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 Evolutionary Systems


Combining Multiple Algorithms in Classifier Ensembles using Generalized Mixture Functions

arXiv.org Machine Learning

Classifier ensembles are pattern recognition structures composed of a set of classification algorithms (members), organized in a parallel way, and a combination method with the aim of increasing the classification accuracy of a classification system. In this study, we investigate the application of a generalized mixture (GM) functions as a new approach for providing an efficient combination procedure for these systems through the use of dynamic weights in the combination process. Therefore, we present three GM functions to be applied as a combination method. The main advantage of these functions is that they can define dynamic weights at the member outputs, making the combination process more efficient. In order to evaluate the feasibility of the proposed approach, an empirical analysis is conducted, applying classifier ensembles to 25 different classification data sets. In this analysis, we compare the use of the proposed approaches to ensembles using traditional combination methods as well as the state-of-the-art ensemble methods. Our findings indicated gains in terms of performance when comparing the proposed approaches to the traditional ones as well as comparable results with the state-of-the-art methods.


Genetic Algorithms with Apache Ignite - DZone AI

#artificialintelligence

These are very exciting times for Apache Ignite. During the past year that I have been with GridGain, I have seen some significant technology additions to the open-source project, such as support for SQL-99, Native Persistence, and Machine Learning to name but three. Earlier this year, new Genetic Algorithm (GA) code was donated to the Apache Software Foundation. Since I am not very familiar with this technology, I thought it would be a great opportunity to learn about Genetic Algorithms (GAs) and write-up a blog post. GAs are often used to find very good solutions to complex problems by simulating biological evolution.


On the performance of multi-objective estimation of distribution algorithms for combinatorial problems

arXiv.org Artificial Intelligence

Fitness landscape analysis investigates features with a high influence on the performance of optimization algorithms, aiming to take advantage of the addressed problem characteristics. In this work, a fitness landscape analysis using problem features is performed for a Multi-objective Bayesian Optimization Algorithm (mBOA) on instances of MNK-landscape problem for 2, 3, 5 and 8 objectives. We also compare the results of mBOA with those provided by NSGA-III through the analysis of their estimated runtime necessary to identify an approximation of the Pareto front. Moreover, in order to scrutinize the probabilistic graphic model obtained by mBOA, the Pareto front is examined according to a probabilistic view. The fitness landscape study shows that mBOA is moderately or loosely influenced by some problem features, according to a simple and a multiple linear regression model, which is being proposed to predict the algorithms performance in terms of the estimated runtime. Besides, we conclude that the analysis of the probabilistic graphic model produced at the end of evolution can be useful to understand the convergence and diversity performances of the proposed approach.


Shallow decision-making analysis in General Video Game Playing

arXiv.org Artificial Intelligence

The General Video Game AI competitions have been the testing ground for several techniques for game playing, such as evolutionary computation techniques, tree search algorithms, hyper heuristic based or knowledge based algorithms. So far the metrics used to evaluate the performance of agents have been win ratio, game score and length of games. In this paper we provide a wider set of metrics and a comparison method for evaluating and comparing agents. The metrics and the comparison method give shallow introspection into the agent's decision making process and they can be applied to any agent regardless of its algorithmic nature. In this work, the metrics and the comparison method are used to measure the impact of the terms that compose a tree policy of an MCTS based agent, comparing with several baseline agents. The results clearly show how promising such general approach is and how it can be useful to understand the behaviour of an AI agent, in particular, how the comparison with baseline agents can help understanding the shape of the agent decision landscape. The presented metrics and comparison method represent a step toward to more descriptive ways of logging and analysing agent's behaviours.


Playing Atari with Six Neurons

arXiv.org Machine Learning

Deep reinforcement learning on Atari games maps pixel directly to actions; internally, the deep neural network bears the responsibility of both extracting useful information and making decisions based on it. Aiming at devoting entire deep networks to decision making alone, we propose a new method for learning policies and compact state representations separately but simultaneously for policy approximation in reinforcement learning. State representations are generated by a novel algorithm based on Vector Quantization and Sparse Coding, trained online along with the network, and capable of growing its dictionary size over time. We also introduce new techniques allowing both the neural network and the evolution strategy to cope with varying dimensions. This enables networks of only 6 to 18 neurons to learn to play a selection of Atari games with performance comparable---and occasionally superior---to state-of-the-art techniques using evolution strategies on deep networks two orders of magnitude larger.


Predator-driven natural selection on risk-taking behavior in anole lizards

Science

Biologists have long debated the role of behavior in evolution, yet understanding of its role as a driver of adaptation is hampered by the scarcity of experimental studies of natural selection on behavior in nature. After showing that individual Anolis sagrei lizards vary consistently in risk-taking behaviors, we experimentally established populations on eight small islands either with or without Leiocephalus carinatus, a major ground predator. We found that selection predictably favors different risk-taking behaviors under different treatments: Exploratory behavior is favored in the absence of predators, whereas avoidance of the ground is favored in their presence. On predator islands, selection on behavior is stronger than selection on morphology, whereas the opposite holds on islands without predators. Our field experiment demonstrates that selection can shape behavioral traits, paving the way toward adaptation to varying environmental contexts.


Generic CP-Supported CMSA for Binary Integer Linear Programs

arXiv.org Artificial Intelligence

Construct, Merge, Solve & Adapt (CMSA) [6] is a hybrid metaheuristic that can be applied to any combinatorial optimization problem for which is known a way of generating feasible solutions, and whose subproblems can be solved to optimality by a black-box solver. Moreover, note that CMSA is thought for those problem instances for which the application of 1 the standalone black-box solver is not feasible due to the problem instance size and/or difficulty. The main idea of CMSA is to generate reduced subinstances of the original problem instances, based on feasible solutions that are constructed at each iteration, and to solve these reduced instances by means of the black-box solver. Obviously, the parameters of CMSA have to be adjusted in order for the size of the reduced sub-instances to be such that the black-box solver can solve them efficiently. CMSA has been applied to several NPhard combinatorial optimization problems, including minimum common string partition [6, 4], the repetition-free longest common subsequence problem [5], and the multidimensional knapsack problem [15]. A possible disadvantage of CMSA is the fact that a problem-specific way of probabilistically generating solutions is used in the above-mentioned applications. Therefore, the goal of this paper is to design a CMSA variant that can be easily applied to different combinatorial optimization problems. One way of achieving this goal is the development of a solver for a quite general problem.


Optimisation and Illumination of a Real-world Workforce Scheduling and Routing Application via Map-Elites

arXiv.org Artificial Intelligence

Workforce Scheduling and Routing Problems (WSRP) are very common in many practical domains, and usually, have a number of objectives. Illumination algorithms such as Map-Elites (ME) have recently gained traction in application to {\em design} problems, in providing multiple diverse solutions as well as illuminating the solution space in terms of user-defined characteristics, but typically require significant computational effort to produce the solution archive. We investigate whether ME can provide an effective approach to solving WSRP, a {\em repetitive} problem in which solutions have to be produced quickly and often. The goals of the paper are two-fold. The first is to evaluate whether ME can provide solutions of competitive quality to an Evolutionary Algorithm (EA) in terms of a single objective function, and the second to examine its ability to provide a repertoire of solutions that maximise user choice. We find that very small computational budgets favour the EA in terms of quality, but ME outperforms the EA at larger budgets, provides a more diverse array of solutions, and lends insight to the end-user.


A novel channel pruning method for deep neural network compression

arXiv.org Machine Learning

In recent years, deep neural networks have achieved great success in the field of computer vision. However, it is still a big challenge to deploy these deep models on resource-constrained embedded devices such as mobile robots, smart phones and so on. Therefore, network compression for such platforms is a reasonable solution to reduce memory consumption and computation complexity. In this paper, a novel channel pruning method based on genetic algorithm is proposed to compress very deep Convolution Neural Networks (CNNs). Firstly, a pre-trained CNN model is pruned layer by layer according to the sensitivity of each layer. After that, the pruned model is fine-tuned based on knowledge distillation framework. These two improvements significantly decrease the model redundancy with less accuracy drop. Channel selection is a combinatorial optimization problem that has exponential solution space. In order to accelerate the selection process, the proposed method formulates it as a search problem, which can be solved efficiently by genetic algorithm. Meanwhile, a two-step approximation fitness function is designed to further improve the efficiency of genetic process. The proposed method has been verified on three benchmark datasets with two popular CNN models: VGGNet and ResNet. On the CIFAR-100 and ImageNet datasets, our approach outperforms several state-of-the-art methods. On the CIFAR-10 and SVHN datasets, the pruned VGGNet achieves better performance than the original model with 8 times parameters compression and 3 times FLOPs reduction.


Currency exchange prediction using machine learning, genetic algorithms and technical analysis

arXiv.org Artificial Intelligence

Technical analysis is used to discover investment opportunities. To test this hypothesis we propose an hybrid system using machine learning techniques together with genetic algorithms. Using technical analysis there are more ways to represent a currency exchange time series than the ones it is possible to test computationally, i.e., it is unfeasible to search the whole input feature space thus a genetic algorithm is an alternative. In this work, an architecture for automatic feature selection is proposed to optimize the cross validated performance estimation of a Naive Bayes model using a genetic algorithm. The proposed architecture improves the return on investment of the unoptimized system from 0,43% to 10,29% in the validation set. The features selected and the model decision boundary are visualized using the algorithm t-Distributed Stochastic Neighbor embedding.