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 Evolutionary Systems


Learning to Evolve

arXiv.org Machine Learning

Evolution and learning are two of the fundamental mechanisms by which life adapts in order to survive and to transcend limitations. These biological phenomena inspired successful computational methods such as evolutionary algorithms and deep learning. Evolution relies on random mutations and on random genetic recombination. Here we show that learning to evolve, i.e. learning to mutate and recombine better than at random, improves the result of evolution in terms of fitness increase per generation and even in terms of attainable fitness. We use deep reinforcement learning to learn to dynamically adjust the strategy of evolutionary algorithms to varying circumstances. Our methods outperform classical evolutionary algorithms on combinatorial and continuous optimization problems.


Feature Selection and Feature Extraction in Pattern Analysis: A Literature Review

arXiv.org Machine Learning

Pattern analysis often requires a pre-processing stage for extracting or selecting features in order to help the classification, prediction, or clustering stage discriminate or represent the data in a better way. The reason for this requirement is that the raw data are complex and difficult to process without extracting or selecting appropriate features beforehand. This paper reviews theory and motivation of different common methods of feature selection and extraction and introduces some of their applications. Some numerical implementations are also shown for these methods. Finally, the methods in feature selection and extraction are compared.


Adaptive Intelligent Secondary Control of Microgrids Using a Biologically-Inspired Reinforcement Learning

arXiv.org Artificial Intelligence

In this paper, a biologically-inspired adaptive intelligent secondary controller is developed for microgrids to tackle system dynamics uncertainties, faults, and/or disturbances. The developed adaptive biologically-inspired controller adopts a novel computational model of emotional learning in mammalian limbic system. The learning capability of the proposed biologically-inspired intelligent controller makes it a promising approach to deal with the power system non-linear and volatile dynamics without increasing the controller complexity, and maintain the voltage and frequency stabilities by using an efficient reference tracking mechanism. The performance of the proposed intelligent secondary controller is validated in terms of the voltage and frequency absolute errors in the simulated microgrid. Simulation results highlight the efficiency and robustness of the proposed intelligent controller under the fault conditions and different system uncertainties compared to other benchmark controllers.


Coevo: a collaborative design platform with artificial agents

arXiv.org Artificial Intelligence

Recent advances on Artificial Intelligence (AI) techniques have popularized their usage on a large number of applications. Specially on design and creative processes AI has emerged to support human design and creativity [1] [2] [3]. As stated on [4], the next step in this field is machine creativity in order to augment human capabilities on problem solving. Specially, in the design process, [5] proposed a computational and cognitive model assuming two parallel search spaces: the problem space and the solution space. Then an iterative process of search and evaluation within both spaces can allow to continually explore design possibilities.


Hierarchical Genetic Algorithms with evolving objective functions

arXiv.org Artificial Intelligence

We propose a framework of genetic algorithms which use multi-level hierarchies to solve an optimization problem by searching over the space of simpler objective functions. We solve a variant of Travelling Salesman Problem called \texttt{soft-TSP} and show that when the constraints on the overall objective function are changed the algorithm adapts to churn out solutions for the changed objective. We use this idea to speed up learning by systematically altering the constraints to find a more globally optimal solution. We also use this framework to solve polynomial regression where the actual objective function is unknown but searching over space of available objective functions yields a good approximate solution.


Optimal Clustering Framework for Hyperspectral Band Selection

arXiv.org Machine Learning

Band selection, by choosing a set of representative bands in hyperspectral image (HSI), is an effective method to reduce the redundant information without compromising the original contents. Recently, various unsupervised band selection methods have been proposed, but most of them are based on approximation algorithms which can only obtain suboptimal solutions toward a specific objective function. This paper focuses on clustering-based band selection, and proposes a new framework to solve the above dilemma, claiming the following contributions: 1) An optimal clustering framework (OCF), which can obtain the optimal clustering result for a particular form of objective function under a reasonable constraint. 2) A rank on clusters strategy (RCS), which provides an effective criterion to select bands on existing clustering structure. 3) An automatic method to determine the number of the required bands, which can better evaluate the distinctive information produced by certain number of bands. In experiments, the proposed algorithm is compared to some state-of-the-art competitors. According to the experimental results, the proposed algorithm is robust and significantly outperform the other methods on various data sets.


Deep Neuroevolution of Recurrent and Discrete World Models

arXiv.org Artificial Intelligence

Neural architectures inspired by our own human cognitive system, such as the recently introduced world models, have been shown to outperform traditional deep reinforcement learning (RL) methods in a variety of different domains. Instead of the relatively simple architectures employed in most RL experiments, world models rely on multiple different neural components that are responsible for visual information processing, memory, and decision-making. However, so far the components of these models have to be trained separately and through a variety of specialized training methods. This paper demonstrates the surprising finding that models with the same precise parts can be instead efficiently trained end-to-end through a genetic algorithm (GA), reaching a comparable performance to the original world model by solving a challenging car racing task. An analysis of the evolved visual and memory system indicates that they include a similar effective representation to the system trained through gradient descent. Additionally, in contrast to gradient descent methods that struggle with discrete variables, GAs also work directly with such representations, opening up opportunities for classical planning in latent space. This paper adds additional evidence on the effectiveness of deep neuroevolution for tasks that require the intricate orchestration of multiple components in complex heterogeneous architectures.


Towards Automation of Creativity: A Machine Intelligence Approach

arXiv.org Artificial Intelligence

Abstract: This paper demonstrates emergence of computational creativity in the field of music. Different aspects of creativity such as producer, process, product and press are studied and formulated. Different notions of computational creativity such as novelty, quality and typicality of compositions as products are studied and evaluated. We formulate an algorithmic perception on human creativity and propose a prototype that is capable of demonstrating human-level creativity. We then validate the proposed prototype by applying various creativity benchmarks with the results obtained and compare the proposed prototype with the other existing computational creative systems. I. INTRODUCTION Computational creativity is the modeling or replicating human creativity computationally. Traditionally computational creativity has focused more on creative systems' products or processes, though this focus has widened recently. Research on creativity offers four Ps of creativity (Rhodes, 1961; MacKinnon, 1970; Jordanous, 2016). These four P's are: 1. Person/Producer: a creative agent 2. Process: an activity done by the creative agent 3. Product: the product of the creative process 4. Press/Environment: the overall environment of creativity 110 The proposed methodology addresses all the four P's of creativity unlike most of recent works, which focus on these individually (Saunders, 2012; Gervas & Leon, 2014; Misztal & Indurkhya, 2014; Sosa & Gero, 2015; Besold & Plaza, 2015; Harmon, 2015). Figure 1 gives a simplified view of proposed computational creative system in the context of four P's of creativity.


Survey on Automated Machine Learning

arXiv.org Artificial Intelligence

Machine learning has become a vital part in many aspects of our daily life. However, building well performing machine learning applications requires highly specialized data scientists and domain experts. Automated machine learning (AutoML) aims to reduce the demand for data scientists by enabling domain experts to automatically build machine learning applications without extensive knowledge of statistics and machine learning. In this survey, we summarize the recent developments in academy and industry regarding AutoML. First, we introduce a holistic problem formulation. Next, approaches for solving various subproblems of AutoML are presented. Finally, we provide an extensive empirical evaluation of the presented approaches on synthetic and real data.


Efficient Computation of Expected Hypervolume Improvement Using Box Decomposition Algorithms

arXiv.org Machine Learning

In the field of multi-objective optimization algorithms, multi-objective Bayesian Global Optimization (MOBGO) is an important branch, in addition to evolutionary multi-objective optimization algorithms (EMOAs). MOBGO utilizes Gaussian Process Models learned from previous objective function evaluations to decide the next evaluation site by maximizing or minimizing an infill criterion. A common criterion in MOBGO is the Expected Hypervolume Improvement (EHVI), which shows a good performance on a wide range of problems, with respect to exploration and exploitation. However, so far it has been a challenge to calculate exact EHVI values efficiently. In this paper, an efficient algorithm for the computation of the exact EHVI for a generic case is proposed. This efficient algorithm is based on partitioning the integration volume into a set of axis-parallel slices. Theoretically, the upper bound time complexities are improved from previously $O (n^2)$ and $O(n^3)$, for two- and three-objective problems respectively, to $\Theta(n\log n)$, which is asymptotically optimal. This article generalizes the scheme in higher dimensional case by utilizing a new hyperbox decomposition technique, which was proposed by D{\"a}chert et al, EJOR, 2017. It also utilizes a generalization of the multilayered integration scheme that scales linearly in the number of hyperboxes of the decomposition. The speed comparison shows that the proposed algorithm in this paper significantly reduces computation time. Finally, this decomposition technique is applied in the calculation of the Probability of Improvement (PoI).