Evolutionary Systems
A Review of Intelligent Music Generation Systems
Wang, Lei, Zhao, Ziyi, Liu, Hanwei, Pang, Junwei, Qin, Yi, Wu, Qidi
With the introduction of ChatGPT, the public's perception of AI-generated content (AIGC) has begun to reshape. Artificial intelligence has significantly reduced the barrier to entry for non-professionals in creative endeavors, enhancing the efficiency of content creation. Recent advancements have seen significant improvements in the quality of symbolic music generation, which is enabled by the use of modern generative algorithms to extract patterns implicit in a piece of music based on rule constraints or a musical corpus. Nevertheless, existing literature reviews tend to present a conventional and conservative perspective on future development trajectories, with a notable absence of thorough benchmarking of generative models. This paper provides a survey and analysis of recent intelligent music generation techniques, outlining their respective characteristics and discussing existing methods for evaluation. Additionally, the paper compares the different characteristics of music generation techniques in the East and West as well as analysing the field's development prospects.
Intelligent Generation of Graphical Game Assets: A Conceptual Framework and Systematic Review of the State of the Art
Fukaya, Kaisei, Daylamani-Zad, Damon, Agius, Harry
Procedural content generation (PCG) can be applied to a wide variety of tasks in games, from narratives, levels and sounds, to trees and weapons. A large amount of game content is comprised of graphical assets, such as clouds, buildings or vegetation, that do not require gameplay function considerations. There is also a breadth of literature examining the procedural generation of such elements for purposes outside of games. The body of research, focused on specific methods for generating specific assets, provides a narrow view of the available possibilities. Hence, it is difficult to have a clear picture of all approaches and possibilities, with no guide for interested parties to discover possible methods and approaches for their needs, and no facility to guide them through each technique or approach to map out the process of using them. Therefore, a systematic literature review has been conducted, yielding 200 accepted papers. This paper explores state-of-the-art approaches to graphical asset generation, examining research from a wide range of applications, inside and outside of games. Informed by the literature, a conceptual framework has been derived to address the aforementioned gaps.
AMLB: an AutoML Benchmark
Gijsbers, Pieter, Bueno, Marcos L. P., Coors, Stefan, LeDell, Erin, Poirier, Sébastien, Thomas, Janek, Bischl, Bernd, Vanschoren, Joaquin
Comparing different AutoML frameworks is notoriously challenging and often done incorrectly. We introduce an open and extensible benchmark that follows best practices and avoids common mistakes when comparing AutoML frameworks. We conduct a thorough comparison of 9 well-known AutoML frameworks across 71 classification and 33 regression tasks. The differences between the AutoML frameworks are explored with a multi-faceted analysis, evaluating model accuracy, its trade-offs with inference time, and framework failures. We also use Bradley-Terry trees to discover subsets of tasks where the relative AutoML framework rankings differ. The benchmark comes with an open-source tool that integrates with many AutoML frameworks and automates the empirical evaluation process end-to-end: from framework installation and resource allocation to in-depth evaluation. The benchmark uses public data sets, can be easily extended with other AutoML frameworks and tasks, and has a website with up-to-date results.
AutoOptLib: Tailoring Metaheuristic Optimizers via Automated Algorithm Design
Zhao, Qi, Yan, Bai, Hu, Taiwei, Chen, Xianglong, Duan, Qiqi, Yang, Jian, Shi, Yuhui
Metaheuristics are prominent gradient-free optimizers for solving hard problems that do not meet the rigorous mathematical assumptions of analytical solvers. The canonical manual optimizer design could be laborious, untraceable and error-prone, let alone human experts are not always available. This arises increasing interest and demand in automating the optimizer design process. In response, this paper proposes AutoOptLib, the first platform for accessible automated design of metaheuristic optimizers. AutoOptLib leverages computing resources to conceive, build up, and verify the design choices of the optimizers. It requires much less labor resources and expertise than manual design, democratizing satisfactory metaheuristic optimizers to a much broader range of researchers and practitioners. Furthermore, by fully exploring the design choices with computing resources, AutoOptLib has the potential to surpass human experience, subsequently gaining enhanced performance compared with human problem-solving. To realize the automated design, AutoOptLib provides 1) a rich library of metaheuristic components for continuous, discrete, and permutation problems; 2) a flexible algorithm representation for evolving diverse algorithm structures; 3) different design objectives and techniques for different optimization scenarios; and 4) a graphic user interface for accessibility and practicability. AutoOptLib is fully written in Matlab/Octave; its source code and documentation are available at https://github.com/qz89/AutoOpt and https://AutoOpt.readthedocs.io/, respectively.
Automated Design of Metaheuristic Algorithms: A Survey
Zhao, Qi, Duan, Qiqi, Yan, Bai, Cheng, Shi, Shi, Yuhui
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.
EvoFed: Leveraging Evolutionary Strategies for Communication-Efficient Federated Learning
Rahimi, Mohammad Mahdi, Bhatti, Hasnain Irshad, Park, Younghyun, Kousar, Humaira, Moon, Jaekyun
Federated Learning (FL) is a decentralized machine learning paradigm that enables collaborative model training across dispersed nodes without having to force individual nodes to share data. However, its broad adoption is hindered by the high communication costs of transmitting a large number of model parameters. This paper presents EvoFed, a novel approach that integrates Evolutionary Strategies (ES) with FL to address these challenges. EvoFed employs a concept of 'fitness-based information sharing', deviating significantly from the conventional model-based FL. Rather than exchanging the actual updated model parameters, each node transmits a distance-based similarity measure between the locally updated model and each member of the noise-perturbed model population. Each node, as well as the server, generates an identical population set of perturbed models in a completely synchronized fashion using the same random seeds. With properly chosen noise variance and population size, perturbed models can be combined to closely reflect the actual model updated using the local dataset, allowing the transmitted similarity measures (or fitness values) to carry nearly the complete information about the model parameters. As the population size is typically much smaller than the number of model parameters, the savings in communication load is large. The server aggregates these fitness values and is able to update the global model. This global fitness vector is then disseminated back to the nodes, each of which applies the same update to be synchronized to the global model. Our analysis shows that EvoFed converges, and our experimental results validate that at the cost of increased local processing loads, EvoFed achieves performance comparable to FedAvg while reducing overall communication requirements drastically in various practical settings.
A Survey on Passing-through Control of Multi-Robot Systems in Cluttered Environments
Gao, Yan, Bai, Chenggang, Quan, Quan
This survey presents a comprehensive review of various methods and algorithms related to passing-through control of multi-robot systems in cluttered environments. Numerous studies have investigated this area, and we identify several avenues for enhancing existing methods. This survey describes some models of robots and commonly considered control objectives, followed by an in-depth analysis of four types of algorithms that can be employed for passing-through control: leader-follower formation control, multi-robot trajectory planning, control-based methods, and virtual tube planning and control. Furthermore, we conduct a comparative analysis of these techniques and provide some subjective and general evaluations.
A GPU-Accelerated Moving-Horizon Algorithm for Training Deep Classification Trees on Large Datasets
Ren, Jiayang, Osuna-Enciso, Valentín, Okamoto, Morimasa, Mao, Qiangqiang, Ji, Chaojie, Cao, Liang, Hua, Kaixun, Cao, Yankai
Decision trees are essential yet NP-complete to train, prompting the widespread use of heuristic methods such as CART, which suffers from sub-optimal performance due to its greedy nature. Recently, breakthroughs in finding optimal decision trees have emerged; however, these methods still face significant computational costs and struggle with continuous features in large-scale datasets and deep trees. To address these limitations, we introduce a moving-horizon differential evolution algorithm for classification trees with continuous features (MH-DEOCT). Our approach consists of a discrete tree decoding method that eliminates duplicated searches between adjacent samples, a GPU-accelerated implementation that significantly reduces running time, and a moving-horizon strategy that iteratively trains shallow subtrees at each node to balance the vision and optimizer capability. Comprehensive studies on 68 UCI datasets demonstrate that our approach outperforms the heuristic method CART on training and testing accuracy by an average of 3.44% and 1.71%, respectively. Moreover, these numerical studies empirically demonstrate that MH-DEOCT achieves near-optimal performance (only 0.38% and 0.06% worse than the global optimal method on training and testing, respectively), while it offers remarkable scalability for deep trees (e.g., depth=8) and large-scale datasets (e.g., ten million samples).
An Intelligent Social Learning-based Optimization Strategy for Black-box Robotic Control with Reinforcement Learning
Yang, Xubo, Gao, Jian, Wang, Ting, He, Yaozhen
Implementing intelligent control of robots is a difficult task, especially when dealing with complex black-box systems, because of the lack of visibility and understanding of how these robots work internally. This paper proposes an Intelligent Social Learning (ISL) algorithm to enable intelligent control of black-box robotic systems. Inspired by mutual learning among individuals in human social groups, ISL includes learning, imitation, and self-study styles. Individuals in the learning style use the Levy flight search strategy to learn from the best performer and form the closest relationships. In the imitation style, individuals mimic the best performer with a second-level rapport by employing a random perturbation strategy. In the self-study style, individuals learn independently using a normal distribution sampling method while maintaining a distant relationship with the best performer. Individuals in the population are regarded as autonomous intelligent agents in each style. Neural networks perform strategic actions in three styles to interact with the environment and the robot and iteratively optimize the network policy. Overall, ISL builds on the principles of intelligent optimization, incorporating ideas from reinforcement learning, and possesses strong search capabilities, fast computation speed, fewer hyperparameters, and insensitivity to sparse rewards. The proposed ISL algorithm is compared with four state-of-the-art methods on six continuous control benchmark cases in MuJoCo to verify its effectiveness and advantages. Furthermore, ISL is adopted in the simulation and experimental grasping tasks of the UR3 robot for validations, and satisfactory solutions are yielded.
RIGA: A Regret-Based Interactive Genetic Algorithm
Benabbou, Nawal, Leroy, Cassandre, Lust, Thibaut
In this paper, we propose an interactive genetic algorithm for solving multi-objective combinatorial optimization problems under preference imprecision. More precisely, we consider problems where the decision maker's preferences over solutions can be represented by a parameterized aggregation function (e.g., a weighted sum, an OWA operator, a Choquet integral), and we assume that the parameters are initially not known by the recommendation system. In order to quickly make a good recommendation, we combine elicitation and search in the following way: 1) we use regret-based elicitation techniques to reduce the parameter space in a efficient way, 2) genetic operators are applied on parameter instances (instead of solutions) to better explore the parameter space, and 3) we generate promising solutions (population) using existing solving methods designed for the problem with known preferences. Our algorithm, called RIGA, can be applied to any multi-objective combinatorial optimization problem provided that the aggregation function is linear in its parameters and that a (near-)optimal solution can be efficiently determined for the problem with known preferences. We also study its theoretical performances: RIGA can be implemented in such way that it runs in polynomial time while asking no more than a polynomial number of queries. The method is tested on the multi-objective knapsack and traveling salesman problems. For several performance indicators (computation times, gap to optimality and number of queries), RIGA obtains better results than state-of-the-art algorithms.