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 Evolutionary Systems


Hybrid 2-stage Imperialist Competitive Algorithm with Ant Colony Optimization for Solving Multi-Depot Vehicle Routing Problem

arXiv.org Artificial Intelligence

The Multi-Depot Vehicle Routing Problem (MDVRP) is a real-world model of the simplistic Vehicle Routing Problem (VRP) that considers how to satisfy multiple customer demands from numerous depots. This paper introduces a hybrid 2-stage approach based on two population-based algorithms - Ant Colony Optimization (ACO) that mimics ant behaviour in nature and the Imperialist Competitive Algorithm (ICA) that is based on geopolitical relationships between countries. In the proposed hybrid algorithm, ICA is responsible for customer assignment to the depots while ACO is routing and sequencing the customers. The algorithm is compared to non-hybrid ACO and ICA as well as four other state-of-the-art methods across 23 common Cordreau's benchmark instances. Results show clear improvement over simple ACO and ICA and demonstrate very competitive results when compared to other rival algorithms.


GGA-MG: Generative Genetic Algorithm for Music Generation

arXiv.org Artificial Intelligence

Music Generation (MG) is an interesting research topic that links the art of music and Artificial Intelligence (AI). The goal is to train an artificial composer to generate infinite, fresh, and pleasurable musical pieces. Music has different parts such as melody, harmony, and rhythm. In this paper, we propose a Generative Genetic Algorithm (GGA) to produce a melody automatically. The main GGA uses a Long Short-Term Memory (LSTM) recurrent neural network as the objective function, which should be trained by a spectrum of bad-to-good melodies. These melodies have to be provided by another GGA with a different objective function. Good melodies have been provided by CAMPINs collection. We have considered the rhythm in this work, too. The experimental results clearly show that the proposed GGA method is able to generate eligible melodies with natural transitions and without rhythm error.


Adversarial Genetic Programming for Cyber Security: A Rising Application Domain Where GP Matters

arXiv.org Artificial Intelligence

Cyber security adversaries and engagements are ubiquitous and ceaseless. We delineate Adversarial Genetic Programming for Cyber Security, a research topic that, by means of genetic programming (GP), replicates and studies the behavior of cyber adversaries and the dynamics of their engagements. Adversarial Genetic Programming for Cyber Security encompasses extant and immediate research efforts in a vital problem domain, arguably occupying a position at the frontier where GP matters. Additionally, it prompts research questions around evolving complex behavior by expressing different abstractions with GP and opportunities to reconnect to the Machine Learning, Artificial Life, Agent-Based Modeling and Cyber Security communities. We present a framework called RIVALS which supports the study of network security arms races. Its goal is to elucidate the dynamics of cyber networks under attack by computationally modeling and simulating them.


Discovering associations in COVID-19 related research papers

arXiv.org Artificial Intelligence

A COVID-19 pandemic has already proven itself to be a global challenge. It proves how vulnerable humanity can be. It has also mobilized researchers from different sciences and different countries in the search for a way to fight this potentially fatal disease. In line with this, our study analyses the abstracts of papers related to COVID-19 and coronavirus-related-research using association rule text mining in order to find the most interestingness words, on the one hand, and relationships between them on the other. Then, a method, called information cartography, was applied for extracting structured knowledge from a huge amount of association rules. On the basis of these methods, the purpose of our study was to show how researchers have responded in similar epidemic/pandemic situations throughout history.


CPPN2GAN: Combining Compositional Pattern Producing Networks and GANs for Large-scale Pattern Generation

arXiv.org Artificial Intelligence

Generative Adversarial Networks (GANs) are proving to be a powerful indirect genotype-to-phenotype mapping for evolutionary search, but they have limitations. In particular, GAN output does not scale to arbitrary dimensions, and there is no obvious way of combining multiple GAN outputs into a cohesive whole, which would be useful in many areas, such as the generation of video game levels. Game levels often consist of several segments, sometimes repeated directly or with variation, organized into an engaging pattern. Such patterns can be produced with Compositional Pattern Producing Networks (CPPNs). Specifically, a CPPN can define latent vector GAN inputs as a function of geometry, which provides a way to organize level segments output by a GAN into a complete level. This new CPPN2GAN approach is validated in both Super Mario Bros. and The Legend of Zelda. Specifically, divergent search via MAP-Elites demonstrates that CPPN2GAN can better cover the space of possible levels. The layouts of the resulting levels are also more cohesive and aesthetically consistent.


Surrogate-assisted performance tuning of knowledge discovery algorithms: application to clinical pathway evolutionary modeling

arXiv.org Machine Learning

The paper proposes an approach for surrogate-assisted tuning of knowledge discovery algorithms. The approach is based on the prediction of both the quality and performance of the target algorithm. The prediction is furtherly used as objectives for the optimization and tuning of the algorithm. The approach is investigated using clinical pathways (CP) discovery problem resolved using the evolutionary-based clustering of electronic health records (EHR). Target algorithm and the proposed approach were applied to the discovery of CPs for Acute Coronary Syndrome patients in 3434 EHRs of patients treated in Almazov National Medical Research Center (Saint Petersburg, Russia). The study investigates the possible acquisition of interpretable clusters of typical CPs within a single disease. It shows how the approach could be used to improve complex data-driven analytical knowledge discovery algorithms. The study of the results includes the feature importance of the best surrogate model and discover how the parameters of input data influence the predictions.


Does Comma Selection Help To Cope With Local Optima

arXiv.org Artificial Intelligence

One hope of using non-elitism in evolutionary computation is that it aids leaving local optima. We perform a rigorous runtime analysis of a basic non-elitist evolutionary algorithm (EA), the $(\mu,\lambda)$ EA, on the most basic benchmark function with a local optimum, the jump function. We prove that for all reasonable values of the parameters and the problem, the expected runtime of the $(\mu,\lambda)$ EA is, apart from lower order terms, at least as large as the expected runtime of its elitist counterpart, the $(\mu+\lambda)$~EA (for which we conduct the first runtime analysis to allow this comparison). Consequently, the ability of the $(\mu,\lambda)$ EA to leave local optima to inferior solutions does not lead to a runtime advantage. We complement this lower bound with an upper bound that, for broad ranges of the parameters, is identical to our lower bound apart from lower order terms. This is the first runtime result for a non-elitist algorithm on a multi-modal problem that is tight apart from lower order terms.


Weighting NTBEA for Game AI Optimisation

arXiv.org Artificial Intelligence

The N-Tuple Bandit Evolutionary Algorithm (NTBEA) has proven very effective in optimising algorithm parameters in Game AI. A potential weakness is the use of a simple average of all component Tuples in the model. This study investigates a refinement to the N-Tuple model used in NTBEA by weighting these component Tuples by their level of information and specificity of match. We introduce weighting functions to the model to obtain Weighted- NTBEA and test this on four benchmark functions and two game environments. These tests show that vanilla NTBEA is the most reliable and performant of the algorithms tested. Furthermore we show that given an iteration budget it is better to execute several independent NTBEA runs, and use part of the budget to find the best recommendation from these runs.


Interactive Evolution and Exploration Within Latent Level-Design Space of Generative Adversarial Networks

arXiv.org Artificial Intelligence

Generative Adversarial Networks (GANs) are an emerging form of indirect encoding. The GAN is trained to induce a latent space on training data, and a real-valued evolutionary algorithm can search that latent space. Such Latent Variable Evolution (LVE) has recently been applied to game levels. However, it is hard for objective scores to capture level features that are appealing to players. Therefore, this paper introduces a tool for interactive LVE of tile-based levels for games. The tool also allows for direct exploration of the latent dimensions, and allows users to play discovered levels. The tool works for a variety of GAN models trained for both Super Mario Bros. and The Legend of Zelda, and is easily generalizable to other games. A user study shows that both the evolution and latent space exploration features are appreciated, with a slight preference for direct exploration, but combining these features allows users to discover even better levels. User feedback also indicates how this system could eventually grow into a commercial design tool, with the addition of a few enhancements.


Automated Configuration of Negotiation Strategies

arXiv.org Artificial Intelligence

Bidding and acceptance strategies have a substantial impact on the outcome of negotiations in scenarios with linear additive and nonlinear utility functions. Over the years, it has become clear that there is no single best strategy for all negotiation settings, yet many fixed strategies are still being developed. We envision a shift in the strategy design question from: What is a good strategy?, towards: What could be a good strategy? For this purpose, we developed a method leveraging automated algorithm configuration to find the best strategies for a specific set of negotiation settings. By empowering automated negotiating agents using automated algorithm configuration, we obtain a flexible negotiation agent that can be configured automatically for a rich space of opponents and negotiation scenarios. To critically assess our approach, the agent was tested in an ANAC-like bilateral automated negotiation tournament setting against past competitors. We show that our automatically configured agent outperforms all other agents, with a 5.1% increase in negotiation payoff compared to the next-best agent. We note that without our agent in the tournament, the top-ranked agent wins by a margin of only 0.01%.