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 Evolutionary Systems


Evolutionary Algorithms on the JVM via Scala -- a minimal introduction

#artificialintelligence

Unless you've just woken up from a several-year cryostasis, you're probably aware of the recent resurgence of machine learning and AI. This is yet another cycle of enthusiasm (historically interspersed with so-called Winters), and this one is fueled mostly by interest in recommendation systems and the advances -- in algorithmics and supporting hardware -- of neural networks for machine vision and other purposes. It is therefore worthwhile to also consider other machine learning approaches, not as significantly blessed by the current hype. So, let's talk about evolution. The generic proper term for any sort of heuristic approach that is inspired and/or mimics the process of evolution is Evolutionary Algorithms.


Using Well-Understood Single-Objective Functions in Multiobjective Black-Box Optimization Test Suites

arXiv.org Artificial Intelligence

Several test function suites are being used for numerical benchmarking of multiobjective optimization algorithms. While they have some desirable properties, like well-understood Pareto sets and Pareto fronts of various shapes, most of the currently used functions possess characteristics that are arguably under-represented in real-world problems. They mainly stem from the easier construction of such functions and result in improbable properties such as separability, optima located exactly at the boundary constraints, and the existence of variables that solely control the distance between a solution and the Pareto front. Here, we propose an alternative way to constructing multiobjective problems-by combining existing single-objective problems from the literature. We describe in particular the bbob-biobj test suite with 55 bi-objective functions in continuous domain, and its extended version with 92 bi-objective functions (bbob-biobj-ext). Both test suites have been implemented in the COCO platform for black-box optimization benchmarking. Finally, we recommend a general procedure for creating test suites for an arbitrary number of objectives. Besides providing the formal function definitions and presenting their (known) properties, this paper also aims at giving the rationale behind our approach in terms of groups of functions with similar properties, objective space normalization, and problem instances. The latter allows us to easily compare the performance of deterministic and stochastic solvers, which is an often overlooked issue in benchmarking.


From exploration to control: learning object manipulation skills through novelty search and local adaptation

arXiv.org Artificial Intelligence

Programming a robot to deal with open-ended tasks remains a challenge, in particular if the robot has to manipulate objects. Launching, grasping, pushing or any other object interaction can be simulated but the corresponding models are not reversible and the robot behavior thus cannot be directly deduced. These behaviors are hard to learn without a demonstration as the search space is large and the reward sparse. We propose a method to autonomously generate a diverse repertoire of simple object interaction behaviors in simulation. Our goal is to bootstrap a robot learning and development process with limited informations about what the robot has to achieve and how. This repertoire can be exploited to solve different tasks in reality thanks to a proposed adaptation method or could be used as a training set for data-hungry algorithms. The proposed approach relies on the definition of a goal space and generates a repertoire of trajectories to reach attainable goals, thus allowing the robot to control this goal space. The repertoire is built with an off-the-shelf simulation thanks to a quality diversity algorithm. The result is a set of solutions tested in simulation only. It may result in two different problems: (1) as the repertoire is discrete and finite, it may not contain the trajectory to deal with a given situation or (2) some trajectories may lead to a behavior in reality that differs from simulation because of a reality gap. We propose an approach to deal with both issues by using a local linearization between the motion parameters and the observed effects. Furthermore, we present an approach to update the existing solution repertoire with the tests done on the real robot. The approach has been validated on two different experiments on the Baxter robot: a ball launching and a joystick manipulation tasks.


Machine Teaching in Hierarchical Genetic Reinforcement Learning: Curriculum Design of Reward Functions for Swarm Shepherding

arXiv.org Artificial Intelligence

The design of reward functions in reinforcement learning is a human skill that comes with experience. Unfortunately, there is not any methodology in the literature that could guide a human to design the reward function or to allow a human to transfer the skills developed in designing reward functions to another human and in a systematic manner. In this paper, we use Systematic Instructional Design, an approach in human education, to engineer a machine education methodology to design reward functions for reinforcement learning. We demonstrate the methodology in designing a hierarchical genetic reinforcement learner that adopts a neural network representation to evolve a swarm controller for an agent shepherding a boids-based swarm. The results reveal that the methodology is able to guide the design of hierarchical reinforcement learners, with each model in the hierarchy learning incrementally through a multi-part reward function. The hierarchy acts as a decision fusion function that combines the individual behaviours and skills learnt by each instruction to create a smart shepherd to control the swarm.


Efficient Evolutionary Methods for Game Agent Optimisation: Model-Based is Best

arXiv.org Artificial Intelligence

This paper introduces a simple and fast variant of Planet Wars as a test-bed for statistical planning based Game AI agents, and for noisy hyper-parameter optimisation. Planet Wars is a real-time strategy game with simple rules but complex game-play. The variant introduced in this paper is designed for speed to enable efficient experimentation, and also for a fixed action space to enable practical inter-operability with General Video Game AI agents. If we treat the game as a win-loss game (which is standard), then this leads to challenging noisy optimisation problems both in tuning agents to play the game, and in tuning game parameters. Here we focus on the problem of tuning an agent, and report results using the recently developed N-Tuple Bandit Evolutionary Algorithm and a number of other optimisers, including Sequential Model-based Algorithm Configuration (SMAC). Results indicate that the N-Tuple Bandit Evolutionary offers competitive performance as well as insight into the effects of combinations of parameter choices.


An Improved multi-objective genetic algorithm based on orthogonal design and adaptive clustering pruning strategy

arXiv.org Artificial Intelligence

Two important characteristics of multi-objective evolutionary algorithms are distribution and convergency. As a classic multi-objective genetic algorithm, NSGA-II is widely used in multi-objective optimization fields. However, in NSGA-II, the random population initialization and the strategy of population maintenance based on distance cannot maintain the distribution or convergency of the population well. To dispose these two deficiencies, this paper proposes an improved algorithm, OTNSGA-II II, which has a better performance on distribution and convergency. The new algorithm adopts orthogonal experiment, which selects individuals in manner of a new discontinuing non-dominated sorting and crowding distance, to produce the initial population. And a new pruning strategy based on clustering is proposed to self-adaptively prunes individuals with similar features and poor performance in non-dominated sorting and crowding distance, or to individuals are far away from the Pareto Front according to the degree of intra-class aggregation of clustering results. The new pruning strategy makes population to converge to the Pareto Front more easily and maintain the distribution of population. OTNSGA-II and NSGA-II are compared on various types of test functions to verify the improvement of OTNSGA-II in terms of distribution and convergency.


An adaptive stigmergy-based system for evaluating technological indicator dynamics in the context of smart specialization

arXiv.org Artificial Intelligence

In the last decade, several causes have determined the increasing need for rationalization of After years of economic crisis and the resulting resources within regions. The crucial ones are the reduction of resources available for research and increased globalization, mainly pursued by development investments, Smart Specialization has multinational enterprises, the economic crisis immediately become a very relevant concept to get involving all EU regions with different magnitudes these two questions answered (Foray, 2013). It and the diffusion of a new wave of general purpose represents an important chance for a progressive technologies. This situation calls for a deep economical restart. In order to develop a policyprioritization rethinking of the overall approach to regional logic to foster regional growth is development; policy-makers and experts largely important to have a deep knowledge of the potential agree on the fact that the new economic boost should evolutionary pathways related with the existing originate exploiting and enhancing the specific dynamics and the structures at regional level potential and competitive advantage of each region (McCann and Raquel Ortega-Argilรจs, 2013). In this through focused innovation policies. On this line, the light, each region should start this process using as European Commission has established a program standpoints the knowledge-based sectors in which labelled'Smart Specialization', consisting in a set of already presents a consistent'critical mass' or, at policies and guidelines aimed to promote the efficient and effective use of public investment in other individual to perceive.


Artificial Intelligence l AI l Robot Technology l

#artificialintelligence

Today's Technology world is improving day by day and therefore, we hear about numbers of Latest Technologies coming into the Tech World with much more benefits which makes our living life and our Business life much more easier than ever. Regarding this, today we are going to learn a little about AI (Artificial Intelligence). It is a Noun; the theory and development of computer systems able to perform tasks normally requiring human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. What does AI (Artificial Intelligence) Mean? The modern definition of artificial intelligence (or AI) is "the study and design of intelligent agents" where an intelligent agent is a system that perceives its environment and takes actions which maximizes its chances of success.


Bournemouth University

#artificialintelligence

Real-world problems often involve the optimisation of multiple conflicting objectives. These problems, referred to as multi-objective optimisation problems, are especially challenging when more than three objectives are considered simultaneously. This paper proposes an algorithm to address this class of problems. The proposed algorithm is an evolutionary algorithm based on an evolution strategy framework, and more specifically, on the Covariance Matrix Adaptation Pareto Archived Evolution Strategy (CMA-PAES). A novel selection mechanism is introduced and integrated within the framework.


Improving Exploration in Evolution Strategies for Deep Reinforcement Learning via a Population of Novelty-Seeking Agents

Neural Information Processing Systems

Evolution strategies (ES) are a family of black-box optimization algorithms able to train deep neural networks roughly as well as Q-learning and policy gradient methods on challenging deep reinforcement learning (RL) problems, but are much faster (e.g. hours vs. days) because they parallelize better. However, many RL problems require directed exploration because they have reward functions that are sparse or deceptive (i.e. contain local optima), and it is unknown how to encourage such exploration with ES. Here we show that algorithms that have been invented to promote directed exploration in small-scale evolved neural networks via populations of exploring agents, specifically novelty search (NS) and quality diversity (QD) algorithms, can be hybridized with ES to improve its performance on sparse or deceptive deep RL tasks, while retaining scalability. Our experiments confirm that the resultant new algorithms, NS-ES and two QD algorithms, NSR-ES and NSRA-ES, avoid local optima encountered by ES to achieve higher performance on Atari and simulated robots learning to walk around a deceptive trap. This paper thus introduces a family of fast, scalable algorithms for reinforcement learning that are capable of directed exploration. It also adds this new family of exploration algorithms to the RL toolbox and raises the interesting possibility that analogous algorithms with multiple simultaneous paths of exploration might also combine well with existing RL algorithms outside ES.