Evolutionary Systems
A Fuzzy-Rough based Binary Shuffled Frog Leaping Algorithm for Feature Selection
Anaraki, Javad Rahimipour, Samet, Saeed, Eftekhari, Mahdi, Ahn, Chang Wook
Feature selection and attribute reduction are crucial problems, and widely used techniques in the field of machine learning, data mining and pattern recognition to overcome the well-known phenomenon of the Curse of Dimensionality, by either selecting a subset of features or removing unrelated ones. This paper presents a new feature selection method that efficiently carries out attribute reduction, thereby selecting the most informative features of a dataset. It consists of two components: 1) a measure for feature subset evaluation, and 2) a search strategy. For the evaluation measure, we have employed the fuzzy-rough dependency degree (FRFDD) in the lower approximation-based fuzzy-rough feature selection (L-FRFS) due to its effectiveness in feature selection. As for the search strategy, a new version of a binary shuffled frog leaping algorithm is proposed (B-SFLA). The new feature selection method is obtained by hybridizing the B-SFLA with the FRDD. Non-parametric statistical tests are conducted to compare the proposed approach with several existing methods over twenty two datasets, including nine high dimensional and large ones, from the UCI repository. The experimental results demonstrate that the B-SFLA approach significantly outperforms other metaheuristic methods in terms of the number of selected features and the classification accuracy.
General Video Game AI: a Multi-Track Framework for Evaluating Agents, Games and Content Generation Algorithms
Perez-Liebana, Diego, Liu, Jialin, Khalifa, Ahmed, Gaina, Raluca D., Togelius, Julian, Lucas, Simon M.
General Video Game Playing (GVGP) aims at designing an agent that is capable of playing multiple video games with no human intervention. In 2014, The General Video Game AI (GVGAI) competition framework was created and released with the purpose of providing researchers a common open-source and easy to use platform for testing their AI methods with potentially infinity of games created using Video Game Description Language (VGDL). The framework has been expanded into several tracks during the last few years to meet the demand of different research directions. The agents are required to either play multiples unknown games with or without access to game simulations, or to design new game levels or rules. This survey paper presents the VGDL, the GVGAI framework, existing tracks, and reviews the wide use of GVGAI framework in research, education and competitions five years after its birth. A future plan of framework improvements is also described.
A Heuristic Search Algorithm Using the Stability of Learning Algorithms in Certain Scenarios as the Fitness Function: An Artificial General Intelligence Engineering Approach
This paper presents a non-manual design engineering method based on heuristic search algorithm to search for candidate agents in the solution space which formed by artificial intelligence agents modeled on the base of bionics.Compared with the artificial design method represented by meta-learning and the bionics method represented by the neural architecture chip,this method is more feasible for realizing artificial general intelligence,and it has a much better interaction with cognitive neuroscience;at the same time,the engineering method is based on the theoretical hypothesis that the final learning algorithm is stable in certain scenarios,and has generalization ability in various scenarios.The paper discusses the theory preliminarily and proposes the possible correlation between the theory and the fixed-point theorem in the field of mathematics.Limited by the author's knowledge level,this correlation is proposed only as a kind of conjecture.
Risto Miikkulainen on evolutionary computation and making robots think for themselves
Subscribe to the O'Reilly Radar Podcast to track the technologies and people that will shape our world in the years to come: Stitcher, TuneIn, iTunes, SoundCloud, RSS In this week's episode, David Beyer, principal at Amplify Partners, co-founder of Chart.io, and part of the founding team at Patients Know Best, chats with Risto Miikkulainen, professor of computer science and neuroscience at the University of Texas at Austin. They chat about evolutionary computation, its applications in deep learning, and how it's inspired by biology. Also note, David Beyer's new free report "The Future of Machine Intelligence" is now available for download. We talk about evolutionary computation as a way of solving problems, discovering solutions that are optimal or as good as possible. In these complex domains like, maybe, simulated multi-legged robots that are walking in challenging conditions--a slippery slope or a field with obstacles--there are probably many different solutions that will work.
Hurricanes may have made these lizards better huggers
Scientists usually think of natural selection as a slow process, unfolding over generations of incremental change. But, as a study published today in Nature suggests, sometimes this system can take a more rapid approach, especially after a sudden event like a hurricane. As these disasters become more frequent thanks to anthropogenic climate change, understanding how hurricanes affect the species who live in the places they make landfall is vital. This study, which was mainly the result of good timing, offers evidence that, for one family of lizards at least, hurricanes may initiate a rapid natural selection process for certain traits. Just four days before Hurricane Irma reached the Turks and Caicos in 2017, ecologist Colin Donihue completed a survey of the local anole species (Anolis scriptus, a family of lizards) on two remote islands.
Global Artificial Intelligence (AI) Industry
Germany Market Analysis Table 35: German Recent Past, Current & Future Analysis for Artificial Intelligence Analyzed with Annual Revenue Figures in US$ Million for Years 2015 through 2024 (includes corresponding Graph/Chart) 9.4.3 Italy Market Analysis Table 36: Italian Recent Past, Current & Future Analysis for Artificial Intelligence Analyzed with Annual Revenue Figures in US$ Million for Years 2015 through 2024 (includes corresponding Graph/Chart) 9.4.4
Evolution of a salesman: A complete genetic algorithm tutorial for Python
In this tutorial, we'll be using a GA to find a solution to the traveling salesman problem (TSP). Let's start with a few definitions, rephrased in the context of the TSP: Now, let's see this in action. While each part of our GA is built from scratch, we'll use a few standard packages to make things easier: We first create a City class that will allow us to create and handle our cities. These are simply our (x, y) coordinates. Within the City class, we add a distance calculation (making use of the Pythagorean theorem) in line 6 and a cleaner way to output the cities as coordinates with __repr__ in line 12. We'll also create a Fitness class.
Creativity and Artificial Intelligence: A Digital Art Perspective
Industrial Revolution (4IR) (Xing and Marwala, 2017), many countries (Shah et al., 2015; Ding and Li, 2015) are setting out an overarching goal of building/securing an "innovation-driven" economy. As innovation emphasizes the implementation of ideas, creativity is typically regarded as the first stage of innovation in which generating ideas becomes the dominant focus (Tang and Werner, 2017; Amabile, 1996; Mumford and Gustafson, 1988; Rank et al., 2004; West, 2002). In other words, if creativity is absent, innovation could be just luck. Though creativity can be generally understood as the capability of producing original and novel work or knowledge, the universal definition of creativity remains rather controversial, mainly due to its complex nature (Tang and Werner, 2017; Hernández-Romero, 2017). But putting it informally, by famous innovator Steve Jobs in 1995, we can think creativity like this way (Sanchez-Burks et al., 2015): "Creative people [are] able to connect experiences they've had and synthesize new things."
Agilox Robots Rely on Swarm Intelligence
I talked to Dirk Erlacher, the CEO of Agilox, on this topic. Austrian headquartered Agilox designs and manufactures mobile logistics robots that use "swarm intelligence" to intelligently navigate through warehouses and factories, delivering pallets and totes where they are needed. A mobile logistics robot (MLR) is a more advanced form of an automatic guided vehicle (AGV); AGVs are used to reduce labor by taking over tasks that were traditionally performed with fork lifts. More complex AGVs have fleet management software. This software makes sure that not too many AGVs are in the same aisles, decides which AGV has the right of way at crossings, and in more complex scenarios, decides which unit will be used to complete a particular task and how it will navigate through the facility.
Generating Levels That Teach Mechanics
Green, Michael Cerny, Khalifa, Ahmed, Barros, Gabriella A. B., Nealen, Andy, Togelius, Julian
The automatic generation of game tutorials is a challenging AI problem. While it is possible to generate annotations and instructions that explain to the player how the game is played, this paper focuses on generating a gameplay experience that introduces the player to a game mechanic. It evolves small levels for the Mario AI Framework that can only be beaten by an agent that knows how to perform specific actions in the game. It uses variations of a perfect A* agent that are limited in various ways, such as not being able to jump high or see enemies, to test how failing to do certain actions can stop the player from beating the level.