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 Evolutionary Systems


Shape-constrained Symbolic Regression -- Improving Extrapolation with Prior Knowledge

arXiv.org Machine Learning

We investigate the addition of constraints on the function image and its derivatives for the incorporation of prior knowledge in symbolic regression. The approach is called shape-constrained symbolic regression and allows us to enforce e.g. monotonicity of the function over selected inputs. The aim is to find models which conform to expected behaviour and which have improved extrapolation capabilities. We demonstrate the feasibility of the idea and propose and compare two evolutionary algorithms for shape-constrained symbolic regression: i) an extension of tree-based genetic programming which discards infeasible solutions in the selection step, and ii) a two population evolutionary algorithm that separates the feasible from the infeasible solutions. In both algorithms we use interval arithmetic to approximate bounds for models and their partial derivatives. The algorithms are tested on a set of 19 synthetic and four real-world regression problems. Both algorithms are able to identify models which conform to shape constraints which is not the case for the unmodified symbolic regression algorithms. However, the predictive accuracy of models with constraints is worse on the training set and the test set. Shape-constrained polynomial regression produces the best results for the test set but also significantly larger models.


Playing Against the Board: Rolling Horizon Evolutionary Algorithms Against Pandemic

arXiv.org Artificial Intelligence

Competitive board games have provided a rich and diverse testbed for artificial intelligence. This paper contends that collaborative board games pose a different challenge to artificial intelligence as it must balance short-term risk mitigation with long-term winning strategies. Collaborative board games task all players to coordinate their different powers or pool their resources to overcome an escalating challenge posed by the board and a stochastic ruleset. This paper focuses on the exemplary collaborative board game Pandemic and presents a rolling horizon evolutionary algorithm designed specifically for this game. The complex way in which the Pandemic game state changes in a stochastic but predictable way required a number of specially designed forward models, macro-action representations for decision-making, and repair functions for the genetic operations of the evolutionary algorithm. Variants of the algorithm which explore optimistic versus pessimistic game state evaluations, different mutation rates and event horizons are compared against a baseline hierarchical policy agent. Results show that an evolutionary approach via short-horizon rollouts can better account for the future dangers that the board may introduce, and guard against them. Results highlight the types of challenges that collaborative board games pose to artificial intelligence, especially for handling multi-player collaboration interactions.


A PSO Strategy of Finding Relevant Web Documents using a New Similarity Measure

arXiv.org Artificial Intelligence

In the world of the Internet and World Wide Web, which offers a tremendous amount of information, an increasing emphasis is being given to searching services and functionality. Currently, a majority of web portals offer their searching utilities, be it better or worse. These can search for the content within the sites, mainly text the textual content of documents. In this paper a novel similarity measure called SMDR (Similarity Measure for Documents Retrieval) is proposed to help retrieve more similar documents from the repository thus contributing considerably to the effectiveness of Web Information Retrieval (WIR) process. Bio-inspired PSO methodology is used with the intent to reduce the response time of the system and optimizes WIR process, hence contributes to the efficiency of the system. This paper also demonstrates a comparative study of the proposed system with the existing method in terms of accuracy, sensitivity, F-measure and specificity. Finally, extensive experiments are conducted on CACM collections. Better precision-recall rates are achieved than the existing system. Experimental results demonstrate the effectiveness and efficiency of the proposed system.


Artificial intelligence can help spot traces of natural selection

#artificialintelligence

Researchers have used advanced AI and large sets of genomic data to unveil how humans have adapted to recent diseases. The method could also be applied to new pathogens such as the coronavirus that causes COVID-19, helping identify which gene mutations may be associated with more severe cases of the disease. The study, by researchers from Imperial College London, the Middle East Technical University, Turkey, and the Universita degli Studi di Bari Aldo Moro, Italy, is published today in a Special Issue of Molecular Ecology Resources, "Machine Learning techniques in Evolution and Ecology." Natural selection is the process by which beneficial gene mutations are preserved from generation to generation, until they become dominant in our genomes--the catalog of all our genes. One thing that can drive natural selection is protection against pathogens.


SuSketch: Surrogate Models of Gameplay as a Design Assistant

arXiv.org Artificial Intelligence

This paper introduces SuSketch, a design tool for first person shooter levels. SuSketch provides the designer with gameplay predictions for two competing players of specific character classes. The interface allows the designer to work side-by-side with an artificially intelligent creator and to receive varied types of feedback such as path information, predicted balance between players in a complete playthrough, or a predicted heatmap of the locations of player deaths. The system also proactively designs alternatives to the level and class pairing, and presents them to the designer as suggestions that improve the predicted balance of the game. SuSketch offers a new way of integrating machine learning into mixed-initiative co-creation tools, as a surrogate of human play trained on a large corpus of artificial playtraces. A user study with 16 game developers indicated that the tool was easy to use, but also highlighted a need to make SuSketch more accessible and more explainable.


Collaborative Agent Gameplay in the Pandemic Board Game

arXiv.org Artificial Intelligence

Academic research in board game playing AI has of course moved While artificial intelligence has been applied to control players' beyond most pedestrian board games, applying a diverse set of decisions in board games for over half a century, little attention algorithms for playing card games with millions of card combinations is given to games with no player competition. Pandemic is an exemplar such as Magic: the Gathering (Wizards of the Coast, 1993) [3], collaborative board game where all players coordinate to games of tactical card placement such as Lords of War (Black Box, overcome challenges posed by events occurring during the game's 2012) [19] and Carcassonne (Hans im Glück, 2000) [9], card games progression. This paper proposes an artificial agent which controls of team-based competition such as Hanabi (Abacusspiele, 2010) [26] all players' actions and balances chances of winning versus risk or Codenames (Czech Games Edition, 2015) [22], and many more. of losing in this highly stochastic environment. The agent applies Traditional board games such as chess [15] and backgammon a Rolling Horizon Evolutionary Algorithm on an abstraction of [23], as well as recent card games such as Race for the Galaxy (Rio the game-state that lowers the branching factor and simulates the Grande, 2007) [6] or digitized board games such as Hearthstone game's stochasticity. Results show that the proposed algorithm (Blizzard, 2014) [11, 18], focus on players competing to deplete another can find winning strategies more consistently in different games player's resources (pawns, hit points) or to accumulate more of varying difficulty.


Quality Evolvability ES: Evolving Individuals With a Distribution of Well Performing and Diverse Offspring

arXiv.org Artificial Intelligence

One of the most important lessons from the success of deep learning is that learned representations tend to perform much better at any task compared to representations we design by hand. Yet evolution of evolvability algorithms, which aim to automatically learn good genetic representations, have received relatively little attention, perhaps because of the large amount of computational power they require. The recent method Evolvability ES allows direct selection for evolvability with little computation. However, it can only be used to solve problems where evolvability and task performance are aligned. We propose Quality Evolvability ES, a method that simultaneously optimizes for task performance and evolvability and without this restriction. Our proposed approach Quality Evolvability has similar motivation to Quality Diversity algorithms, but with some important differences. While Quality Diversity aims to find an archive of diverse and well-performing, but potentially genetically distant individuals, Quality Evolvability aims to find a single individual with a diverse and well-performing distribution of offspring. By doing so Quality Evolvability is forced to discover more evolvable representations. We demonstrate on robotic locomotion control tasks that Quality Evolvability ES, similarly to Quality Diversity methods, can learn faster than objective-based methods and can handle deceptive problems.


How Intelligent Could Life Be Without Natural Selection? - Issue 98: Mind

Nautilus

I could stridently insist that natural selection is the only way that complex life can evolve, but that's not strictly true. We can already design computers that can learn and reason and--almost--convince an observer that their behavior might be human. It's not unreasonable that in 100 or 200 years, our computer systems will be effectively sentient: human-like robots, similar to Star Trek's Commander Data. Alien civilizations that are considerably more advanced than us are likely already capable of such creations. The possibility--likelihood, even--of such robotic life has implications for our predictions about life on alien planets.


Massively parallel hybrid search for the partial Latin square extension problem

arXiv.org Artificial Intelligence

The partial Latin square extension problem is to fill as many as possible empty cells of a partially filled Latin square. This problem is a useful model for a wide range of relevant applications in diverse domains. This paper presents the first massively parallel hybrid search algorithm for this computationally challenging problem based on a transformation of the problem to partial graph coloring. The algorithm features the following original elements. Based on a very large population (with more than $10^4$ individuals) and modern graphical processing units, the algorithm performs many local searches in parallel to ensure an intensified exploitation of the search space. It employs a dedicated crossover with a specific parent matching strategy to create a large number of diversified and information-preserving offspring at each generation. Extensive experiments on 1800 benchmark instances show a high competitiveness of the algorithm compared with the current best performing methods. Competitive results are also reported on the related Latin square completion problem. Analyses are performed to shed lights on the understanding of the main algorithmic components. The code of the algorithm will be made publicly available.


On Steady-State Evolutionary Algorithms and Selective Pressure: Why Inverse Rank-Based Allocation of Reproductive Trials is Best

arXiv.org Artificial Intelligence

We analyse the impact of the selective pressure for the global optimisation capabilities of steady-state EAs. For the standard bimodal benchmark function \twomax we rigorously prove that using uniform parent selection leads to exponential runtimes with high probability to locate both optima for the standard ($\mu$+1)~EA and ($\mu$+1)~RLS with any polynomial population sizes. On the other hand, we prove that selecting the worst individual as parent leads to efficient global optimisation with overwhelming probability for reasonable population sizes. Since always selecting the worst individual may have detrimental effects for escaping from local optima, we consider the performance of stochastic parent selection operators with low selective pressure for a function class called \textsc{TruncatedTwoMax} where one slope is shorter than the other. An experimental analysis shows that the EAs equipped with inverse tournament selection, where the loser is selected for reproduction and small tournament sizes, globally optimise \textsc{TwoMax} efficiently and effectively escape from local optima of \textsc{TruncatedTwoMax} with high probability. Thus they identify both optima efficiently while uniform (or stronger) selection fails in theory and in practice. We then show the power of inverse selection on function classes from the literature where populations are essential by providing rigorous proofs or experimental evidence that it outperforms uniform selection equipped with or without a restart strategy. We conclude the paper by confirming our theoretical insights with an empirical analysis of the different selective pressures on standard benchmarks of the classical MaxSat and Multidimensional Knapsack Problems.