Kh Khaled Rasheed Co Comp mputer Science Dept. Uni Universi - - PowerPoint PPT Presentation

kh khaled rasheed co comp mputer science dept uni
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Kh Khaled Rasheed Co Comp mputer Science Dept. Uni Universi - - PowerPoint PPT Presentation

Kh Khaled Rasheed Co Comp mputer Science Dept. Uni Universi sity of Georgia ht http://www.cs. s.ug uga.edu/ u/~kha haled } Genetic al algorithms Pa Parallel el gen genet etic algo gorithms } Genetic program amming } Evolution


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Kh Khaled Rasheed Co Comp mputer Science Dept. Uni Universi sity of Georgia ht http://www.cs. s.ug uga.edu/ u/~kha haled

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} Genetic al

algorithms

  • Pa

Parallel el gen genet etic algo gorithms

} Genetic program

amming

} Evolution strat

ategies

} Clas

assifi fier systems

} Evolution program

amming

} Relat

ated topics

} Conclus

Conclusion ion

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} Fit

Fitness = Heig ight

} Survival

al of f the fi fittest

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} Mai

aintai ain a a populat ation of f potential al so solutions

} New solutions ar

are generat ated by selecting, combining an and modify fying ex exist sting g so solutions

  • Crossover
  • Mutation

} Objective fu

function = Fitness fu function

  • Better solutions favored for parenthood
  • Worse solutions favored for replacement
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SLIDE 6

} ma

maximiz imize 2X^ X^2-y+ y+5 where X: X:[0,3],Y:[0,3]

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} ma

maximiz imize 2X^ X^2-y+ y+5 where X: X:[0,3],Y:[0,3]

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} Rep

Repres esen enta tati tion

} Fi

Fitn tnes ess functi tion

} Ini

Initialization n st strategy

} Se

Sele lection ion st strategy

} Cro

Crossover r

  • p
  • perator
  • rs

} Mu

Mutation

  • p
  • perator
  • rs
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SLIDE 9

} Rep

Repres esen enta tati tion

} Fi

Fitn tnes ess functi tion

} Ini

Initialization n st strategy

} Se

Sele lection ion st strategy

} Cro

Crossover r opera rators rs

} Mu

Mutation operators

} Rep

Replacem emen ent t st strategy

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SLIDE 10

} Proportional

al selection (roulette wheel)

  • Selection probability of individual = individual’s

fitness/sum of fitness

} Ran

ank bas ased selection

  • Example: decreasing arithmetic/geometric series
  • Better when fitness range is very large or small

} Tour

Tourna nament nt selection

  • n
  • Virtual tournament between randomly selected

individuals using fitness

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SLIDE 11

} Point crosso

ssover (classi ssical)

  • Parent1=x1,x2,x3,x4,x5,x6
  • Parent2=y1,y2,y3,y4,y5,y6
  • Child =x1,x2,x3,x4,y5,y6

} Uniform crosso

ssover

  • Parent1=x1,x2,x3,x4,x5,x6
  • Parent2=y1,y2,y3,y4,y5,y6
  • Child =x1,x2,y3,x4,y5,y6

} Arithmetic crosso

ssover

  • Parent1=x1,x2,x3
  • Parent2=y1,y2,y3
  • Child =(x1+y1)/2,(x2+y2)/2,(x3+y3)/2
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SLIDE 12

} ch

chan ange on

  • ne or
  • r mor
  • re com

compon

  • nents

} Le

Let Child=x1 =x1,x2 x2,P,x3 x3,x4 x4...

} Ga

Gaussi ussian n mut utation: n:

  • P ¬ P ± ∆p
  • ∆ p: (small) random normal value

} Un

Uniform mutation:

  • P ¬ P new
  • p new : random uniform value

} bo

bounda dary mutation:

  • P ¬ Pmin OR Pmax

} Bi

Binary y mutation=bit flip

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SLIDE 13

} Finds global

al optima

} Can

an han andle discrete, continuous an and mixed var ariab able spac aces

} Eas

asy to use (short program ams)

} Ro

Robust t (less sensiti tive to to noise, ill con condit ition ions)

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SLIDE 14

} Relat

atively slower than an other methods (not suitab able fo for eas asy problems)

} Theory lag

ags behind ap applicat ations

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SLIDE 16
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} Coar

arse-grai ained GA at at high level

} Fin

Fine-grai ained GA at at low level

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SLIDE 19

} Coar

arse-grai ained GA at at high level

} Global

al par aral allel GA at at low level

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SLIDE 20

} Coar

arse-grai ained GA at at high level

} Coar

arse-grai ained GA at at low level

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SLIDE 21

} Introduced (officially) by John Ko

Koza in his bo book (g (gene netic pro progra ramming ng, 1992)

} Ea

Earl rly attempt pts da date ba back k to the he 50s (e (evolving po popu pulations of bi binary obje bject ct co codes)

} Ide

Idea is to evolve comput puter r pro progra rams

} De

Decl clarative p progr gramming l g langu guage ges us usua ually us used d (Lisp) p)

} Pr

Progr grams a are r e rep epres esen ented ted a as tr trees ees

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SLIDE 22

} A

A populat ation of trees ees rep epres esen enting pr programs

} Th

The e prog

  • gram

ams ar are e com compos

  • sed

ed of

  • f el

elem emen ents fr from the he FUNCT CTION SET and nd the he TERMINAL SE SET

} Th

Thes ese e set ets ar are e usual ally fixed ed set ets of

  • f symbol
  • ls

} Th

The e funct ction

  • n set

et for

  • rms "non
  • n-le

leaf" n nodes. . (e (e.g .g. + . +,-,* ,*,s ,sin in,c ,cos)

} Th

The e ter erminal al set et for

  • rms leaf

eaf nod

  • des
  • es. (e.

e.g. x, x,3.7, random())

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SLIDE 23
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SLIDE 24

} Fi

Fitn tnes ess is usually based ed on I/O tr traces es

} Cro

Crossover r is implement nted by ra rand ndomly sw swapping su subtrees be between n indi ndividua duals

} GP

GP usually does not extensively rely on mu mutation ion (random

  • m nod
  • des

s or

  • r su

subtrees)

} GP

GPs are usually generational (sometimes wi with h a gene nera ration n gap)

} GP usually uses huge populations (1M

M in individ ividuals ls)

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SLIDE 25
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SLIDE 26

} More fl

flexible representat ation

} Great

ater ap applicat ation spectrum

} If

f trac actab able, evolving a a way ay to mak ake “things” is more usefu ful than an evolving the the “thi “thing ngs”. ”.

} Exam

ample: evolving a a lear arning rule fo for neural al networks (Am Amr Rad adi, GP , GP98) v vs. . evolving the weights of f a a par articular ar NN.

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SLIDE 27

} Ex

Extre tremely y slow

} Very poor han

andling of f numbers

} Very lar

arge populat ations needed

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SLIDE 28

} Ge

Gene netic programming ng with h line near geno nomes s (W (Wolfgang Ba Banzaf)

  • Kind of going back to the evolution of binary

program codes

} Hyb

Hybrids of GP P and other methods that be better handl dle numbe bers:

  • Least squares methods
  • Gradient based optimizers
  • Genetic algorithms, other evolutionary

computation methods

} Ev

Evolving things other than programs

  • Example: electric circuits represented as trees

(Koza, AI in design 1996)

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SLIDE 29

} Were invented to so

solve numerical optimization pr probl blem ems

} Or

Originated in Europe in the 1960s

} In

Initially: two-me memb mber or (1+1) ES: S:

  • one PARENT generates one OFFSPRING per

GENERATION

  • by applying normally distributed (Gaussian) mutations
  • until offspring is better and replaces parent
  • This simple structure allowed theoretical results to be
  • btained (speed of convergence, mutation size)

} Later

Later: en enhan anced ed to to a a (µ+1) st strategy which incorporated crosso ssover

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SLIDE 30
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SLIDE 31

} Sc

Schwefe fel l in introd

  • duced the mu

mult lti- me memb mbered ESs Ss now

  • w denot
  • ted by

y (µ µ +λ) ) an and (µ, , λ)

} (µ,

, λ) E ES: Th : The p e paren ent gen t gener erati tion i is di disjoint nt fro rom the he chi hild d gene nera ration

} (µ

µ + + λ) ) ES: Some of the pa parents may be be se selected to

  • "prop
  • pagate" to
  • the child

ge generati tion

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SLIDE 32

} Real

al val alued vectors consisting of f two par arts:

  • Object variable: just like real-valued GA

individual

  • Strategy variable: a set of standard

deviations for the Gaussian mutation

} This structure al

allows fo for "Self- ad adap aptat ation“ of f the mutat ation size

  • Excellent feature for dynamically changing

fitness landscape

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SLIDE 33

} In mac

achine lear arning we seek a a good hy hypo pothe thesis

} The hypothesis may

ay be a a rule, a a neural al network, a a program am ... etc.

} GAs an

and other EC methods can an evolve rules, NNs, program ams ...etc.

} Clas

assifi fier systems (CFS) ar are the most explicit GA bas ased mac achine lear arning to tool.

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SLIDE 34

} Ru

Rule a e and m mes essage s ge system tem

  • if <condition> then <action>

} Ap

Apporti tionmen ent o t of c cred edit s t system tem

  • Based on a set of training examples
  • Credit (fitness) given to rules that match the

example

  • Example: Bucket brigade (auctions for

examples, winner takes all, existence taxes)

} Ge

Genetic algorithm

  • evolves a population of rules or a population
  • f entire rule systems
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SLIDE 35

} Ev

Evolves a population of rules, the final po popu pulation is used d as the rule and d message sy syst stem

} Di

Dive versity maintenance among rules is hard

} If

If done well converges faster

} Ne

Need to specify how to use the rules to cl clas assify

  • what if multiple rules match example?
  • exact matching only or inexact matching allowed?
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SLIDE 36

} Eac

ach individual al is a a complete set of f ru rules or r comp mplete te soluti tion

} Avoids the har

ard credit as assignment pr probl blem

} Slow becau

ause of f complexity of f spac ace

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SLIDE 37

} Clas

assical al EP evolves fi finite stat ate mac achines (or similar ar structures)

} Relies on mutat

ation (no crossover)

} Fitness bas

ased on trai aining seq sequen ence( e(s) s)

} Good fo

for sequence problems (DNA) an and prediction in time series

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SLIDE 38
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SLIDE 39

} Add a

a stat ate (with ran andom tran ansitions)

} Delete a

a stat ate (reas assign stat ate tran ansitions)

} Chan

ange an an output symbol

} Chan

ange a a stat ate tran ansition

} Chan

ange the star art stat ate

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SLIDE 40

} No specific representation } Similar to Evolution Strategies

  • Most work in continuous optimization
  • Self adaptation common

} No crossover ever used!

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SLIDE 41

} Va

Vari riabl ble com

  • mpl

plexity ty linear r re repre presenta tati tion

  • ns

} Rep

Repres esen entat ations bas ased ed on des escr cription of tra transform

  • rmation

tions

  • instead of enumerating the parameters of the individual,

describe how to change another (nominal) individual to be it.

  • Good for dimension reduction, at the expense of
  • ptimality

} Su

Surroga rrogate te assis iste ted d evolu

  • lution

tion meth thods

  • ds
  • Good when objective function is very expensive
  • fit an approximation to the objective function and uses it

to speed up the evolution

} Di

Differ eren enti tial al Evol Evoluti tion

  • n
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SLIDE 42

} Artifi

ficial al life fe

  • An individual’s fitness depends on genes

+ lifetime experience

  • An individual can pass the experience to
  • ffspring

} Co

Co-evo evolution

  • Several populations of different types of

individuals co-evolve

  • Interaction between populations changes

fitness measures

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SLIDE 43

} Ant Colony Optimizat

ation

} Inspired by the social behavior of ants } Useful in problems that need to find paths to goals

} Par

article Swar arm optimizat ation

} Inspired by social behavior of bird flocking or fish schooling } The potential solutions, called particles, fly through the problem space by following the current optimum particles

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SLIDE 44

} All evolutionar

ary computat ation models ar are getting closer to eac ach other

} The choice of

f method is importan ant fo for su success ess

} EC provides a

a very fl flexible ar architecture

  • easy to combine with other paradigms
  • easy to inject domain knowledge
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SLIDE 45

} Evolutionar

ary Computat ation

} IEEE tran

ansac actions on evolutionar ary computat ation

} Genetic program

amming an and evolvab able mac achines

} ot

  • ther: AIEDAM, AIENG

NG ...

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SLIDE 46

} Genetic an

and evolutionar ary computat ation confe ference (GECCO)

} Congress on evolutionar

ary computat ation (C (CEC)

} Par

aral allel problem solving fr from nat ature (P (PPSN)

} ot

  • ther: AI in

in desig ign, IJCA CAI, AAAI ...