112 research outputs found
On Design Mining: Coevolution and Surrogate Models
© 2017 Massachusetts Institute of Technology. Published under a Creative Commons Attribution 3.0 Unported (CC BY 3.0) license. Design mining is the use of computational intelligence techniques to iteratively search and model the attribute space of physical objects evaluated directly through rapid prototyping to meet given objectives. It enables the exploitation of novel materials and processes without formal models or complex simulation. In this article, we focus upon the coevolutionary nature of the design process when it is decomposed into concurrent sub-design-threads due to the overall complexity of the task. Using an abstract, tunable model of coevolution, we consider strategies to sample subthread designs for whole-system testing and how best to construct and use surrogate models within the coevolutionary scenario. Drawing on our findings, we then describe the effective design of an array of six heterogeneous vertical-axis wind turbines
Coevolutionary Algorithms and Classification
Cílem této práce je automatizovaný návrh programu pro detekci projevů dyskineze z pohybových dat pacientů. K návrhu programu je využito kartézské genetické programování, které bylo z důvodu urychlení procesu návrhu doplněno o koevoluci prediktorů fitness s proměnlivou velikostí, která umožňuje vyhodnocení kvality kandidátních řešení na pouhé části trénovacích dat. Vzniklé řešení dosahuje srovnatelné schopnosti rozlišení mezi třídami (AUC) s existujícím řešením při dosažení v průměru trojnásobného zrychlení procesu návrhu oproti variantě bez prediktorů fitness. Experimenty s metodami křížení prediktorů neukázaly významný rozdíl mezi zvolenými metodami. Zajímavých výsledků však bylo dosaženo při experimentech s celočíselnými datovými typy vhodnými pro implementaci v hardwaru, kdy u datového typu o osmi bitech bez znaménka (uint8_t) bylo dosaženo nejenom srovnatelné schopnosti rozlišení mezi třídami (pro významné projevy dyskineze AUC = 0,93 shodně jako pro existující řešení) a zlepšení rozlišovací schopností u chodících pacientů (AUC = 0,80 oproti AUC = 0,73 u existujícího řešení), ale navíc v průměru téměř devítinásobného zrychlení návrhu oproti variantě bez prediktorů fitness využívající datový typ float.The aim of this work is to automatically design a program that is able to detect dyskinetic movement features in the measured patient's movement data. The program will be developed using Cartesian genetic programming equipped with coevolution of fitness predictors. This type of coevolution allows to speed up a design performed by Cartesian genetic programming by evaluating a quality of candidate solutions using only a part of training data. Evolved classifier achieves a performance (in terms of AUC) that is comparable with the existing solution while achieving threefold acceleration of the learning process compared to the variant without the fitness predictors, in average. Experiments with crossover methods for fitness predictors haven't shown a significant difference between investigated methods. However, interesting results were obtained while investigating integer data types that are more suitable for implementation in hardware. Using an unsigned eight-bit data type (uint8_t) we've achieved not only comparable classification performance (for significant dyskinesia AUC = 0.93 the same as for the existing solutions), with improved AUC for walking patient's data (AUC = 0.80, while existing solutions AUC = 0.73), but also nine times speedup of the design process compared to the approach without fitness predictors employing the float data type, in average.
Image Classification Using Genetic Programming
Tato práce se zabývá klasifikací obrazu pomocí genetického programování a koevoluce. Algoritmy genetického programování umožňují generovat spustitelné struktury a navrhovat tak automatizovaně řešení ve formě programů. Použití koevoluce s predikcí fitness snižuje časovou náročnost výpočtu fitness a tím i dobu trvání celého algoritmu. Práce popisuje teoretický základ evolučních algoritmů a zejména kartézské genetické programování. Jsou také popsány vlastnosti koevolučních algoritmů a zejména navržená metoda pro návrh klasifikátoru obrazu s využitím koevoluce fitness prediktorů, jejímž cílem je nalézt kompromis mezi přesností klasifikace, dobou návrhu a složitostí klasifikátoru. Součástí práce je implementace navžené metody, provedení experimentů a srovnání získaných výsledků s ostatními metodami. This thesis deals with image classification based on genetic programming and coevolution. Genetic programming algorithms make generating executable structures possible, which allows us to design solutions in form of programs. Using coevolution with the fitness prediction lowers the amount of time consumed by fitness evaluation and, therefore, also the execution time. The thesis describes a theoretical background of evolutionary algorithms and, in particular, cartesian genetic programming. We also describe coevolutionary algorithms properties and especially the proposed method for the image classifier evolution using coevolution of fitness predictors, where the objective is to find a good compromise between the classification accuracy, design time and classifier complexity. A part of the thesis is implementation of the proposed method, conducting the experiments and comparison of obtained results with other methods.
A Field Guide to Genetic Programming
xiv, 233 p. : il. ; 23 cm.Libro ElectrónicoA Field Guide to Genetic Programming (ISBN 978-1-4092-0073-4) is an introduction to genetic programming (GP). GP is a systematic, domain-independent method for getting computers to solve problems automatically starting from a high-level statement of what needs to be done. Using ideas from natural evolution, GP starts from an ooze of random computer programs, and progressively refines them through processes of mutation and sexual recombination, until solutions emerge. All this without the user having to know or specify the form or structure of solutions in advance. GP has generated a plethora of human-competitive results and applications, including novel scientific discoveries and patentable inventions. The authorsIntroduction --
Representation, initialisation and operators in Tree-based GP --
Getting ready to run genetic programming --
Example genetic programming run --
Alternative initialisations and operators in Tree-based GP --
Modular, grammatical and developmental Tree-based GP --
Linear and graph genetic programming --
Probalistic genetic programming --
Multi-objective genetic programming --
Fast and distributed genetic programming --
GP theory and its applications --
Applications --
Troubleshooting GP --
Conclusions.Contents
xi
1 Introduction
1.1 Genetic Programming in a Nutshell
1.2 Getting Started
1.3 Prerequisites
1.4 Overview of this Field Guide I
Basics
2 Representation, Initialisation and GP
2.1 Representation
2.2 Initialising the Population
2.3 Selection
2.4 Recombination and Mutation Operators in Tree-based
3 Getting Ready to Run Genetic Programming 19
3.1 Step 1: Terminal Set 19
3.2 Step 2: Function Set 20
3.2.1 Closure 21
3.2.2 Sufficiency 23
3.2.3 Evolving Structures other than Programs 23
3.3 Step 3: Fitness Function 24
3.4 Step 4: GP Parameters 26
3.5 Step 5: Termination and solution designation 27
4 Example Genetic Programming Run
4.1 Preparatory Steps 29
4.2 Step-by-Step Sample Run 31
4.2.1 Initialisation 31
4.2.2 Fitness Evaluation Selection, Crossover and Mutation Termination and Solution Designation Advanced Genetic Programming
5 Alternative Initialisations and Operators in
5.1 Constructing the Initial Population
5.1.1 Uniform Initialisation
5.1.2 Initialisation may Affect Bloat
5.1.3 Seeding
5.2 GP Mutation
5.2.1 Is Mutation Necessary?
5.2.2 Mutation Cookbook
5.3 GP Crossover
5.4 Other Techniques 32
5.5 Tree-based GP 39
6 Modular, Grammatical and Developmental Tree-based GP 47
6.1 Evolving Modular and Hierarchical Structures 47
6.1.1 Automatically Defined Functions 48
6.1.2 Program Architecture and Architecture-Altering 50
6.2 Constraining Structures 51
6.2.1 Enforcing Particular Structures 52
6.2.2 Strongly Typed GP 52
6.2.3 Grammar-based Constraints 53
6.2.4 Constraints and Bias 55
6.3 Developmental Genetic Programming 57
6.4 Strongly Typed Autoconstructive GP with PushGP 59
7 Linear and Graph Genetic Programming 61
7.1 Linear Genetic Programming 61
7.1.1 Motivations 61
7.1.2 Linear GP Representations 62
7.1.3 Linear GP Operators 64
7.2 Graph-Based Genetic Programming 65
7.2.1 Parallel Distributed GP (PDGP) 65
7.2.2 PADO 67
7.2.3 Cartesian GP 67
7.2.4 Evolving Parallel Programs using Indirect Encodings 68
8 Probabilistic Genetic Programming
8.1 Estimation of Distribution Algorithms 69
8.2 Pure EDA GP 71
8.3 Mixing Grammars and Probabilities 74
9 Multi-objective Genetic Programming 75
9.1 Combining Multiple Objectives into a Scalar Fitness Function 75
9.2 Keeping the Objectives Separate 76
9.2.1 Multi-objective Bloat and Complexity Control 77
9.2.2 Other Objectives 78
9.2.3 Non-Pareto Criteria 80
9.3 Multiple Objectives via Dynamic and Staged Fitness Functions 80
9.4 Multi-objective Optimisation via Operator Bias 81
10 Fast and Distributed Genetic Programming 83
10.1 Reducing Fitness Evaluations/Increasing their Effectiveness 83
10.2 Reducing Cost of Fitness with Caches 86
10.3 Parallel and Distributed GP are Not Equivalent 88
10.4 Running GP on Parallel Hardware 89
10.4.1 Master–slave GP 89
10.4.2 GP Running on GPUs 90
10.4.3 GP on FPGAs 92
10.4.4 Sub-machine-code GP 93
10.5 Geographically Distributed GP 93
11 GP Theory and its Applications 97
11.1 Mathematical Models 98
11.2 Search Spaces 99
11.3 Bloat 101
11.3.1 Bloat in Theory 101
11.3.2 Bloat Control in Practice 104
III
Practical Genetic Programming
12 Applications
12.1 Where GP has Done Well
12.2 Curve Fitting, Data Modelling and Symbolic Regression
12.3 Human Competitive Results – the Humies
12.4 Image and Signal Processing
12.5 Financial Trading, Time Series, and Economic Modelling
12.6 Industrial Process Control
12.7 Medicine, Biology and Bioinformatics
12.8 GP to Create Searchers and Solvers – Hyper-heuristics xiii
12.9 Entertainment and Computer Games 127
12.10The Arts 127
12.11Compression 128
13 Troubleshooting GP
13.1 Is there a Bug in the Code?
13.2 Can you Trust your Results?
13.3 There are No Silver Bullets
13.4 Small Changes can have Big Effects
13.5 Big Changes can have No Effect
13.6 Study your Populations
13.7 Encourage Diversity
13.8 Embrace Approximation
13.9 Control Bloat
13.10 Checkpoint Results
13.11 Report Well
13.12 Convince your Customers
14 Conclusions
Tricks of the Trade
A Resources
A.1 Key Books
A.2 Key Journals
A.3 Key International Meetings
A.4 GP Implementations
A.5 On-Line Resources 145
B TinyGP 151
B.1 Overview of TinyGP 151
B.2 Input Data Files for TinyGP 153
B.3 Source Code 154
B.4 Compiling and Running TinyGP 162
Bibliography 167
Inde
Advances in Evolutionary Algorithms
With the recent trends towards massive data sets and significant computational power, combined with evolutionary algorithmic advances evolutionary computation is becoming much more relevant to practice. Aim of the book is to present recent improvements, innovative ideas and concepts in a part of a huge EA field
“Economic man” in cross-cultural perspective: Behavioral experiments in 15 small-scale societies
Researchers from across the social sciences have found consistent deviations from the predictions of the canonical model of self-interest in hundreds of experiments from around the world. This research, however, cannot determine whether the uniformity results from universal patterns of human behavior or from the limited cultural variation available among the university students used in virtually all prior experimental work. To address this, we undertook a cross-cultural study of behavior in ultimatum, public goods, and dictator games in a range of small-scale societies exhibiting a wide variety of economic and cultural conditions. We found, first, that the canonical model – based on self-interest – fails in all of the societies studied. Second, our data reveal substantially more behavioral variability across social groups than has been found in previous research. Third, group-level differences in economic organization and the structure of social interactions explain a substantial portion of the behavioral variation across societies: the higher the degree of market integration and the higher the payoffs to cooperation in everyday life, the greater the level of prosociality expressed in experimental games. Fourth, the available individual-level economic and demographic variables do not consistently explain game behavior, either within or across groups. Fifth, in many cases experimental play appears to reflect the common interactional patterns of everyday life
Using MapReduce Streaming for Distributed Life Simulation on the Cloud
Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp
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