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 Evolutionary Systems


An Inductive Formalization of Self Reproduction in Dynamical Hierarchies

arXiv.org Artificial Intelligence

Formalizing self reproduction in dynamical hierarchies is one of the important problems in Artificial Life (AL) studies. We study, in this paper, an inductively defined algebraic framework for self reproduction on macroscopic organizational levels under dynamical system setting for simulated AL models and explore some existential results. Starting with defining self reproduction for atomic entities we define self reproduction with possible mutations on higher organizational levels in terms of hierarchical sets and the corresponding inductively defined `meta' - reactions. We introduce constraints to distinguish a collection of entities from genuine cases of emergent organizational structures.


Meta-Learning by the Baldwin Effect

arXiv.org Artificial Intelligence

The scope of the Baldwin effect was recently called into question by two papers that closely examined the seminal work of Hinton and Nowlan. To this date there has been no demonstration of its necessity in empirically challenging tasks. Here we show that the Baldwin effect is capable of evolving few-shot supervised and reinforcement learning mechanisms, by shaping the hyperparameters and the initial parameters of deep learning algorithms. Furthermore it can genetically accommodate strong learning biases on the same set of problems as a recent machine learning algorithm called MAML "Model Agnostic Meta-Learning" which uses second-order gradients instead of evolution to learn a set of reference parameters (initial weights) that can allow rapid adaptation to tasks sampled from a distribution. Whilst in simple cases MAML is more data efficient than the Baldwin effect, the Baldwin effect is more general in that it does not require gradients to be backpropagated to the reference parameters or hyperparameters, and permits effectively any number of gradient updates in the inner loop. The Baldwin effect learns strong learning dependent biases, rather than purely genetically accommodating fixed behaviours in a learning independent manner.


Using AI to Maintain and Manage Human Settlements in Space

#artificialintelligence

Here on Earth, human settlements have thrived for so long due to two very important truths: we evolved on this planet and we survived by supporting each other. Our settlement history has not been perfect1. But as humans, our population vitality is a result of many individuals working to support the civilization in one large positive feedback loop of survival. The space-based human settlements of the future, however, will require advanced technology to continue this trend. Settlements on Mars, or even Earth's moon, Luna, will require human-machine teaming between the occupants of the settlement and artificial intelligence, or AI, to augment their skills and knowledge.


High-Performance Parallel Implementation of Genetic Algorithm on FPGA

arXiv.org Artificial Intelligence

Genetic Algorithms (GAs) are used to solve search and optimization problems in which an optimal solution can be found using an iterative process with probabilistic and non-deterministic transitions. However, depending on the problem's nature, the time required to find a solution can be high in sequential machines due to the computational complexity of genetic algorithms. This work proposes a parallel implementation of a genetic algorithm on field-programmable gate array (FPGA). Optimization of the system's processing time is the main goal of this project. Results associated with the processing time and area occupancy (on FPGA) for various population sizes are analyzed. Studies concerning the accuracy of the GA response for the optimization of two variables functions were also evaluated for the hardware implementation. However, the high-performance implementation proposes in this paper is able to work with more variable from some adjustments on hardware architecture.


A Hybrid Genetic Algorithm for Parallel Machine Scheduling at Semiconductor Back-End Production

AAAI Conferences

This paper addresses batch scheduling at a back-end semiconductor plant of Nexperia. This complex manufacturing environment is characterized by a large product and batch size variety, numerous parallel machines with large capacity differences, sequence and machine dependent setup times and machine eligibility constraints. A hybrid genetic algorithm is proposed to improve the scheduling process, the main features of which are a local search enhanced crossover mechanism, two additional fast local search procedures and a user-controlled multi-objective fitness function. Testing with real-life production data shows that this multi-objective approach can strike the desired balance between production time, setup time and tardiness, yielding high-quality practically feasible production schedules.


Evaluating and Characterizing Incremental Learning from Non-Stationary Data

arXiv.org Machine Learning

Incremental learning from non-stationary data poses special challenges to the field of machine learning. Although new algorithms have been developed for this, assessment of results and comparison of behaviors are still open problems, mainly because evaluation metrics, adapted from more traditional tasks, can be ineffective in this context. Overall, there is a lack of common testing practices. This paper thus presents a testbed for incremental non-stationary learning algorithms, based on specially designed synthetic datasets. Also, test results are reported for some well-known algorithms to show that the proposed methodology is effective at characterizing their strengths and weaknesses. It is expected that this methodology will provide a common basis for evaluating future contributions in the field.


Better Runtime Guarantees Via Stochastic Domination

arXiv.org Artificial Intelligence

Apart from few exceptions, the mathematical runtime analysis of evolutionary algorithms is mostly concerned with expected runtimes. In this work, we argue that stochastic domination is a notion that should be used more frequently in this area. Stochastic domination allows to formulate much more informative performance guarantees, it allows to decouple the algorithm analysis into the true algorithmic part of detecting a domination statement and the probability-theoretical part of deriving the desired probabilistic guarantees from this statement, and it helps finding simpler and more natural proofs. As particular results, we prove a fitness level theorem which shows that the runtime is dominated by a sum of independent geometric random variables, we prove the first tail bounds for several classic runtime problems, and we give a short and natural proof for Witt's result that the runtime of any $(\mu,p)$ mutation-based algorithm on any function with unique optimum is subdominated by the runtime of a variant of the \oea on the \onemax function. As side-products, we determine the fastest unbiased (1+1) algorithm for the \leadingones benchmark problem, both in the general case and when restricted to static mutation operators, and we prove a Chernoff-type tail bound for sums of independent coupon collector distributions.


Here's who's going to win the World Cup, according to A.I.

#artificialintelligence

Robots aren't playing professional soccer just yet, but they can certainly help predict it! With the FIFA World Cup kicking off, San Francisco-based tech firm Unanimous A.I. has used its considerable artificial intelligence expertise to predict the outcome of the 32-team men's soccer tournament. Given that the startup has previously predicted the Super Bowl results successfully right down to the exact final score, we totally think this is worth taking seriously. "These predictions were generated using swarm A.I. technology," Louis Rosenberg, founder and CEO of Unanimous A.I., told Digital Trends. "This means it uses a unique combination of human insights and artificial intelligence algorithms, resulting in a system that is smarter than the humans or the machines could be on their own. It works by connecting a group of people over the internet using A.I. algorithms, enabling them to think together as a system, and converge upon predictions that are the optimized combination of their individual knowledge, wisdom, instincts, and intuitions."


Spoiler Alert: This A.I. Startup Already Knows Who's Going to Win the World Cup

#artificialintelligence

The World Cup 2018 has officially begun--which means, if you're a hardcore soccer fan, you're pretty tied up for the next month watching the matches. For those who can't or don't want to follow the action, here's a major spoiler: Germany is going to beat Vegas-favorite Brazil in the final, and Spain and France will round out the tournament's final four teams. That prediction comes courtesy of Unanimous A.I., an artificial intelligence startup that performs a kind of complex crowdsourcing. Founded by scientist and engineer Louis Rosenberg, Unanimous can be used to better understand the nuanced opinions of a population, which makes it useful for tasks like performing market research, diagnosing diseases, or making predictions about the future. Launched in 2014, the company's technology already has an impressive résumé of accurate forecasts.


Talakat: Bullet Hell Generation through Constrained Map-Elites

arXiv.org Artificial Intelligence

We describe a search-based approach to generating new levels for bullet hell games, which are action games characterized by and requiring avoidance of a very large amount of projectiles. Levels are represented using a domain-specific description language, and search in the space defined by this language is performed by a novel variant of the Map-Elites algorithm which incorporates a feasible- infeasible approach to constraint satisfaction. Simulation-based evaluation is used to gauge the fitness of levels, using an agent based on best-first search. The performance of the agent can be tuned according to the two dimensions of strategy and dexterity, making it possible to search for level configurations that require a specific combination of both. As far as we know, this paper describes the first generator for this game genre, and includes several algorithmic innovations.