3,455 research outputs found

    Evolutionary design of decision-tree algorithms tailored to microarray gene expression data sets

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    Decision-tree induction algorithms are widely used in machine learning applications in which the goal is to extract knowledge from data and present it in a graphically intuitive way. The most successful strategy for inducing decision trees is the greedy top-down recursive approach, which has been continuously improved by researchers over the past 40 years. In this paper, we propose a paradigm shift in the research of decision trees: instead of proposing a new manually designed method for inducing decision trees, we propose automatically designing decision-tree induction algorithms tailored to a specific type of classification data set (or application domain). Following recent breakthroughs in the automatic design of machine learning algorithms, we propose a hyper-heuristic evolutionary algorithm called hyper-heuristic evolutionary algorithm for designing decision-tree algorithms (HEAD-DT) that evolves design components of top-down decision-tree induction algorithms. By the end of the evolution, we expect HEAD-DT to generate a new and possibly better decision-tree algorithm for a given application domain. We perform extensive experiments in 35 real-world microarray gene expression data sets to assess the performance of HEAD-DT, and compare it with very well known decision-tree algorithms such as C4.5, CART, and REPTree. Results show that HEAD-DT is capable of generating algorithms that significantly outperform the baseline manually designed decision-tree algorithms regarding predictive accuracy and F-measure

    The automatic design of hyper-heuristic framework with gene expression programming for combinatorial optimization problems

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    Hyper-heuristic approaches aim to automate heuristic design in order to solve multiple problems instead of designing tailor-made methodologies for individual problems. Hyper-heuristics accomplish this through a high level heuristic (heuristic selection mechanism and an acceptance criterion). This automates heuristic selection, deciding whether to accept or reject the returned solution. The fact that different problems or even instances, have different landscape structures and complexity, the design of efficient high level heuristics can have a dramatic impact on hyper-heuristic performance. In this work, instead of using human knowledge to design the high level heuristic, we propose a gene expression programming algorithm to automatically generate, during the instance solving process, the high level heuristic of the hyper-heuristic framework. The generated heuristic takes information (such as the quality of the generated solution and the improvement made) from the current problem state as input and decides which low level heuristic should be selected and the acceptance or rejection of the resultant solution. The benefit of this framework is the ability to generate, for each instance, different high level heuristics during the problem solving process. Furthermore, in order to maintain solution diversity, we utilize a memory mechanism which contains a population of both high quality and diverse solutions that is updated during the problem solving process. The generality of the proposed hyper-heuristic is validated against six well known combinatorial optimization problem, with very different landscapes, provided by the HyFlex software. Empirical results comparing the proposed hyper-heuristic with state of the art hyper-heuristics, conclude that the proposed hyper-heuristic generalizes well across all domains and achieves competitive, if not superior, results for several instances on all domains

    Shallow decision-making analysis in General Video Game Playing

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    The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours

    Design Of Perturbative Hyper-Heuristics For Combinatorial Optimisation

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    Combinatorial optimisation is an area which seeks to identify optimal solution(s) from a discrete solution search space. Approaches for solving combinatorial optimisation problems can be separated into two main sub-classes, i.e. exact and approximation algorithms. Exact algorithm is a sub-class of techniques that is able to guarantee global optimality. However, exact algorithms are not feasible for solving complex problem due to its high computational overhead. Approximation algorithm is a sub-class of techniques which is able to provide sub-optimal solution(s) with reasonable computational cost. In order to explore the solution search space of a combinatorial optimisation problem, an approximation algorithm performs perturbations on the existing solutions by adopting a single or multiple perturbative Low-Level Heuristic(s) (LLHs). The use of a single LLH leads to poor performance when the particular heuristic is incompetent in solving the problem. Thus, the use of multiple LLHs is more desirable as the weaknesses of one heuristic can be compensated by the strengths of another. When there are multiple LLHs, a hyper-heuristic can be integrated to determine the choice of heuristics for a particular problem or situation. Hyper-heuristic automates the selection of LLHs through a high-level heuristic that consists of two key components, i.e. a heuristic selection method and a move acceptance method. The capability of a high-level heuristic is highly problem dependent as the landscape properties of a problem are unique among others. The high-level heuristics in the existing hyper-heuristics are designed by manually matching different combinations of high-level heuristic components

    Genetic programming hyper-heuristic with vehicle collaboration for uncertain capacitated arc routing problem

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    Due to its direct relevance to post-disaster operations, meter reading and civil refuse collection, the Uncertain Capacitated Arc Routing Problem (UCARP) is an important optimisation problem. Stochastic models are critical to study as they more accurately represent the real world than their deterministic counterparts. Although there have been extensive studies in solving routing problems under uncertainty, very few have considered UCARP, and none consider collaboration between vehicles to handle the negative effects of uncertainty. This article proposes a novel Solution Construction Procedure (SCP) that generates solutions to UCARP within a collaborative, multi-vehicle framework. It consists of two types of collaborative activities: one when a vehicle unexpectedly expends capacity (route failure), and the other during the refill process. Then, we propose a Genetic Programming Hyper-Heuristic (GPHH) algorithm to evolve the routing policy used within the collaborative framework. The experimental studies show that the new heuristic with vehicle collaboration and GP-evolved routing policy significantly outperforms the compared state-of-the-art algorithms on commonly studied test problems. This is shown to be especially true on instances with larger numbers of tasks and vehicles. This clearly shows the advantage of vehicle collaboration in handling the uncertain environment, and the effectiveness of the newly proposed algorithm

    An apprenticeship learning hyper-heuristic for vehicle routing in HyFlex

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    Apprenticeship learning occurs via observations while an expert is in action. A hyper-heuristic is a search method or a learning mechanism that controls a set of low level heuristics or combines different heuristic components to generate heuristics for solving a given computationally hard problem. In this study, we investigate into a novel apprenticeship learning-based approach which is used to automatically generate a hyper-heuristic for vehicle routing. This approach itself can be considered as a hyper-heuristic which operates in a train and test fashion. A state-of-the-art hyper-heuristic is chosen as an expert which is the winner of a previous hyper-heuristic competition. Trained on small vehicle routing instances, the learning approach yields various classifiers, each capturing different actions that the expert hyper-heuristic performs during the search process. Those classifiers are then used to produce a hyper-heuristic which is potentially capable of generalizing the actions of the expert hyperheuristic while solving the unseen instances. The experimental results on vehicle routing using the Hyper-heuristic Flexible (HyFlex) framework shows that the apprenticeship-learning based hyper-heuristic delivers an outstanding performance when compared to the expert and some other previously proposed hyper-heuristics

    Automated Design of Metaheuristic Algorithms: A Survey

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    Metaheuristics have gained great success in academia and practice because their search logic can be applied to any problem with available solution representation, solution quality evaluation, and certain notions of locality. Manually designing metaheuristic algorithms for solving a target problem is criticized for being laborious, error-prone, and requiring intensive specialized knowledge. This gives rise to increasing interest in automated design of metaheuristic algorithms. With computing power to fully explore potential design choices, the automated design could reach and even surpass human-level design and could make high-performance algorithms accessible to a much wider range of researchers and practitioners. This paper presents a broad picture of automated design of metaheuristic algorithms, by conducting a survey on the common grounds and representative techniques in terms of design space, design strategies, performance evaluation strategies, and target problems in this field

    A dynamic multiarmed bandit-gene expression programming hyper-heuristic for combinatorial optimization problems

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    Hyper-heuristics are search methodologies that aim to provide high-quality solutions across a wide variety of problem domains, rather than developing tailor-made methodologies for each problem instance/domain. A traditional hyper-heuristic framework has two levels, namely, the high level strategy (heuristic selection mechanism and the acceptance criterion) and low level heuristics (a set of problem specific heuristics). Due to the different landscape structures of different problem instances, the high level strategy plays an important role in the design of a hyper-heuristic framework. In this paper, we propose a new high level strategy for a hyper-heuristic framework. The proposed high-level strategy utilizes a dynamic multiarmed bandit-extreme value-based reward as an online heuristic selection mechanism to select the appropriate heuristic to be applied at each iteration. In addition, we propose a gene expression programming framework to automatically generate the acceptance criterion for each problem instance, instead of using human-designed criteria. Two well-known, and very different, combinatorial optimization problems, one static (exam timetabling) and one dynamic (dynamic vehicle routing) are used to demonstrate the generality of the proposed framework. Compared with state-of-the-art hyper-heuristics and other bespoke methods, empirical results demonstrate that the proposed framework is able to generalize well across both domains. We obtain competitive, if not better results, when compared to the best known results obtained from other methods that have been presented in the scientific literature. We also compare our approach against the recently released hyper-heuristic competition test suite. We again demonstrate the generality of our approach when we compare against other methods that have utilized the same six benchmark datasets from this test suite

    Automated design of boolean satisfiability solvers employing evolutionary computation

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    Modern society gives rise to complex problems which sometimes lend themselves to being transformed into Boolean satisfiability (SAT) decision problems; this thesis presents an example from the program understanding domain. Current conflict-driven clause learning (CDCL) SAT solvers employ all-purpose heuristics for making decisions when finding truth assignments for arbitrary logical expressions called SAT instances. The instances derived from a particular problem class exhibit a unique underlying structure which impacts a solver\u27s effectiveness. Thus, tailoring the solver heuristics to a particular problem class can significantly enhance the solver\u27s performance; however, manual specialization is very labor intensive. Automated development may apply hyper-heuristics to search program space by utilizing problem-derived building blocks. This thesis demonstrates the potential for genetic programming (GP) powered hyper-heuristic driven automated design of algorithms to create tailored CDCL solvers, in this case through custom variable scoring and learnt clause scoring heuristics, with significantly better performance on targeted classes of SAT problem instances. As the run-time of GP is often dominated by fitness evaluation, evaluating multiple offspring in parallel typically reduces the time incurred by fitness evaluation proportional to the number of parallel processing units. The naive synchronous approach requires an entire generation to be evaluated before progressing to the next generation; as such, heterogeneity in the evaluation times will degrade the performance gain, as parallel processing units will have to idle until the longest evaluation has completed. This thesis shows empirical evidence justifying the employment of an asynchronous parallel model for GP powered hyper-heuristics applied to SAT solver space, rather than the generational synchronous alternative, for gaining speed-ups in evolution time. Additionally, this thesis explores the use of a multi-objective GP to reveal the trade-off surface between multiple CDCL attributes --Abstract, page iii
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