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 Evolutionary Systems


Exhaustive-Serve-Longest Control for Multi-robot Scheduling Systems

arXiv.org Artificial Intelligence

We study online task allocation for multi-robot, multi-queue systems with stochastic arrivals and switching delays. Time is slotted; each location can host at most one robot per slot; service consumes one slot; switching between locations incurs a one-slot travel delay; and arrivals are independent Bernoulli processes. We formulate a discounted-cost Markov decision process and propose Exhaustive-Serve-Longest (ESL), a simple real-time policy that serves exhaustively when the current location is nonempty and, when idle, switches to a longest unoccupied nonempty location, and we prove the optimality of this policy. As baselines, we tune a fixed-dwell cyclic policy via a discrete-time delay expression and implement a first-come-first-serve policy. Across server-to-location ratios and loads, ESL consistently yields lower discounted holding cost and smaller mean queue lengths, with action-time fractions showing more serving and restrained switching. Its simplicity and robustness make ESL a practical default for real-time multi-robot scheduling systems.


Experience-Guided Reflective Co-Evolution of Prompts and Heuristics for Automatic Algorithm Design

arXiv.org Artificial Intelligence

Combinatorial optimization problems are traditionally tackled with handcrafted heuristic algorithms, which demand extensive domain expertise and significant implementation effort. Recent progress has highlighted the potential of automatic heuristics design powered by large language models (LLMs), enabling the automatic generation and refinement of heuristics. These approaches typically maintain a population of heuristics and employ LLMs as mutation operators to evolve them across generations. While effective, such methods often risk stagnating in local optima. To address this issue, we propose the Experience-Guided Reflective Co-Evolution of Prompt and Heuristics (EvoPH) for automatic algorithm design, a novel framework that integrates the island migration model with the elites selection algorithm to simulate diverse heuristics populations. In EvoPH, prompts are co-evolved with heuristic algorithms, guided by performance feedback. We evaluate our framework on two problems, i.e., Traveling Salesman Problem and Bin Packing Problem. Experimental results demonstrate that EvoPH achieves the lowest relative error against optimal solutions across both datasets, advancing the field of automatic algorithm design with LLMs.


Comparative Analysis of Ant Colony Optimization and Google OR-Tools for Solving the Open Capacitated Vehicle Routing Problem in Logistics

arXiv.org Artificial Intelligence

In modern logistics management systems, route planning requires high efficiency. The Open Capacitated Vehicle Routing Problem (OCVRP) deals with finding optimal delivery routes for a fleet of vehicles serving geographically distributed customers, without requiring the vehicles to return to the depot after deliveries. The present study is comparative in nature and speaks of two algorithms for OCVRP solution: Ant Colony Optimization (ACO), a nature-inspired metaheuristic; and Google OR-Tools, an industry-standard toolkit for optimization. Both implementations were developed in Python and using a custom dataset. Performance appraisal was based on routing efficiency, computation time, and scalability. The results show that ACO allows flexibility in routing parameters while OR-Tools runs much faster with more consistency and requires less input. This could help choose among routing strategies for scalable real-time logistics systems.


EOE: Evolutionary Optimization of Experts for Training Language Models

arXiv.org Artificial Intelligence

This paper presents an evolutionary framework for the training of large language models(LLM). The models are divided into several experts(sub-networks), which have the same structure but different parameter values. Only one expert is trained at each step. After the classical AdamW optimization, some evolutionary operators(crossover, PSO, and mutation) act on the tensor weights between the current expert and the best expert. So current expert would learn the experience of best expert. The direction of best expert would help current expert's loss decrease faster. Finally, only save the weight of the best expert. Experiments show that best expert would achieve nearly the same accuracy as the full model. This would greatly reduce the size of the model for inference. Since only one expert is trained at each step, the training needs much less memory and has much higher throughput. Experiments show that the throughput would accelerate more than ten times! Our source code is available. It's a pure c++/cu framework, which is suitable for easy deployment on PCs and edge computing devices.


Expanding Horizons of Level Diversity via Multi-objective Evolutionary Learning

arXiv.org Artificial Intelligence

Abstract--In recent years, the generation of diverse game levels has gained increasing interest, contributing to a richer and more engaging gaming experience. A number of level diversity metrics have been proposed in literature, which are naturally multi-dimensional, leading to conflicted, complementary, or both relationships among these dimensions. However, existing level generation approaches often fail to comprehensively assess diversity across those dimensions. This paper aims to expand horizons of level diversity by considering multi-dimensional diversity when training generative models. We formulate the model training as a multi-objective learning problem, where each diversity metric is treated as a distinct objective. Furthermore, a multi-objective evolutionary learning framework that optimises multiple diversity metrics simultaneously throughout the model training process is proposed. Our case study on the commonly used benchmark Super Mario Bros. demonstrates that our proposed framework can enhance multi-dimensional diversity and identify a Pareto front of generative models, which provides a range of tradeoffs among playability and two representative diversity metrics, including a content-based one and a player-centered one. Such capability enables decision-makers to make informed choices when selecting generators accommodating a variety of scenarios and the diverse needs of players and designers. Impact Statement--Artificial intelligence-generated content (AIGC) techniques offer a new paradigm of content creation and have numerous applications in several industry sectors, including digital games. Evaluating game levels is crucial and should consider different aspects, with diversity being one of the most important. Multiple content-based and player-centered metrics have been proposed for measuring level diversity.


Empirical Analysis Of Heuristic and Approximation Algorithms for the The Mutual-Visibility Problem

arXiv.org Artificial Intelligence

The NP-complete mutual-visibility (MV) problem currently lacks empirical analysis on its practical behaviour despite theoretical studies. This paper addresses this gap by implementing and evaluating three distinct algorithms -- a direct random heuristic, a hypergraph-based approximation, and a genetic algorithm -- on diverse synthetic graph datasets, including those with analytically known $μ(G)$ values and general graph models. Our results demonstrate that for smaller graphs, the algorithms consistently achieve MV set sizes aligning with theoretical bounds. However, for larger instances, achieved solution sizes notably diverge from theoretical limits; this, combined with the absence of tight bounds, complicates absolute quality assessment. Nevertheless, validation on known optimal graphs showed the Genetic Algorithm and other heuristics empirically performing best among tested methods.


Automatic selection of primary studies in systematic reviews with evolutionary rule-based classification

arXiv.org Artificial Intelligence

Conducting a SLR is especially useful when starting a new line of research, as it involves a detailed analysis of the research topic supported by the appropriate references. This type of secondary study should be conducted following a strict protocol to ensure quality and allow replication (Booth et al., 2016). Within the SLR process, manual and automated searches are performed to identify research papers related to the topic under review (Kitchenham and Charters, 2007). Therefore, the selection of primary studies, i.e., papers of sufficient quality and truly relevant to the topic, is one of the most important steps. It is also a time-consuming task due to potentially large search results if the queries are too open-ended or the research topic is too broad. Recently, artificial intelligence (AI) has emerged as a way to assist researchers in this task, as well as in other stages of the SLR process (de la Torre-López et al., 2023). The topic has gained even more relevance since the appearance of Large Language Models (LLMs) (Han et al., 2024; Galli et al., 2025). LLMs have expanded the capabilities of AI-assisted SLRs with the ability to extract information from papers, synthesise their findings and generate texts to accelerate SLR reporting.


C-Evolve: Consensus-based Evolution for Prompt Groups

arXiv.org Artificial Intelligence

Prompt evolution algorithms offer a powerful paradigm for enhancing AI systems based on closed-source models, while few work explores whether aggregating results from multiple prompts to reach a consensus can further advance the system capability boundary. In this paper, we introduce Consensus-Evolve (C-Evolve), an evolutionary algorithm that discovers a group of prompts whose aggregated outputs after majority voting achieve optimal performance. More specifically, C-Evolve employs an island-based evolutionary algorithm to maintain population diversity, and prompts from distinct islands are selected to form groups to aggregate their outputs. The key difference from single individual evolution is a voting score, which evaluates each individual prompt's contribution within groups. We take this as the fitness score for evolution instead of individual performance. Consequently, C-Evolve is more likely to produce and maintain prompts with higher potential to form a high-performing group and eliminate low-performing ones, gradually improving the group performance after reaching consensus. Our method achieves state-of-the-art performance across a wide range of tasks, including both open-ended tasks like HotpotQA and closed-ended tasks like MATH. On Qwen3-8B, C-Evolve achieves 70.67% on HotpotQA and 43.88% on IFBench, which are 4.95% and 2.73% higher than GEPA, respectively. For GPT-4.1-mini, the accuracy on IFBench is further improved to 47.96% and reaches 95.33% in the MATH benchmark. These results demonstrate the C-Evolve's competitive performance.


Intelligent Load Balancing in Cloud Computer Systems

arXiv.org Artificial Intelligence

Cloud computing is an established technology allowing users to share resources on a large scale, never before seen in IT history. A cloud system connects multiple individual servers in order to process related tasks in several environments at the same time. Clouds are typically more cost-effective than single computers of comparable computing performance. The sheer physical size of the system itself means that thousands of machines may be involved. The focus of this research was to design a strategy to dynamically allocate tasks without overloading Cloud nodes which would result in system stability being maintained at minimum cost. This research has added the following new contributions to the state of knowledge: (i) a novel taxonomy and categorisation of three classes of schedulers, namely OS-level, Cluster and Big Data, which highlight their unique evolution and underline their different objectives; (ii) an abstract model of cloud resources utilisation is specified, including multiple types of resources and consideration of task migration costs; (iii) a virtual machine live migration was experimented with in order to create a formula which estimates the network traffic generated by this process; (iv) a high-fidelity Cloud workload simulator, based on a month-long workload traces from Google's computing cells, was created; (v) two possible approaches to resource management were proposed and examined in the practical part of the manuscript: the centralised metaheuristic load balancer and the decentralised agent-based system. The project involved extensive experiments run on the University of Westminster HPC cluster, and the promising results are presented together with detailed discussions and a conclusion.


Guiding Evolution of Artificial Life Using Vision-Language Models

arXiv.org Artificial Intelligence

Foundation models (FMs) have recently opened up new frontiers in the field of artificial life (ALife) by providing powerful tools to automate search through ALife simulations. Previous work aligns ALife simulations with natural language target prompts using vision-language models (VLMs). We build on Automated Search for Artificial Life (ASAL) by introducing ASAL++, a method for open-ended-like search guided by multimodal FMs. We use a second FM to propose new evolutionary targets based on a simulation's visual history. This induces an evolutionary trajectory with increasingly complex targets. We explore two strategies: (1) evolving a simulation to match a single new prompt at each iteration (Evolved Supervised Targets: EST) and (2) evolving a simulation to match the entire sequence of generated prompts (Evolved Temporal Targets: ETT). We test our method empirically in the Lenia substrate using Gemma-3 to propose evolutionary targets, and show that EST promotes greater visual novelty, while ETT fosters more coherent and interpretable evolutionary sequences. Our results suggest that ASAL++ points towards new directions for FM-driven ALife discovery with open-ended characteristics.