Evolutionary Systems
Applying Genetic Programming to Improve Interpretability in Machine Learning Models
Ferreira, Leonardo Augusto, Guimarães, Frederico Gadelha, Silva, Rodrigo
Explainable Artificial Intelligence (or xAI) has become an important research topic in the fields of Machine Learning and Deep Learning. In this paper, we propose a Genetic Programming (GP) based approach, named Genetic Programming Explainer (GPX), to the problem of explaining decisions computed by AI systems. The method generates a noise set located in the neighborhood of the point of interest, whose prediction should be explained, and fits a local explanation model for the analyzed sample. The tree structure generated by GPX provides a comprehensible analytical, possibly non-linear, symbolic expression which reflects the local behavior of the complex model. We considered three machine learning techniques that can be recognized as complex black-box models: Random Forest, Deep Neural Network and Support Vector Machine in twenty data sets for regression and classifications problems. Our results indicate that the GPX is able to produce more accurate understanding of complex models than the state of the art. The results validate the proposed approach as a novel way to deploy GP to improve interpretability.
Insights into Performance Fitness and Error Metrics for Machine Learning
Machine learning (ML) is the field of training machines to achieve high level of cognition and perform human-like analysis. Since ML is a data-driven approach, it seemingly fits into our daily lives and operations as well as complex and interdisciplinary fields. With the rise of commercial, open-source and user-catered ML tools, a key question often arises whenever ML is applied to explore a phenomenon or a scenario: what constitutes a good ML model? Keeping in mind that a proper answer to this question depends on a variety of factors, this work presumes that a good ML model is one that optimally performs and best describes the phenomenon on hand. From this perspective, identifying proper assessment metrics to evaluate performance of ML models is not only necessary but is also warranted. As such, this paper examines a number of the most commonly-used performance fitness and error metrics for regression and classification algorithms, with emphasis on engineering applications.
On the Transferability of Knowledge among Vehicle Routing Problems by using Cellular Evolutionary Multitasking
Osaba, Eneko, Martinez, Aritz D., Lobo, Jesus L., Laña, Ibai, Del Ser, Javier
Multitasking optimization is a recently introduced paradigm, focused on the simultaneous solving of multiple optimization problem instances (tasks). The goal of multitasking environments is to dynamically exploit existing complementarities and synergies among tasks, helping each other through the transfer of genetic material. More concretely, Evolutionary Multitasking (EM) regards to the resolution of multitasking scenarios using concepts inherited from Evolutionary Computation. EM approaches such as the well-known Multifactorial Evolutionary Algorithm (MFEA) are lately gaining a notable research momentum when facing with multiple optimization problems. This work is focused on the application of the recently proposed Multifactorial Cellular Genetic Algorithm (MFCGA) to the well-known Capacitated Vehicle Routing Problem (CVRP). In overall, 11 different multitasking setups have been built using 12 datasets. The contribution of this research is twofold. On the one hand, it is the first application of the MFCGA to the Vehicle Routing Problem family of problems. On the other hand, equally interesting is the second contribution, which is focused on the quantitative analysis of the positive genetic transferability among the problem instances. To do that, we provide an empirical demonstration of the synergies arisen between the different optimization tasks.
Relatedness Measures to Aid the Transfer of Building Blocks among Multiple Tasks
Nguyen, Trung B., Browne, Will N., Zhang, Mengjie
Multitask Learning is a learning paradigm that deals with multiple different tasks in parallel and transfers knowledge among them. XOF, a Learning Classifier System using tree-based programs to encode building blocks (meta-features), constructs and collects features with rich discriminative information for classification tasks in an observed list. This paper seeks to facilitate the automation of feature transferring in between tasks by utilising the observed list. We hypothesise that the best discriminative features of a classification task carry its characteristics. Therefore, the relatedness between any two tasks can be estimated by comparing their most appropriate patterns. We propose a multiple-XOF system, called mXOF, that can dynamically adapt feature transfer among XOFs. This system utilises the observed list to estimate the task relatedness. This method enables the automation of transferring features. In terms of knowledge discovery, the resemblance estimation provides insightful relations among multiple data. We experimented mXOF on various scenarios, e.g. representative Hierarchical Boolean problems, classification of distinct classes in the UCI Zoo dataset, and unrelated tasks, to validate its abilities of automatic knowledge-transfer and estimating task relatedness. Results show that mXOF can estimate the relatedness reasonably between multiple tasks to aid the learning performance with the dynamic feature transferring.
Improving Neuroevolution Using Island Extinction and Repopulation
Lyu, Zimeng, Karns, Joshua, ElSaid, AbdElRahman, Desell, Travis
Neuroevolution commonly uses speciation strategies to better explore the search space of neural network architectures. One such speciation strategy is through the use of islands, which are also popular in improving performance and convergence of distributed evolutionary algorithms. However, in this approach some islands can become stagnant and not find new best solutions. In this paper, we propose utilizing extinction events and island repopulation to avoid premature convergence. We explore this with the Evolutionary eXploration of Augmenting Memory Models (EXAMM) neuro-evolution algorithm. In this strategy, all members of the worst performing island are killed of periodically and repopulated with mutated versions of the global best genome. This island based strategy is additionally compared to NEAT's (NeuroEvolution of Augmenting Topologies) speciation strategy. Experiments were performed using two different real world time series datasets (coal-fired power plant and aviation flight data). The results show that with statistical significance, this island extinction and repopulation strategy evolves better global best genomes than both EXAMM's original island based strategy and NEAT's speciation strategy.
Mixed-Initiative Procedural Content Generation using Level Design Patterns and Interactive Evolutionary Optimisation
Walton, Sean P., Rahat, Alma A. M., Stovold, James
An approach for building mixed-initiative tools for the procedural generation of game levels using interactive evolutionary optimisation is introduced. A tool is created based on this approach which (a) is focused on supporting the designer to explore the design space and (b) only requires the designer to interact with it by designing levels. The tool identifies level design patterns in an initial hand-designed map and uses that information to drive an optimisation algorithm. This results in a number of suggestions which are presented to the designer, who can then edit them providing the system with valuable designer feedback. The effectiveness of this approach to create levels with similar level design patterns to a target is illustrated through a series of algorithm driven benchmark tests. To test the mixed-initiative aspect of the tool a triple-blind mixed-method, user study was conducted. When compared to a control group, provided with random level suggestions throughout the design process, the mixed-initiative approach increased engagement in the level design task and was effective in inspiring new ideas and design directions. This provides significant evidence that procedural content generation can be used as a powerful tool to support the human design process.
A Deep Q-learning/genetic Algorithms Based Novel Methodology For Optimizing Covid-19 Pandemic Government Actions
Miralles-Pechuán, Luis, Jiménez, Fernando, Ponce, Hiram, Martínez-Villaseñor, Lourdes
Whenever countries are threatened by a pandemic, as is the case with the COVID-19 virus, governments should take the right actions to safeguard public health as well as to mitigate the negative effects on the economy. In this regard, there are two completely different approaches governments can take: a restrictive one, in which drastic measures such as self-isolation can seriously damage the economy, and a more liberal one, where more relaxed restrictions may put at risk a high percentage of the population. The optimal approach could be somewhere in between, and, in order to make the right decisions, it is necessary to accurately estimate the future effects of taking one or other measures. In this paper, we use the SEIR epidemiological model (Susceptible - Exposed - Infected - Recovered) for infectious diseases to represent the evolution of the virus COVID-19 over time in the population. To optimize the best sequences of actions governments can take, we propose a methodology with two approaches, one based on Deep Q-Learning and another one based on Genetic Algorithms. The sequences of actions (confinement, self-isolation, two-meter distance or not taking restrictions) are evaluated according to a reward system focused on meeting two objectives: firstly, getting few people infected so that hospitals are not overwhelmed with critical patients, and secondly, avoiding taking drastic measures for too long which can potentially cause serious damage to the economy. The conducted experiments prove that our methodology is a valid tool to discover actions governments can take to reduce the negative effects of a pandemic in both senses. We also prove that the approach based on Deep Q-Learning overcomes the one based on Genetic Algorithms for optimizing the sequences of actions.
Evo* 2020 -- Late-Breaking Abstracts Volume
Mora, A. M., Esparcia-Alcázar, A. I.
This volume contains the Late-Breaking Abstracts submitted to the Evo* 2020 Conference, that took place online, from 15 to 17 of April 2020. These papers where presented as short talks and also at the poster session of the conference together with other regular submissions. All of them present ongoing research and preliminary results investigating on the application of different approaches of Bioinspired Methods (mainly Evolutionary Computation) to different problems, most of them real world ones.
Rolling Horizon NEAT for General Video Game Playing
Perez-Liebana, Diego, Alam, Muhammad Sajid, Gaina, Raluca D.
This paper presents a new Statistical Forward Planning (SFP) method, Rolling Horizon NeuroEvolution of Augmenting Topologies (rhNEAT). Unlike traditional Rolling Horizon Evolution, where an evolutionary algorithm is in charge of evolving a sequence of actions, rhNEAT evolves weights and connections of a neural network in real-time, planning several steps ahead before returning an action to execute in the game. Different versions of the algorithm are explored in a collection of 20 GVGAI games, and compared with other SFP methods and state of the art results. Although results are overall not better than other SFP methods, the nature of rhNEAT to adapt to changing game features has allowed to establish new state of the art records in games that other methods have traditionally struggled with. The algorithm proposed here is general and introduces a new way of representing information within rolling horizon evolution techniques.
A Novel CNet-assisted Evolutionary Level Repairer and Its Applications to Super Mario Bros
Shu, Tianye, Wang, Ziqi, Liu, Jialin, Yao, Xin
Applying latent variable evolution to game level design has become more and more popular as little human expert knowledge is required. However, defective levels with illegal patterns may be generated due to the violation of constraints for level design. A traditional way of repairing the defective levels is programming specific rule-based repairers to patch the flaw. However, programming these constraints is sometimes complex and not straightforward. An autonomous level repairer which is capable of learning the constraints is needed. In this paper, we propose a novel approach, CNet, to learn the probability distribution of tiles giving its surrounding tiles on a set of real levels, and then detect the illegal tiles in generated new levels. Then, an evolutionary repairer is designed to search for optimal replacement schemes equipped with a novel search space being constructed with the help of CNet and a novel heuristic function. The proposed approaches are proved to be effective in our case study of repairing GAN-generated and artificially destroyed levels of Super Mario Bros. game. Our CNet-assisted evolutionary repairer can also be easily applied to other games of which the levels can be represented by a matrix of objects or tiles.