Evolutionary Systems
Anchoring Theory in Sequential Stackelberg Games
Karwowski, Jan, Mańdziuk, Jacek, Żychowski, Adam
An underlying assumption of Stackelberg Games (SGs) is perfect rationality of the players. However, in real-life situations (which are often modeled by SGs) the followers (terrorists, thieves, poachers or smugglers) -- as humans in general -- may act not in a perfectly rational way, as their decisions may be affected by biases of various kinds which bound rationality of their decisions. One of the popular models of bounded rationality (BR) is Anchoring Theory (AT) which claims that humans have a tendency to flatten probabilities of available options, i.e. they perceive a distribution of these probabilities as being closer to the uniform distribution than it really is. This paper proposes an efficient formulation of AT in sequential extensive-form SGs (named ATSG), suitable for Mixed-Integer Linear Program (MILP) solution methods. ATSG is implemented in three MILP/LP-based state-of-the-art methods for solving sequential SGs and two recently introduced non-MILP approaches: one relying on Monte Carlo sampling (O2UCT) and the other one (EASG) employing Evolutionary Algorithms. Experimental evaluation indicates that both non-MILP heuristic approaches scale better in time than MILP solutions while providing optimal or close-to-optimal solutions. Except for competitive time scalability, an additional asset of non-MILP methods is flexibility of potential BR formulations they are able to incorporate. While MILP approaches accept BR formulations with linear constraints only, no restrictions on the BR form are imposed in either of the two non-MILP methods.
r/MachineLearning - [D] Evolutionary Algorithms researchers, do you feel like a new library is needed?
The major one, I feel, is an easy way to train multiple models in parallel. I can run one model on one GPU, one model on multiple GPUs, and multiple models on multiple GPUs. However, it's currently very inefficient to run multiple small models on a single GPU. Even though a model being used for an embedded application might be well under a meg, the CUDA instance needed to run it is almost a gig in size, so a GPU with 6 gigs of spare VRAM can only run 6 models in parallel, when it should be able to run a much greater number with greater efficiency. Basically, anything in general that will let you run multiple models on the same GPU without large computational bottlenecks would be great.
Clustering Time-Series by a Novel Slope-Based Similarity Measure Considering Particle Swarm Optimization
Kamalzadeh, Hossein, Ahmadi, Abbas, Mansour, Saeed
Recently there has been an increase in the studies on time - series data mining specifically time - series clustering due to the vast existe nce of time - series in various domains. The large volume of data in the form of time - series make s it necessary to employ various techniques such as clustering to understand the data and to extract information and hidden patterns. In the field of clustering specifically, time - series clustering, the most important aspects are the similarity measure used and the algorithm employed to conduct the clustering. In this paper, a new similarity measure for time - series clustering is developed based on a combination of a simple representation of time - series, slope of each segment of time - series, Euclidean distance and the so - called dynamic time warping. It is proved in this paper that the proposed distance measure is metric and thus indexing can be applied. For the task of clustering, the Particle Swarm Optimization algorithm is employed. The proposed similarity measure is compared to three existing measures in terms of various criteria used for the evaluation of clustering algorithms. The results indicate that the propo sed similarity measure outperforms the rest in almost every dataset used in this paper.
Covariance Matrix Adaptation for the Rapid Illumination of Behavior Space
Fontaine, Matthew C., Togelius, Julian, Nikolaidis, Stefanos, Hoover, Amy K.
Quality Diversity (QD) algorithms like Novelty Search with Local Competition (NSLC) and MAP-Elites are a new class of population-based stochastic algorithms designed to generate a diverse collection of quality solutions. Meanwhile, variants of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES) are among the best-performing derivative-free optimizers in single-objective continuous domains. This paper proposes a new QD algorithm called Covariance Matrix Adaptation MAP-Elites (CMA-ME). Our new algorithm combines the dynamic self-adaptation techniques of CMA-ES with archiving and mapping techniques for maintaining diversity in QD. Results from experiments with standard continuous optimization benchmarks show that CMA-ME finds better-quality solutions than MAP-Elites; similarly, results on the strategic game Hearthstone show that CMA-ME finds both a higher overall quality and broader diversity of strategies than both CMA-ES and MAP-Elites. Overall, CMA-ME more than doubles the performance of MAP-Elites using standard QD performance metrics. These results suggest that QD algorithms augmented by operators from state-of-the-art optimization algorithms can yield high-performing methods for simultaneously exploring and optimizing continuous search spaces, with significant applications to design, testing, and reinforcement learning among other domains. Code is available for both the continuous optimization benchmark (https://github.com/tehqin/QualDivBenchmark) and Hearthstone (https://github.com/tehqin/EvoStone) domains.
Reinforcement Learning Upside Down: Don't Predict Rewards -- Just Map Them to Actions
We transform reinforcement learning (RL) into a form of supervised learning (SL) by turning traditional RL on its head, calling this Upside Down RL (UDRL). Standard RL predicts rewards, while UDRL instead uses rewards as task-defining inputs, together with representations of time horizons and other computable functions of historic and desired future data. UDRL learns to interpret these input observations as commands, mapping them to actions (or action probabilities) through SL on past (possibly accidental) experience. UDRL generalizes to achieve high rewards or other goals, through input commands such as: get lots of reward within at most so much time! A separate paper [61] on first experiments with UDRL shows that even a pilot version of UDRL can outperform traditional baseline algorithms on certain challenging RL problems. We also introduce a related simple but general approach for teaching a robot to imitate humans. First videotape humans imitating the robot's current behaviors, then let the robot learn through SL to map the videos (as input commands) to these behaviors, then let it generalize and imitate videos of humans executing previously unknown behavior. This Imitate-Imitator concept may actually explain why biological evolution has resulted in parents who imitate the babbling of their babies.
Is perturbation an effective restart strategy?
Aleti, Aldeida, Wallace, Mark, Wagner, Markus
Search methods, such as Genetic Algorithms and Simulated Annealing are typically used to achieve the required scalability in challenging problems for which it is hard to find optimal, or even just "good enough' solutions. The majority of these methods involve steps where the state of the algorithm is modified in some way to escape a local optimum. The aim is to avoid premature convergence, which is when the search method converges (usually very early in the search) to a local optimum of poor quality [1, 2]. Previous research has shown that the performance of search strategies is affected by the structure of the fitness landscape [3, 4]. A fitness landscape is defined by three components: i) the search space, which is the set of all candidate solutions, ii) the fitness function, which assigns a fitness value to each solution, and the neighbourhood operator, which defines how solutions are connected, and as a results how the search strategy can traverse the landscape.
A Novel Hybrid Scheme Using Genetic Algorithms and Deep Learning for the Reconstruction of Portuguese Tile Panels
Rika, Daniel, Sholomon, Dror, David, Eli, Netanyahu, Nathan S.
This paper presents a novel scheme, based on a unique combination of genetic algorithms (GAs) and deep learning (DL), for the automatic reconstruction of Portuguese tile panels, a challenging real-world variant of the jigsaw puzzle problem (JPP) with important national heritage implications. Specifically, we introduce an enhanced GA-based puzzle solver, whose integration with a novel DL-based compatibility measure (DLCM) yields state-of-the-art performance, regarding the above application. Current compatibility measures consider typically (the chromatic information of) edge pixels (between adjacent tiles), and help achieve high accuracy for the synthetic JPP variant. However, such measures exhibit rather poor performance when applied to the Portuguese tile panels, which are susceptible to various real-world effects, e.g., monochromatic panels, non-squared tiles, edge degradation, etc. To overcome such difficulties, we have developed a novel DLCM to extract high-level texture/color statistics from the entire tile information. Integrating this measure with our enhanced GA-based puzzle solver, we have demonstrated, for the first time, how to deal most effectively with large-scale real-world problems, such as the Portuguese tile problem. Specifically, we have achieved 82% accuracy for the reconstruction of Portuguese tile panels with unknown piece rotation and puzzle dimension (compared to merely 3.5% average accuracy achieved by the best method known for solving this problem variant). The proposed method outperforms even human experts in several cases, correcting their mistakes in the manual tile assembly.
Evolutionary Mobile Robots - Free For Book
Evolutionary algorithms have demonstrated excellent results for many engineering optimization problems. In other way, recently, the chaos theory concepts and chaotic times series have gained much attention during this decade for the design of stochastic search algorithms. Differential evolution is a new evolutionary algorithm mainly having three advantages: finds the global minimum regardless of the initial parameter values, fast convergence and uses few control parameters. In this work, a new hybrid approach of Differential Evolution combined with Chaos (DEC) is presented for the optimization for path planning of mobile robots. The new chaotic operators are based on logistic map with exponential and cosinoidal decreasing. Two case studies of static environment with obstacles are described and evaluated.
A Study of Black Box Adversarial Attacks in Computer Vision
Bhambri, Siddhant, Muku, Sumanyu, Tulasi, Avinash, Buduru, Arun Balaji
Machine learning has seen tremendous advances in the past few years which has lead to deep learning models being deployed in varied applications of day-to-day life. Attacks on such models using perturbations, particularly in real-life scenarios, pose a serious challenge to their applicability, pushing research into the direction which aims to enhance the robustness of these models. After the introduction of these perturbations by Szegedy et al., significant amount of research has focused on the reliability of such models, primarily in two aspects - white-box, where the adversary has access to the targeted model and related parameters; and the black-box, which resembles a real-life scenario with the adversary having almost no knowledge of the model to be attacked. We propose to attract attention on the latter scenario and thus, present a comprehensive comparative study among the different adversarial black-box attack approaches proposed till date. The second half of this literature survey focuses on the defense techniques. This is the first study, to the best of our knowledge, that specifically focuses on the black-box setting to motivate future work on the same.
Clustering via Ant Colonies: Parameter Analysis and Improvement of the Algorithm
Chavarria-Molina, Jeffry, Fallas-Monge, Juan Jose, Trejos-Zelaya, Javier
An ant colony optimization approach for partitioning a set of objects is proposed. In order to minimize the intra-variance, or within sum-of-squares, of the partitioned classes, we construct ant-like solutions by a constructive approach that selects objects to be put in a class with a probability that depends on the distance between the object and the centroid of the class (visibility) and the pheromone trail; the latter depends on the class memberships that have been defined along the iterations. The procedure is improved with the application of K-means algorithm in some iterations of the ant colony method. We performed a simulation study in order to evaluate the method with a Monte Carlo experiment that controls some sensitive parameters of the clustering problem. After some tuning of the parameters, the method has also been applied to some benchmark real-data sets. Encouraging results were obtained in nearly all cases.