Evolutionary Systems
Proximal Distilled Evolutionary Reinforcement Learning
Bodnar, Cristian, Day, Ben, Lio', Pietro
Reinforcement Learning (RL) has recently achieved tremendous success due to the partnership with Deep Neural Networks (DNNs). Genetic Algorithms (GAs), often seen as a competing approach to RL, have run out of favour due to their inability to scale up to the DNNs required to solve the most complex environments. Contrary to this dichotomic view, in the physical world, evolution and learning are complementary processes that continuously interact. The recently proposed Evolutionary Reinforcement Learning (ERL) framework has demonstrated the capacity of the two methods to enhance each other. However, ERL has not fully addressed the scalability problem of GAs. In this paper, we argue that this problem is rooted in an unfortunate combination of a simple genetic encoding for DNNs and the use of traditional biologically-inspired variation operators. When applied to these encodings, the standard operators are destructive and cause catastrophic forgetting of the traits the networks acquired. We propose a novel algorithm called Proximal Distilled Evolutionary Reinforcement Learning (PDERL) that is characterised by a hierarchical integration between evolution and learning. The main innovation of PDERL is the use of learning-based variation operators that compensate for the simplicity of the genetic representation. Unlike the traditional operators, the ones we propose meet their functional requirements. We evaluate PDERL in five robot locomotion environments from the OpenAI gym. Our method outperforms ERL, as well as two state of the art RL algorithms, PPO and TD3, in all the environments.
From drone swarms to AI border guards: How futuristic technology could be used to police Britain's borders
Whether it is the Irish backstop or English Channel, the issue of how the UK and Europe are controlling their borders has been thrust into the public consciousness. And as with many of the globe's conundrums, countries and private companies are turning to ever more futuristic, and often controversial, technologies in order to protect their borders. There are, of course, immediate issues for Britain's borders with quandaries such as the potential hard border in Northern Ireland following Brexit, with the nebulous'technology' promised by some politicians either still being developed or put under question. One such future proposal is a satellite system that registered mobile phones as they pass the border, while sensors buried in the ground or radars on flying drones could detect possible unlawful breaches of the boundaries. But that would still leave the question of invasive, even if largely invisible, checks that run against the Good Friday Agreement.
Biological evolution inspires machine learning
In a new study published in the journal Artificial Life, a research team led by Nicholas Guttenberg and Nathaniel Virgo of the Earth-Life Science Institute (ELSI) at Tokyo Institute of Technology, Japan, and Alexandra Penn of The Centre for Evaluation of Complexity Across the Nexus (CECAN), University of Surrey UK (CRESS), examine the connection between biological evolutionary open-endedness and recent studies in machine learning, hoping that by connecting ideas from artificial life and machine learning, it will become possible to combine neural networks with the motivations and ideas of artificial life to create new forms of open-endedness. One source of open-endedness in evolving biological systems is an "arms race" for survival. For example, faster foxes may evolve to catch faster rabbits, which in turn may evolve to become even faster to get away from the faster foxes. This idea is mirrored in recent developments involving placing networks in competition with each other to produce things such as realistic images using generative adversarial networks (GANs), and to discover strategies in games such as Go, which can now easily beat top human players. In evolution, factors such as mutation can limit the extent of an arms race.
r/artificial - Evolutionary/Genetic Algorithms
What is happening in the field of evolutionary and genetic algorithms today? Are there any cutting edge scientific projects in terms of AI/AGI? I'd very much appreciate it if someone could link me the relevant websites, researches, papers regarding the subject along with respective books or monographs. I'm just trying to find things out and getting back on track.
TitAnt: Online Real-time Transaction Fraud Detection in Ant Financial
Cao, Shaosheng, Yang, Xinxing, Chen, Cen, Zhou, Jun, Li, Xiaolong, Qi, Yuan
With the explosive growth of e-commerce and the booming of e-payment, detecting online transaction fraud in real time has become increasingly important to Fintech business. To tackle this problem, we introduce the TitAnt, a transaction fraud detection system deployed in Ant Financial, one of the largest Fintech companies in the world. The system is able to predict online real-time transaction fraud in mere milliseconds. We present the problem definition, feature extraction, detection methods, implementation and deployment of the system, as well as empirical effectiveness. Extensive experiments have been conducted on large real-world transaction data to show the effectiveness and the efficiency of the proposed system.
Memetic EDA-Based Approaches to Comprehensive Quality-Aware Automated Semantic Web Service Composition
Wang, Chen, Ma, Hui, Chen, Gang, Hartmann, Sven
Comprehensive quality-aware automated semantic web service composition is an NP-hard problem, where service composition workflows are unknown, and comprehensive quality, i.e., Quality of services (QoS) and Quality of semantic matchmaking (QoSM) are simultaneously optimized. The objective of this problem is to find a solution with optimized or near-optimized overall QoS and QoSM within polynomial time over a service request. In this paper, we proposed novel memetic EDA-based approaches to tackle this problem. The proposed method investigates the effectiveness of several neighborhood structures of composite services by proposing domain-dependent local search operators. Apart from that, a joint strategy of the local search procedure is proposed to integrate with a modified EDA to reduce the overall computation time of our memetic approach. To better demonstrate the effectiveness and scalability of our approach, we create a more challenging, augmented version of the service composition benchmark based on WSC-08 \cite{bansal2008wsc} and WSC-09 \cite{kona2009wsc}. Experimental results on this benchmark show that one of our proposed memetic EDA-based approach (i.e., MEEDA-LOP) significantly outperforms existing state-of-the-art algorithms.
Meta-heuristic for non-homogeneous peak density spaces and implementation on 2 real-world parameter learning/tuning applications
Moattari, Mojtaba, Roshandel, Emad, Kamyab, Shima, Azimifar, Zohreh
Observer effect in physics (/psychology) regards bias in measurement (/perception) due to the interference of instrument (/knowledge). Based on these concepts, a new meta-heuristic algorithm is proposed for controlling memory usage per localities without pursuing Tabu-like cut-off approaches. In this paper, first, variations of observer effect are explained in different branches of science from physics to psychology. Then, a metaheuristic algorithm is proposed based on observer effect concepts and the used metrics are explained. The derived optimizer performance has been compared between 1st, non-homogeneous-peaks-density functions, and 2nd, homogeneous-peaks-density functions to verify the algorithm outperformance in the 1st scheme. Finally, performance analysis of the novel algorithms is derived using two real-world engineering applications in Electroencephalogram feature learning and Distributed Generator parameter tuning, each of which having nonlinearity and complex multi-modal peaks distributions as its characteristics. Also, the effect of version improvement has been assessed. The performance analysis among other optimizers in the same context suggests that the proposed algorithm is useful both solely and in hybrid Gradient Descent settings where problem's search space is nonhomogeneous in terms of local peaks density.
Empowering swarm-based optimizers by multi-scale search to enhance Gradient Descent initialization performance
Moattari, Mojtaba, Moradi, Mohammad Hassan, Boostani, Reza
Swarm-based optimizers like Particle Swarm Optimization or Imperialistic Competitive Algorithm that act under influences of cooperation or competition among groups, are unable to search in multiple volumes of locality or globality and do not have nested localities. As hybrid optimizers, they may not give satisfactory results as initializers in Gradient Descent approximators used in plenty of multimodal problems like nonlinear subspace learning and neural network training, which have hierarchies of convex spaces due to nonlinearity and multi-layer nature of these models. To search in various levels of scale in a homogenous way, a framework is proposed to equip PSO and ICA a multi-scale search capability. Then, the resulted optimizers are evaluated in single and GD-hybridized mode. Hybrid evaluation as GD randomizer is implemented with the help of a nonlinear subspace filtering objective function over EEG data and optimization loss and validation data accuracy is compared with other hybrids containing GD. A single evaluation is also taken place between the proposed ones, PSO, ICA, CLPSO, and CICA, which are used more in hybrid learning-based approaches. Evaluations were with respect to solution error. Before concluding the paper, it is shown and analyzed that proposed optimizers outperform algorithms of related context both in single and hybrid-GD mode.
Empowering Quality Diversity in Dungeon Design with Interactive Constrained MAP-Elites
Alvarez, Alberto, Dahlskog, Steve, Font, Jose, Togelius, Julian
We propose the use of quality-diversity algorithms for mixed-initiative game content generation. This idea is implemented as a new feature of the Evolutionary Dungeon Designer, a system for mixed-initiative design of the type of levels you typically find in computer role playing games. The feature uses the MAP-Elites algorithm, an illumination algorithm which divides the population into a number of cells depending on their values along several behavioral dimensions. Users can flexibly and dynamically choose relevant dimensions of variation, and incorporate suggestions produced by the algorithm in their map designs. At the same time, any modifications performed by the human feed back into MAP-Elites, and are used to generate further suggestions.
General Video Game Rule Generation
Khalifa, Ahmed, Green, Michael Cerny, Perez-Liebana, Diego, Togelius, Julian
We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subproblems. The proposed framework builds on the GVGAI software and thus asks the rule generator for rules defined in the Video Game Description Language. We describe the API, and three different rule generators: a random, a constructive and a search-based generator. Early results indicate that the constructive generator generates playable and somewhat interesting game rules but has a limited expressive range, whereas the search-based generator generates remarkably diverse rulesets, but with an uneven quality.