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 Evolutionary Systems


How robots in a large group make decisions as a whole? From biological inspiration to the design of distributed algorithms

arXiv.org Artificial Intelligence

Nature provides us with abundant examples of how large numbers of individuals can make decisions without the coordination of a central authority. Social insects, birds, fishes, and many other living collectives, rely on simple interaction mechanisms to do so. They individually gather information from the environment; small bits of a much larger picture that are then shared locally among the members of the collective and processed together to output a commonly agreed choice. Throughout evolution, Nature found solutions to collective decision-making problems that are intriguing to engineers for their robustness to malfunctioning or lost individuals, their flexibility in face of dynamic environments, and their ability to scale with large numbers of members. In the last decades, whereas biologists amassed large amounts of experimental evidence, engineers took inspiration from these and other examples to design distributed algorithms that, while maintaining the same properties of their natural counterparts, come with guarantees on their performance in the form of predictive mathematical models. In this paper, we review the fundamental processes that lead to a collective decision. We discuss examples of collective decisions in biological systems and show how similar processes can be engineered to design artificial ones. During this journey, we review a framework to design distributed decision-making algorithms that are modular, can be instantiated and extended in different ways, and are supported by a suit of predictive mathematical models.


Artificial Intelligence May Better Detect Sleep Apnea - Docwire News

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Machine learning algorithms--also known as artificial intelligence (AI)--can better detect sleep apnea compared with traditional linear approaches, according to a study being presented at the CHEST Annual Meeting 2019. The researchers included 620 patients who were referred to a sleep lab in a suburban community sleep center. Researchers collected information on 12 select parameters: height, weight, waist, hip, body mass index, age, neck side, Modified Friedman stage, snoring, Epworth sleepiness scale, sex, and daytime sleepiness. During phase I, researchers used a binary particle swarm optimization technique to select the best sub-features that characterize sleep apnea. In phase II, they built an artificial neural network model based on a feedforward algorithm to detect sleep apnea.


GenSample: A Genetic Algorithm for Oversampling in Imbalanced Datasets

arXiv.org Machine Learning

Classification performance on imbalanced datasets is generally poor for the minority class as the classifier cannot learn decision boundaries well. However, in sensitive applications like fraud detection, medical diagnosis, and spam identification, it is extremely important to classify the minority instances correctly. In this paper, we present a novel technique based on genetic algorithms, GenSample, for oversampling the minority class in imbalanced datasets. Gen-Sample decides the rate of oversampling a minority example by taking into account the difficulty in learning that example, along with the performance improvement achieved by oversampling it. This technique terminates the oversampling process when the performance of the classifier begins to deteriorate. Consequently, it produces synthetic data only as long as a performance boost is obtained. The algorithm was tested on 9 real-world imbalanced datasets of varying sizes and imbalance ratios. It achieved the highest F-Score on 8 out of 9 datasets, confirming its ability to better handle imbalanced data compared to other existing methodologies.


Learning Humanoid Robot Running Skills through Proximal Policy Optimization

arXiv.org Artificial Intelligence

In the current level of evolution of Soccer 3D, motion control is a key factor in team's performance. Recent works takes advantages of model-free approaches based on Machine Learning to exploit robot dynamics in order to obtain faster locomotion skills, achieving running policies and, therefore, opening a new research direction in the Soccer 3D environment. In this work, we present a methodology based on Deep Reinforcement Learning that learns running skills without any prior knowledge, using a neural network whose inputs are related to robot's dynamics. Our results outperformed the previous state-of-the-art sprint velocity reported in Soccer 3D literature by a significant margin. It also demonstrated improvement in sample efficiency, being able to learn how to run in just few hours. We reported our results analyzing the training procedure and also evaluating the policies in terms of speed, reliability and human similarity. Finally, we presented key factors that lead us to improve previous results and shared some ideas for future work.


How Evolutionary AI Informs Business Decisions - Blog

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Evolution and decision-making are not immediately linked in our minds; however, as it turns out, algorithms inspired by biological evolution are the key to augmenting decision-making in a wide variety of business use-cases. But let's start with the problem statement. My team and I are continually engaged in conversations with enterprises from various industries about their expectations for artificial intelligence. Often, we learn they're seeking better ways to model the data that flows through their systems. These questions are all about using AI to produce more insights.


Diverse Behavior Is What Game AI Needs: Generating Varied Human-Like Playing Styles Using Evolutionary Multi-Objective Deep Reinforcement Learning

arXiv.org Machine Learning

Designing artificial intelligence for games (Game AI) has been long recognized as a notoriously challenging task in game industry, as it mainly relies on manual design, requiring plenty of domain knowledge. More frustratingly, even spending a lot of efforts, a satisfying Game AI is still hard to achieve by manual design due to the almost infinite search space. The recent success of deep reinforcement learning (DRL) sheds light on advancing automated game designing, significantly relaxing human competitive intelligent supp ort. However, existing DRL algorithms mostly focus on training a Game AI to win the game rather that the way it wins (style). To bridge the gap, we introduce EMO-DRL, an end-to-end game design framework, leveraging evolutionary algorithm, DRL and multi-objective optimization (MOO) to perform intelligent and automatic game design. Firstly, EMO-DRL proposes the style-oriented learning to bypass manual reward shaping in DRL and directly learns a Game AI with an expected style in an end-to-end fashion. On this basis, the prioritized multi-objective optimization is introduced to achieve more diverse, nature and humanlike Game AI. Large-scale evaluations on a Atari game and a commercial massively mul-tiplayer online game are conducted. The results demonstrat es that EMO-DRL, compared to existing algorithms, achieve better game designs in an intelligent and automatic way.


A Memetic Algorithm Based on Breakout Local Search for the Generalized Travelling Salesman Problem

arXiv.org Artificial Intelligence

The Travelling Salesman Problem (TSP) is one of the most popularCombinatorial Optimization Problem. It is well solicited for the large variety ofapplications that it can solve, but also for its difficulty to find optimal solutions. Oneof the variants of the TSP is the Generalized TSP (GTSP), where the TSP isconsidered as a special case which makes the GTSP harder to solve. We propose inthis paper a new memetic algorithm based on the well-known Breakout Local Search(BLS) metaheuristic to provide good solutions for GTSP instances. Our approach iscompetitive compared to other recent memetic algorithms proposed for the GTSPand gives at the same time some improvements to BLS to reduce its runtime.Keywords: Generalized Travelling Salesman Problem, Breakout Local Search,Memetic Algorithms, Iterated Local Search


Biologically-inspired skin improves robots' sensory abilities

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The artificial skin developed by Prof. Gordon Cheng and his team consists of hexagonal cells about the size of a two-euro coin (i.e. about one inch in diameter). Each is equipped with a microprocessor and sensors to detect contact, acceleration, proximity and temperature. Such artificial skin enables robots to perceive their surroundings in much greater detail and with more sensitivity. This not only helps them to move safely. It also makes them safer when operating near people and gives them the ability to anticipate and actively avoid accidents.


Single Objective Problems

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Before moving on, let's take some time to have a closer look at a single-objective problem. This will give us some perspective. In single-objective problems, the objective is to find a single solution which represents the global optimum in the entire search space. Determining which solutions outperforms others is a simple task when only considering a single-objective, because the best solution is simply the one with the highest (for maximisation problems) or lowest (for minimisation problems) objective value. Let's take the Sphere function as an example.


Is Swarm AI the answer to fears over Artifical Intelligence and jobs?

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From Gary Kasparov to Elon Musk, the list of those who say AI needs to be applied such that it augments us, not compete with us, is long. Yet the supply of reports warning that AI threatens jobs doesn't seem to have an end. On the other hand, a new report looking at a technology called Swarm AI may provide a much more benign fix. Speaking at a recent conference, chess legend, Gary Kasparov, said that the public perception of AI has been overly influenced by Hollywood: the reality is far more positive -- Kasparov's take on AI is a reason for optimism Swarms can be intelligent-- there is no great insight here. Those who study Emergence understand this, from ant colonies to cities, great things can be achieved from simpler entities working together.