table 1: Algorithm Parameters Number of Trials 60 Size of Generation 500 evaluations Size of Trial 200 generations Total number of replacements 200000 Population Size 100 Team composition mutation rate 0.05 Avg. number of leaf mutations/offspring 2.5 Crossover rate 0.95 Tournament size 3 Maximum investigator tree size 50 Maximum scout tree size 250 Maximum team total tree size 1500 Time steps per evaluation 200 Environment size 45×45 Number of interesting squares 405 (20%) Maximum possible fitness 810 Table 2: Average Fitness at 100000 Generations Group Avg Fitness Std Dev Control: 3 scout/3 investigator 597.31 15.23 Composition mutation 586.57 17.38 Control: 4 scout/2 investigator 577.58 15.46 leading the search process. Evaluating on multiple random environments reduces the impact of such fortunate teams by recalculating and averaging their fitness. The minimum, maximum, and average fitness of the surviving teams were recorded at the end of each iteration for later analysis. Fitness for the individual agents was calculated by: 3∗(beacons placed OR squares investigated) − .1∗(time steps spent outside grid boundaries) − .3∗(nodes more than the maximum allowed) Fitness for the teams was calculated by: (beacons placed) + (squares investigated) − .1∗(nodes in team above the allowed maximum). 4. RESULTS Data was collected for the average fitness per generation, the composition, and the tree size for all teams in the population. The final average fitnesses are shown in Table 2. All results were indicated to be significant by Student’s t-test (p < .005). Figure 4 shows the average fitness over 60 trials of each of the different groups as they evolved. For approximately the first 5000 generations, the evolved team composition grew in fitness faster than the 3/3 (3 scout/3 investigator) control group, and at about the same rate as the 4/2 control group. As the fitness began to plateau at roughly generation 10000, the 3/3 control group started to overtake and subsequently outperform the test group. In fact, the optimum composition of a team for this problem given the allowed amount of time is 3/3. However, in the initial phase of exploration the population quickly finds that having more scouts than investigators tends to give a better point score than a balanced team. Only after the algorithm fine tunes the team 1071 600 Average Fitness 580 æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ à æ æ æ à à à à à à à à æ æ æ æ æ æ æ à à à à ì à à à ì ì à à à à à à æ ì ì ì ì à à ì ì ì à ì ì ì ì ì ì ì ì ì ì ì à ì ì ì æ æ æ à à à ì ì à à ì à ì ì ì æ à ì ì à ì ì à à ì ì æ 560 æ ì à ì à æ 540 fixed 33 evolved ratio fixed 42 æ 520 à ì à ì æ 500 0 20 000 40 000 60 000 80 000 Iterations Figure 4: Average fitness over 60 trials with evolved ratios and fixed ratios of 3/3 and 4/2. Up to approximately generation 5000 evolved team composition and 4/2 outperform 3/3. 100 æ Percent of Teams that are Scouts à à à à à à à à à à à à à à à à à à 80 à à à à à à à à à à à à à 60 æ à ì 40 à à à à à fixed 33 fixed 42 fixed 51 à æ æ æ æ æ æ æ 20 æ æ æ æ æ æ æ æ æ æ æ 0 à à æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ æ à ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì ì 0 20 000 40 000 60 000 80 000 Iterations Figure 5: This shows the number of teams in the population for each composition (0/6, 1/5, ... , 6/0) averaged over 60 trials. Composition is denoted: scouts/investigators. 1072 Average Number of Scouts in a Team 6 5 4 3 ààæààæ àààààæ ààààæ àààààæ àààààààæ àààààæ àààààæ àààààæ àààààæ àààààæ àààààæ àààààæ àààààààààààààààæ ààààààààààààààààààààààààààààààààààààààààààààààààààààààà ààààààààààæ àààààæ àààààæ àààààæ àààààæ àààààæ àààààæ àààààæ àààààæ àààààæ àààààæ ààààæ æ ààààæ à æ æ æ æ æ æ æ æ æ æ æ æ à 2 æ Switches to 33 à Stays 42 1 0 0 20 000 40 000 60 000 80 000 100 000 Iterations Figure 6: The average number of scouts on a team in a population for two example runs. This shows the sudden transition from 4/2 to 3/3 that was not evident by the averaging of 60 trials in the previous graph. Composition 3/3, 4/2 and 5/1 are displayed. The remaining compositions were less than 1% of the population. mance of the two algorithms when results are grouped by composition. This suggests that by comparing the performance of most frequently recurring compositions in repeated optimizations may select the best composition. This is similar to a restart strategy. Furthermore, the performance of the best evolved compositions is likely similar to that of the best fixed composition. While this does not support our first hypothesis, it has practical implications for heterogeneous team development when the optimum composition is unknown. Further research is necessary across a wider selection of problems with an algorithm that exploits this approach. Although the variable composition algorithm produced an equal or higher growth rate in performance than either of the fixed algorithms, once the groups plateaued, this advantage was lost. This disproved our second hypothesis but since performance grouped by composition was not significantly worse the algorithm is competitive in a practical sense. While this exploration of evolved team composition did not produce better teams or evolve teams faster in the long run, teams that converged to the optimum composition were competitive with teams where the optimum composition was known and fixed in advance. This algorithm could be extremely useful in cases where optimum composition was not known in advance. Table 3: Average fitness for Test groups broken into 3/3 and 4/2 sub-populations Group Avg Fitness Std Dev Test group evolved to 3/3 601.52 12.94 Control group 3/3 597.31 15.23 Test group evolved to 4/2 577.28 12.65 Control group 4/2 577.58 15.46 at optima competitive with algorithms that were initially fixed at the optimum composition. The major advantage is that the optimum composition need not be initially known and rather discovered during evolution. 5. CONCLUSIONS In previous work, the OET algorithm was shown to outperform both team based selection and replacement and individual based selection and replacement in terms of both quality of answer and robustness. However, the tested OET algorithms use a fixed team composition set by the user before the optimization. Therefore, an incorrect guess of the optimal team composition could lead to suboptimal team performance. In this work, we examined the ability of OET to optimize the composition of heterogeneous teams and therefore without prior knowledge of the optimal team composition. The evolving team composition algorithm produced a better average fitness than the suboptimal 4/2 team composition. However, the optimal team composition of 3/3 produced a significantly better average performance than the variable team composition algorithm. 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