Evolutionary Systems
Improving Deep Neuroevolution via Deep Innovation Protection
Risi, Sebastian, Stanley, Kenneth O.
A BSTRACT Evolutionary-based optimization approaches have recently shown promising results in domains such as Atari and robot locomotion but less so in solving 3D tasks directly from pixels. This paper presents a method called Deep Innovation Protection (DIP) that allows training complex world models end-to-end for such 3D environments. The main idea behind the approach is to employ multiobjective optimization to temporally reduce the selection pressure on specific components in a world model, allowing other components to adapt. We investigate the emergent representations of these evolved networks, which learn a model of the world without the need for a specific forward-prediction loss. 1 I NTRODUCTION The ability of the brain to model the world arose from the process of evolution. It evolved because it helped organisms to survive and strive in their particular environments and not because such forward prediction was explicitly optimized for. In contrast to the emergent neural representations in nature, current world model approaches are often directly rewarded for their ability to predict future states of the environment (Schmidhuber, 1990; Ha & Schmidhuber, 2018; Hafner et al., 2018; Wayne et al., 2018). While it is undoubtedly useful to be able to explicitly encourage a model to predict what will happen next, in this paper we are interested in what type of representations can emerge from the less directed process of artificial evolution and what ingredients might be necessary to encourage the emergence of such predictive abilities. In particular, we are building on the recently introduced world model architecture introduced by Ha & Schmidhuber (2018). This agent model contains three different components: (1) a visual module, mapping high-dimensional inputs to a lower-dimensional representative code, (2) an LSTM-based memory component, and (3) a controller component that takes input from the visual and memory module to determine the agent's next action.
EvoMan: Game-playing Competition
de Franca, Fabricio Olivetti, Fantinato, Denis, Miras, Karine, Eiben, A. E., Vargas, Patricia A.
Patricia A. V argas Heriot-W att University Heriot-W att University Edinburgh, UK P .A.V argas@hw.ac.uk Abstract --This paper describes a competition proposal for evolving Intelligent Agents for the game-playing framework called EvoMan. The framework is based on the boss fights of the game called Mega Man II developed by Capcom. For this particular competition, the main goal is to beat all of the eight bosses using a generalist strategy. In other words, the competitors should train the agent to beat a set of the bosses and then the agent will be evaluated by its performance against all eight bosses. At the end of this paper, the competitors are provided with baseline results so that they can have an intuition on how good their results are.
Evolution Strategies Converges to Finite Differences
Raisbeck, John C., Allen, Matthew, Weissleder, Ralph, Im, Hyungsoon, Lee, Hakho
Since the debut of Evolution Strategies (ES) as a tool for Reinforcement Learning by Salimans et al. 2017, there has been interest in determining the exact relationship between the Evolution Strategies gradient and the gradient of a similar class of algorithms, Finite Differences (FD).(Zhang et al. 2017, Lehman et al. 2018) Several investigations into the subject have been performed, investigating the formal motivational differences(Lehman et al. 2018) between ES and FD, as well as the differences in a standard benchmark problem in Machine Learning, the MNIST classification problem(Zhang et al. 2017). This paper proves that while the gradients are different, they converge as the dimension of the vector under optimization increases.
Projection pursuit based on Gaussian mixtures and evolutionary algorithms
Scrucca, Luca, Serafini, Alessio
We propose a projection pursuit (PP) algorithm based on Gaussian mixture models (GMMs). The negentropy obtained from a multivariate density estimated by GMMs is adopted as the PP index to be maximised. For a fixed dimension of the projection subspace, the GMM-based density estimation is projected onto that subspace, where an approximation of the negentropy for Gaussian mixtures is computed. Then, Genetic Algorithms (GAs) are used to find the optimal, orthogonal projection basis by maximising the former approximation. We show that this semi-parametric approach to PP is flexible and allows highly informative structures to be detected, by projecting multivariate datasets onto a subspace, where the data can be feasibly visualised. The performance of the proposed approach is shown on both artificial and real datasets.
Efficient Learning Machines - Programmer Books
Machine learning techniques provide cost-effective alternatives to traditional methods for extracting underlying relationships between information and data and for predicting future events by processing existing information to train models. Efficient Learning Machines explores the major topics of machine learning, including knowledge discovery, classifications, genetic algorithms, neural networking, kernel methods, and biologically-inspired techniques. Mariette Awad and Rahul Khanna†s synthetic approach weaves together the theoretical exposition, design principles, and practical applications of efficient machine learning. Their experiential emphasis, expressed in their close analysis of sample algorithms throughout the book, aims to equip engineers, students of engineering, and system designers to design and create new and more efficient machine learning systems. Readers of Efficient Learning Machines will learn how to recognize and analyze the problems that machine learning technology can solve for them, how to implement and deploy standard solutions to sample problems, and how to design new systems and solutions.
Multifactorial Evolutionary Algorithm For Clustered Minimum Routing Cost Problem
Trung, Tran Ba, Binh, Huynh Thi Thanh, Thanh, Le Tien, Hieu, Ly Trung, Thanh, Pham Dinh
Minimum Routing Cost Clustered Tree Problem (CluMRCT) is applied in various fields in both theory and application. Because the CluMRCT is NP-Hard, the approximate approaches are suitable to find the solution for this problem. Recently, Multifactorial Evolutionary Algorithm (MFEA) has emerged as one of the most efficient approximation algorithms to deal with many different kinds of problems. Therefore, this paper studies to apply MFEA for solving CluMRCT problems. In the proposed MFEA, we focus on crossover and mutation operators which create a valid solution of CluMRCT problem in two levels: first level constructs spanning trees for graphs in clusters while the second level builds a spanning tree for connecting among clusters. To reduce the consuming resources, we will also introduce a new method of calculating the cost of CluMRCT solution. The proposed algorithm is experimented on numerous types of datasets. The experimental results demonstrate the effectiveness of the proposed algorithm, partially on large instances
A Comprehensive Review of Shepherding as a Bio-inspired Swarm-Robotics Guidance Approach
Long, Nathan K, Sammut, Karl, Sgarioto, Daniel, Garratt, Matthew, Abbass, Hussein
The simultaneous control of multiple coordinated robotic agents represents an elaborate problem. If solved, however, the interaction between the agents can lead to solutions to sophisticated problems. The concept of swarming, inspired by nature, can be described as the emergence of complex system-level behaviors from the interactions of relatively elementary agents. Due to the effectiveness of solutions found in nature, bio-inspired swarming-based control techniques are receiving a lot of attention in robotics. One method, known as swarm shepherding, is founded on the sheep herding behavior exhibited by sheepdogs, where a swarm of relatively simple agents are governed by a shepherd (or shepherds) which is responsible for high-level guidance and planning. Many studies have been conducted on shepherding as a control technique, ranging from the replication of sheep herding via simulation, to the control of uninhabited vehicles and robots for a variety of applications. We present a comprehensive review of the literature on swarm shepherding to reveal the advantages and potential of the approach to be applied to a plethora of robotic systems in the future.
Estudo comparativo de meta-heur\'isticas para problemas de colora\c{c}\~oes de grafos
A classic graph coloring problem is to assign colors to vertices of any graph so that distinct colors are assigned to adjacent vertices. Optimal graph coloring colors a graph with a minimum number of colors, which is its chromatic number . Finding out the chromatic number is a combinatorial optimization problem proven to be computationally intractable, which implies that no algorithm that computes large instances of the problem in a reasonable time is known. F or this reason, approximate methods and metaheuristics form a set of techniques that do not guarantee optimality, but obtain good solutions in a reasonable time. This paper reports a comparative study of the Hill-Climbing, Simulated Annealing, T abu Search, and Iterated Local Search metaheuristics for the classic graph coloring problem considering its time efficiency for processing the DSJC125 and DSJC250 instances of the DIMACS benchmark.
Embedded Constrained Feature Construction for High-Energy Physics Data Classification
Cherrier, Noëlie, Defurne, Maxime, Poli, Jean-Philippe, Sabatié, Franck
Before any publication, data analysis of high-energy physics experiments must be validated. This validation is granted only if a perfect understanding of the data and the analysis process is demonstrated. Therefore, physicists prefer using transparent machine learning algorithms whose performances highly rely on the suitability of the provided input features. To transform the feature space, feature construction aims at automatically generating new relevant features. Whereas most of previous works in this area perform the feature construction prior to the model training, we propose here a general framework to embed a feature construction technique adapted to the constraints of high-energy physics in the induction of tree-based models. Experiments on two high-energy physics datasets confirm that a significant gain is obtained on the classification scores, while limiting the number of built features. Since the features are built to be interpretable, the whole model is transparent and readable.
Network of Evolvable Neural Units: Evolving to Learn at a Synaptic Level
Bertens, Paul, Lee, Seong-Whan
Although Deep Neural Networks have seen great success in recent years through various changes in overall architectures and optimization strategies, their fundamental underlying design remains largely unchanged. Computational neuroscience on the other hand provides more biologically realistic models of neural processing mechanisms, but they are still high level abstractions of the actual experimentally observed behaviour. Here a model is proposed that bridges Neuroscience, Machine Learning and Evolutionary Algorithms to evolve individual soma and synaptic compartment models of neurons in a scalable manner. Instead of attempting to manually derive models for all the observed complexity and diversity in neural processing, we propose an Evolvable Neural Unit (ENU) that can approximate the function of each individual neuron and synapse. We demonstrate that this type of unit can be evolved to mimic Integrate-And-Fire neurons and synaptic Spike-Timing-Dependent Plasticity. Additionally, by constructing a new type of neural network where each synapse and neuron is such an evolvable neural unit, we show it is possible to evolve an agent capable of learning to solve a T-maze environment task. This network independently discovers spiking dynamics and reinforcement type learning rules, opening up a new path towards biologically inspired artificial intelligence.