1,060 research outputs found

    Autonomous virulence adaptation improves coevolutionary optimization

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    Evolutionary Algorithms

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    Evolutionary algorithms (EAs) are population-based metaheuristics, originally inspired by aspects of natural evolution. Modern varieties incorporate a broad mixture of search mechanisms, and tend to blend inspiration from nature with pragmatic engineering concerns; however, all EAs essentially operate by maintaining a population of potential solutions and in some way artificially 'evolving' that population over time. Particularly well-known categories of EAs include genetic algorithms (GAs), Genetic Programming (GP), and Evolution Strategies (ES). EAs have proven very successful in practical applications, particularly those requiring solutions to combinatorial problems. EAs are highly flexible and can be configured to address any optimization task, without the requirements for reformulation and/or simplification that would be needed for other techniques. However, this flexibility goes hand in hand with a cost: the tailoring of an EA's configuration and parameters, so as to provide robust performance for a given class of tasks, is often a complex and time-consuming process. This tailoring process is one of the many ongoing research areas associated with EAs.Comment: To appear in R. Marti, P. Pardalos, and M. Resende, eds., Handbook of Heuristics, Springe

    Coevolutionary algorithms for the optimization of strategies for red teaming applications

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    Red teaming (RT) is a process that assists an organization in finding vulnerabilities in a system whereby the organization itself takes on the role of an “attacker” to test the system. It is used in various domains including military operations. Traditionally, it is a manual process with some obvious weaknesses: it is expensive, time-consuming, and limited from the perspective of humans “thinking inside the box”. Automated RT is an approach that has the potential to overcome these weaknesses. In this approach both the red team (enemy forces) and blue team (friendly forces) are modelled as intelligent agents in a multi-agent system and the idea is to run many computer simulations, pitting the plan of the red team against the plan of blue team. This research project investigated techniques that can support automated red teaming by conducting a systematic study involving a genetic algorithm (GA), a basic coevolutionary algorithm and three variants of the coevolutionary algorithm. An initial pilot study involving the GA showed some limitations, as GAs only support the optimization of a single population at a time against a fixed strategy. However, in red teaming it is not sufficient to consider just one, or even a few, opponent‟s strategies as, in reality, each team needs to adjust their strategy to account for different strategies that competing teams may utilize at different points. Coevolutionary algorithms (CEAs) were identified as suitable algorithms which were capable of optimizing two teams simultaneously for red teaming. The subsequent investigation of CEAs examined their performance in addressing the characteristics of red teaming problems, such as intransitivity relationships and multimodality, before employing them to optimize two red teaming scenarios. A number of measures were used to evaluate the performance of CEAs and in terms of multimodality, this study introduced a novel n-peak problem and a new performance measure based on the Circular Earth Movers‟ Distance. Results from the investigations involving an intransitive number problem, multimodal problem and two red teaming scenarios showed that in terms of the performance measures used, there is not a single algorithm that consistently outperforms the others across the four test problems. Applications of CEAs on the red teaming scenarios showed that all four variants produced interesting evolved strategies at the end of the optimization process, as well as providing evidence of the potential of CEAs in their future application in red teaming. The developed techniques can potentially be used for red teaming in military operations or analysis for protection of critical infrastructure. The benefits include the modelling of more realistic interactions between the teams, the ability to anticipate and to counteract potentially new types of attacks as well as providing a cost effective solution

    Multispecies Coevolution Particle Swarm Optimization Based on Previous Search History

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    A hybrid coevolution particle swarm optimization algorithm with dynamic multispecies strategy based on K-means clustering and nonrevisit strategy based on Binary Space Partitioning fitness tree (called MCPSO-PSH) is proposed. Previous search history memorized into the Binary Space Partitioning fitness tree can effectively restrain the individuals’ revisit phenomenon. The whole population is partitioned into several subspecies and cooperative coevolution is realized by an information communication mechanism between subspecies, which can enhance the global search ability of particles and avoid premature convergence to local optimum. To demonstrate the power of the method, comparisons between the proposed algorithm and state-of-the-art algorithms are grouped into two categories: 10 basic benchmark functions (10-dimensional and 30-dimensional), 10 CEC2005 benchmark functions (30-dimensional), and a real-world problem (multilevel image segmentation problems). Experimental results show that MCPSO-PSH displays a competitive performance compared to the other swarm-based or evolutionary algorithms in terms of solution accuracy and statistical tests

    An exploration of evolutionary computation applied to frequency modulation audio synthesis parameter optimisation

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    With the ever-increasing complexity of sound synthesisers, there is a growing demand for automated parameter estimation and sound space navigation techniques. This thesis explores the potential for evolutionary computation to automatically map known sound qualities onto the parameters of frequency modulation synthesis. Within this exploration are original contributions in the domain of synthesis parameter estimation and, within the developed system, evolutionary computation, in the form of the evolutionary algorithms that drive the underlying optimisation process. Based upon the requirement for the parameter estimation system to deliver multiple search space solutions, existing evolutionary algorithmic architectures are augmented to enable niching, while maintaining the strengths of the original algorithms. Two novel evolutionary algorithms are proposed in which cluster analysis is used to identify and maintain species within the evolving populations. A conventional evolution strategy and cooperative coevolution strategy are defined, with cluster-orientated operators that enable the simultaneous optimisation of multiple search space solutions at distinct optima. A test methodology is developed that enables components of the synthesis matching problem to be identified and isolated, enabling the performance of different optimisation techniques to be compared quantitatively. A system is consequently developed that evolves sound matches using conventional frequency modulation synthesis models, and the effectiveness of different evolutionary algorithms is assessed and compared in application to both static and timevarying sound matching problems. Performance of the system is then evaluated by interview with expert listeners. The thesis is closed with a reflection on the algorithms and systems which have been developed, discussing possibilities for the future of automated synthesis parameter estimation techniques, and how they might be employed

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
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