926 research outputs found
Evolutionary Algorithms for Reinforcement Learning
There are two distinct approaches to solving reinforcement learning problems,
namely, searching in value function space and searching in policy space.
Temporal difference methods and evolutionary algorithms are well-known examples
of these approaches. Kaelbling, Littman and Moore recently provided an
informative survey of temporal difference methods. This article focuses on the
application of evolutionary algorithms to the reinforcement learning problem,
emphasizing alternative policy representations, credit assignment methods, and
problem-specific genetic operators. Strengths and weaknesses of the
evolutionary approach to reinforcement learning are presented, along with a
survey of representative applications
Ms Pac-Man versus Ghost Team CEC 2011 competition
Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. © 2011 IEEE
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The effect of network topology on optimal exploration strategies and the evolution of cooperation in a mobile population
We model a mobile population interacting over an underlying spatial structure using a Markov movement model. Interactions take the form of public goods games, and can feature an arbitrary group size. Individuals choose strategically to remain at their current location or to move to a neighbouring location, depending upon their exploration strategy and the current composition of their group. This builds upon previous work where the underlying structure was a complete graph (i.e. there was effectively no structure). Here, we consider alternative network structures and a wider variety of, mainly larger, populations. Previously, we had found when cooperation could evolve, depending upon the values of a range of population parameters. In our current work, we see that the complete graph considered before promotes stability, with populations of cooperators or defectors being relatively hard to replace. By contrast, the star graph promotes instability, and often neither type of population can resist replacement. We discuss potential reasons for this in terms of network topology
An efficient memetic, permutation-based evolutionary algorithm for real-world train timetabling
Train timetabling is a difficult and very tightly constrained combinatorial
problem that deals with the construction of train schedules. We focus on the
particular problem of local reconstruction of the schedule following a small
perturbation, seeking minimisation of the total accumulated delay by adapting
times of departure and arrival for each train and allocation of resources
(tracks, routing nodes, etc.). We describe a permutation-based evolutionary
algorithm that relies on a semi-greedy heuristic to gradually reconstruct the
schedule by inserting trains one after the other following the permutation.
This algorithm can be hybridised with ILOG commercial MIP programming tool
CPLEX in a coarse-grained manner: the evolutionary part is used to quickly
obtain a good but suboptimal solution and this intermediate solution is refined
using CPLEX. Experimental results are presented on a large real-world case
involving more than one million variables and 2 million constraints. Results
are surprisingly good as the evolutionary algorithm, alone or hybridised,
produces excellent solutions much faster than CPLEX alone
Knowledge Collaboration: Working with Data and Web Specialists
When resources are finite, people strive to manage resources jointly (if they do not rudely take possession of them). Organizing helps achieve—and even amplify—common purpose but often succumbs in time to organizational silos, teaming for the sake of teaming, and the obstacle course of organizational learning. The result is that organizations, be they in the form of hierarchies, markets, or networks (or, gradually more, hybrids of these), fail to create the right value for the right people at the right time. In the 21st century, most organizations are in any event lopsided and should be redesigned to serve a harmonious mix of economic, human, and social functions. In libraries as elsewhere, the three Ss of Strategy—Structure—Systems must give way to the three Ps of Purpose—Processes—People. Thence, with entrepreneurship and knowledge behaviors, data and web specialists can synergize in mutually supportive relationships of shared destiny
Automated Design of Metaheuristic Algorithms: A Survey
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
Can intelligence explode?
The technological singularity refers to a hypothetical scenario in which technological advances virtually explode. The most popular scenario is the creation of super-intelligent algorithms that recursively create ever higher intelligences. It took many decades for these ideas to spread from science fiction to popular science magazines and finally to attract the attention of serious philosophers. David Chalmers' (JCS, 2010) article is the first comprehensive philosophical analysis of the singularity in a respected philosophy journal. The motivation of my article is to augment Chalmers' and to discuss some issues not addressed by him, in particular what it could mean for intelligence to explode. In this course, I will (have to) provide a more careful treatment of what intelligence actually is, separate speed from intelligence explosion, compare what super-intelligent participants and classical human observers might experience and do, discuss immediate implications for the diversity and value of life, consider possible bounds on intelligence, and contemplate intelligences right at the singularity
Exploring New Horizons in Evolutionary Design of Robots
International audienceThis introduction paper to the 2009 IROS workshop “Exploring new horizons in Evolutionary Design of Robots” considers the field of Evolutionary Robotics (ER) from the perspective of its potential users: roboticists. The core hypothesis motivating this field of research will be discussed, as well as the potential use of ER in a robot design process. Three main aspects of ER will be presented: (a) ER as an automatic parameter tuning procedure, which is the most mature application and is used to solve real robotics problem, (b) evolutionary-aided design, which may benefit the designer as an efficient tool to build robotic systems and (c) automatic synthesis, which corresponds to the automatic design of a mechatronic device. Critical issues will also be presented as well as current trends and pespectives in ER
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