1,714 research outputs found

    Coevolving memetic algorithms: A review and progress report

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    Coevolving memetic algorithms are a family of metaheuristic search algorithms in which a rule-based representation of local search (LS) is coadapted alongside candidate solutions within a hybrid evolutionary system. Simple versions of these systems have been shown to outperform other nonadaptive memetic and evolutionary algorithms on a range of problems. This paper presents a rationale for such systems and places them in the context of other recent work on adaptive memetic algorithms. It then proposes a general structure within which a population of LS algorithms can be evolved in tandem with the solutions to which they are applied. Previous research started with a simple self-adaptive system before moving on to more complex models. Results showed that the algorithm was able to discover and exploit certain forms of structure and regularities within the problems. This "metalearning" of problem features provided a means of creating highly scalable algorithms. This work is briefly reviewed to highlight some of the important findings and behaviors exhibited. Based on this analysis, new results are then presented from systems with more flexible representations, which, again, show significant improvements. Finally, the current state of, and future directions for, research in this area is discussed. © 2007 IEEE

    Evolving Graphs by Graph Programming

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    Graphs are a ubiquitous data structure in computer science and can be used to represent solutions to difficult problems in many distinct domains. This motivates the use of Evolutionary Algorithms to search over graphs and efficiently find approximate solutions. However, existing techniques often represent and manipulate graphs in an ad-hoc manner. In contrast, rule-based graph programming offers a formal mechanism for describing relations over graphs. This thesis proposes the use of rule-based graph programming for representing and implementing genetic operators over graphs. We present the Evolutionary Algorithm Evolving Graphs by Graph Programming and a number of its extensions which are capable of learning stateful and stateless digital circuits, symbolic expressions and Artificial Neural Networks. We demonstrate that rule-based graph programming may be used to implement new and effective constraint-respecting mutation operators and show that these operators may strictly generalise others found in the literature. Through our proposal of Semantic Neutral Drift, we accelerate the search process by building plateaus into the fitness landscape using domain knowledge of equivalence. We also present Horizontal Gene Transfer, a mechanism whereby graphs may be passively recombined without disrupting their fitness. Through rigorous evaluation and analysis of over 20,000 independent executions of Evolutionary Algorithms, we establish numerous benefits of our approach. We find that on many problems, Evolving Graphs by Graph Programming and its variants may significantly outperform other approaches from the literature. Additionally, our empirical results provide further evidence that neutral drift aids the efficiency of evolutionary search

    Automatic control program creation using concurrent Evolutionary Computing

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    Over the past decade, Genetic Programming (GP) has been the subject of a significant amount of research, but this has resulted in the solution of few complex real -world problems. In this work, I propose that, for some relatively simple, non safety -critical embedded control applications, GP can be used as a practical alternative to software developed by humans. Embedded control software has become a branch of software engineering with distinct temporal, interface and resource constraints and requirements. This results in a characteristic software structure, and by examining this, the effective decomposition of an overall problem into a number of smaller, simpler problems is performed. It is this type of problem amelioration that is suggested as a method whereby certain real -world problems may be rendered into a soluble form suitable for GP. In the course of this research, the body of published GP literature was examined and the most important changes to the original GP technique of Koza are noted; particular focus is made upon GP techniques involving an element of concurrency -which is central to this work. This search highlighted few applications of GP for the creation of software for complex, real -world problems -this was especially true in the case of multi thread, multi output solutions. To demonstrate this Idea, a concurrent Linear GP (LGP) system was built that creates a multiple input -multiple output solution using a custom low -level evolutionary language set, combining both continuous and Boolean data types. The system uses a multi -tasking model to evolve and execute the required LGP code for each system output using separate populations: Two example problems -a simple fridge controller and a more complex washing machine controller are described, and the problems encountered and overcome during the successful solution of these problems, are detailed. The operation of the complete, evolved washing machine controller is simulated using a graphical LabVIEWapplication. The aim of this research is to propose a general purpose system for the automatic creation of control software for use in a range of problems from the target problem class -without requiring any system tuning: In order to assess the system search performance sensitivity, experiments were performed using various population and LGP string sizes; the experimental data collected was also used to examine the utility of abandoning stalled searches and restarting. This work is significant because it identifies a realistic application of GP that can ease the burden of finite human software design resources, whilst capitalising on accelerating computing potential

    A grammar-based technique for genetic search and optimization

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    The genetic algorithm (GA) is a robust search technique which has been theoretically and empirically proven to provide efficient search for a variety of problems. Due largely to the semantic and expressive limitations of adopting a bitstring representation, however, the traditional GA has not found wide acceptance in the Artificial Intelligence community. In addition, binary chromosones can unevenly weight genetic search, reduce the effectiveness of recombination operators, make it difficult to solve problems whose solution schemata are of high order and defining length, and hinder new schema discovery in cases where chromosome-wide changes are required.;The research presented in this dissertation describes a grammar-based approach to genetic algorithms. Under this new paradigm, all members of the population are strings produced by a problem-specific grammar. Since any structure which can be expressed in Backus-Naur Form can thus be manipulated by genetic operators, a grammar-based GA strategy provides a consistent methodology for handling any population structure expressible in terms of a context-free grammar.;In order to lend theoretical support to the development of the syntactic GA, the concept of a trace schema--a similarity template for matching the derivation traces of grammar-defined rules--was introduced. An analysis of the manner in which a grammar-based GA operates yielded a Trace Schema Theorem for rule processing, which states that above-average trace schemata containing relatively few non-terminal productions are sampled with increasing frequency by syntactic genetic search. Schemata thus serve as the building blocks in the construction of the complex rule structures manipulated by syntactic GAs.;As part of the research presented in this dissertation, the GEnetic Rule Discovery System (GERDS) implementation of the grammar-based GA was developed. A comparison between the performance of GERDS and the traditional GA showed that the class of problems solvable by a syntactic GA is a superset of the class solvable by its binary counterpart, and that the added expressiveness greatly facilitates the representation of GA problems. to strengthen that conclusion, several experiments encompassing diverse domains were performed with favorable results

    On the Automatic Design of a Representation for Grammar-Based Genetic Programming

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    A long-standing problem in Evolutionary Computation consists in how to choose an appropriate representation for the solutions. In this work we investigate the feasibility of synthesizing a representation automatically, for the large class of problems whose solution spaces can be defined by a context-free grammar. We propose a framework based on a form of meta-evolution in which individuals are candidate representations expressed with an ad hoc language that we have developed to this purpose. Individuals compete and evolve according to an evolutionary search aimed at optimizing such representation properties as redundancy, locality, uniformity of redundancy. We assessed experimentally three variants of our framework on established benchmark problems and compared the resulting representations to human-designed representations commonly used (e.g., classical Grammatical Evolution). The results are promising in the sense that the evolved representations indeed exhibit better properties than the human-designed ones. Furthermore, while those improved properties do not result in a systematic improvement of search effectiveness, some of the evolved representations do improve search effectiveness over the human-designed baseline

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment

    Utilising restricted for-loops in genetic programming

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    Genetic programming is an approach that utilises the power of evolution to allow computers to evolve programs. While loops are natural components of most programming languages and appear in every reasonably-sized application, they are rarely used in genetic programming. The work is to investigate a number of restricted looping constructs to determine whether any significant benefits can be obtained in genetic programming. Possible benefits include: Solving problems which cannot be solved without loops, evolving smaller sized solutions which can be more easily understood by human programmers and solving existing problems quicker by using fewer evaluations. In this thesis, a number of explicit restricted loop formats were formulated and tested on the Santa Fe ant problem, a modified ant problem, a sorting problem, a visit-every-square problem and a difficult object classificat ion problem. The experimental results showed that these explicit loops can be successfully used in genetic programming. The evolutionary process can decide when, where and how to use them. Runs with these loops tended to generate smaller sized solutions in fewer evaluations. Solutions with loops were found to some problems that could not be solved without loops. The results and analysis of this thesis have established that there are significant benefits in using loops in genetic programming. Restricted loops can avoid the difficulties of evolving consistent programs and the infinite iterations problem. Researchers and other users of genetic programming should not be afraid of loops

    Designing automatically a representation for grammatical evolution

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    A long-standing problem in Evolutionary Computation consists in how to choose an appropriate representation for the solutions. In this work we investigate the feasibility of synthesizing a representation automatically, for the large class of problems whose solution spaces can be defined by a context-free grammar. We propose a framework based on a form of meta-evolution in which individuals are candidate representations expressed with an ad hoc language that we have developed to this purpose. Individuals compete and evolve according to an evolutionary search aimed at optimizing such representation properties as redundancy, uniformity of redundancy, and locality. We assessed experimentally three variants of our framework on established benchmark problems and compared the resulting representations to human-designed representations commonly used (e.g., classical Grammatical Evolution). The results are promising as the evolved representations indeed exhibit better properties than the human-designed ones. Furthermore, the evolved representations compare favorably with the human-designed baselines in search effectiveness as well. Specifically, we select a best evolved representation as the representation with best search effectiveness on a set of learning problems and assess its effectiveness on a separate set of challenging validation problems. For each of the three proposed variants of our framework, the best evolved representation exhibits an average fitness rank on the set of validation problems that is better than the average fitness rank of the human-designed baselines on the same problems

    An empirical investigation into branch coverage for C programs using CUTE and AUSTIN

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    Automated test data generation has remained a topic of considerable interest for several decades because it lies at the heart of attempts to automate the process of Software Testing. This paper reports the results of an empirical study using the dynamic symbolic-execution tool. CUTE, and a search based tool, AUSTIN on five non-trivial open source applications. The aim is to provide practitioners with an assessment of what can be achieved by existing techniques with little or no specialist knowledge and to provide researchers with baseline data against which to measure subsequent work. To achieve this, each tool is applied 'as is', with neither additional tuning nor supporting harnesses and with no adjustments applied to the subject programs under test. The mere fact that these tools can be applied 'out of the box' in this manner reflects the growing maturity of Automated test data generation. However, as might be expected, the study reveals opportunities for improvement and suggests ways to hybridize these two approaches that have hitherto been developed entirely independently. (C) 2010 Elsevier Inc. All rights reserved
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