Evolutionary Systems
The N-Tuple Bandit Evolutionary Algorithm for Game Agent Optimisation
Lucas, Simon M, Liu, Jialin, Perez-Liebana, Diego
This paper describes the N-Tuple Bandit Evolutionary Algorithm (NTBEA) and its application to optimising the parameters of a rolling horizon evolution game-playing agent. The NTBEA combines evolutionary search with Multi-Armed Bandit algorithms (MABs) in order to provide an algorithm which is robust to noise, has an explicit way to balance the tradeoff between exploration and exploitation, and provides a statistical model of the fitness landscape as an additional output. The applications of this type of algorithm are numerous. In our research we have already applied it successfully to hyperparameter optimisation [1] and automated game tuning [2]. Furthermore, if the inherent fitness landscape is flat, then the exploration term provides a means for performing novelty search [3]. A. Estimation of Distribution Algorithms Estimation of Distribution Algorithms (EDAs) [4], [5], [6], [7], [8] are a powerful class of Evolutionary Algorithms (EAs).
Protein Folding Optimization using Differential Evolution Extended with Local Search and Component Reinitialization
This paper presents a novel Differential Evolution algorithm for protein folding optimization that is applied to a three-dimensional AB off-lattice model. The proposed algorithm includes two new mechanisms. A local search is used to improve convergence speed and to reduce the runtime complexity of the energy calculation. For this purpose, a local movement is introduced within the local search. The designed evolutionary algorithm has fast convergence speed and, therefore, when it is trapped into the local optimum or a relatively good solution is located, it is hard to locate a better similar solution. The similar solution is different from the good solution in only a few components. A component reinitialization method is designed to mitigate this problem. Both the new mechanisms and the proposed algorithm were analyzed on well-known amino acid sequences that are used frequently in the literature. Experimental results show that the employed new mechanisms improve the efficiency of our algorithm and that the proposed algorithm is superior to other state-of-the-art algorithms. It obtained a hit ratio of 100% for sequences up to 18 monomers, within a budget of $10^{11}$ solution evaluations. New best-known solutions were obtained for most of the sequences. The existence of the symmetric best-known solutions is also demonstrated in the paper.
VINE: An Open Source Interactive Data Visualization Tool for Neuroevolution
Wang, Rui, Clune, Jeff, Stanley, Kenneth O.
Recent advances in deep neuroevolution have demonstrated that evolutionary algorithms, such as evolution strategies (ES) and genetic algorithms (GA), can scale to train deep neural networks to solve difficult reinforcement learning (RL) problems. However, it remains a challenge to analyze and interpret the underlying process of neuroevolution in such high dimensions. To begin to address this challenge, this paper presents an interactive data visualization tool called VINE (Visual Inspector for NeuroEvolution) aimed at helping neuroevolution researchers and end-users better understand and explore this family of algorithms. VINE works seamlessly with a breadth of neuroevolution algorithms, including ES and GA, and addresses the difficulty of observing the underlying dynamics of the learning process through an interactive visualization of the evolving agent's behavior characterizations over generations. As neuroevolution scales to neural networks with millions or more connections, visualization tools like VINE that offer fresh insight into the underlying dynamics of evolution become increasingly valuable and important for inspiring new innovations and applications.
Evolving Mario Levels in the Latent Space of a Deep Convolutional Generative Adversarial Network
Volz, Vanessa, Schrum, Jacob, Liu, Jialin, Lucas, Simon M., Smith, Adam, Risi, Sebastian
Generative Adversarial Networks (GANs) are a machine learning approach capable of generating novel example outputs across a space of provided training examples. Procedural Content Generation (PCG) of levels for video games could benefit from such models, especially for games where there is a pre-existing corpus of levels to emulate. This paper trains a GAN to generate levels for Super Mario Bros using a level from the Video Game Level Corpus. The approach successfully generates a variety of levels similar to one in the original corpus, but is further improved by application of the Covariance Matrix Adaptation Evolution Strategy (CMA-ES). Specifically, various fitness functions are used to discover levels within the latent space of the GAN that maximize desired properties. Simple static properties are optimized, such as a given distribution of tile types. Additionally, the champion A* agent from the 2009 Mario AI competition is used to assess whether a level is playable, and how many jumping actions are required to beat it. These fitness functions allow for the discovery of levels that exist within the space of examples designed by experts, and also guide the search towards levels that fulfill one or more specified objectives.
How morphological development can guide evolution
Kriegman, Sam, Cheney, Nick, Bongard, Josh
Organisms result from adaptive processes interacting across different time scales. One such interaction is that between development and evolution. Models have shown that development sweeps over several traits in a single agent, sometimes exposing promising static traits. Subsequent evolution can then canalize these rare traits. Thus, development can, under the right conditions, increase evolvability. Here, we report on a previously unknown phenomenon when embodied agents are allowed to develop and evolve: Evolution discovers body plans robust to control changes, these body plans become genetically assimilated, yet controllers for these agents are not assimilated. This allows evolution to continue climbing fitness gradients by tinkering with the developmental programs for controllers within these permissive body plans. This exposes a previously unknown detail about the Baldwin effect: instead of all useful traits becoming genetically assimilated, only traits that render the agent robust to changes in other traits become assimilated. We refer to this as differential canalization. This finding also has implications for the evolutionary design of artificial and embodied agents such as robots: robots robust to internal changes in their controllers may also be robust to external changes in their environment, such as transferal from simulation to reality or deployment in novel environments.
ES Is More Than Just a Traditional Finite-Difference Approximator
Lehman, Joel, Chen, Jay, Clune, Jeff, Stanley, Kenneth O.
An evolution strategy (ES) variant based on a simplification of a natural evolution strategy recently attracted attention because it performs surprisingly well in challenging deep reinforcement learning domains. It searches for neural network parameters by generating perturbations to the current set of parameters, checking their performance, and moving in the aggregate direction of higher reward. Because it resembles a traditional finite-difference approximation of the reward gradient, it can naturally be confused with one. However, this ES optimizes for a different gradient than just reward: It optimizes for the average reward of the entire population, thereby seeking parameters that are robust to perturbation. This difference can channel ES into distinct areas of the search space relative to gradient descent, and also consequently to networks with distinct properties. This unique robustness-seeking property, and its consequences for optimization, are demonstrated in several domains. They include humanoid locomotion, where networks from policy gradient-based reinforcement learning are significantly less robust to parameter perturbation than ES-based policies solving the same task. While the implications of such robustness and robustness-seeking remain open to further study, this work's main contribution is to highlight such differences and their potential importance.
Generating Interpretable Fuzzy Controllers using Particle Swarm Optimization and Genetic Programming
Hein, Daniel, Udluft, Steffen, Runkler, Thomas A.
Autonomously training interpretable control strategies, called policies, using pre-existing plant trajectory data is of great interest in industrial applications. Fuzzy controllers have been used in industry for decades as interpretable and efficient system controllers. In this study, we introduce a fuzzy genetic programming (GP) approach called fuzzy GP reinforcement learning (FGPRL) that can select the relevant state features, determine the size of the required fuzzy rule set, and automatically adjust all the controller parameters simultaneously. Each GP individual's fitness is computed using model-based batch reinforcement learning (RL), which first trains a model using available system samples and subsequently performs Monte Carlo rollouts to predict each policy candidate's performance. We compare FGPRL to an extended version of a related method called fuzzy particle swarm reinforcement learning (FPSRL), which uses swarm intelligence to tune the fuzzy policy parameters. Experiments using an industrial benchmark show that FGPRL is able to autonomously learn interpretable fuzzy policies with high control performance.
QSAR Classification Modeling for Bioactivity of Molecular Structure via SPL-Logsum
Xia, Liang-Yong, Wang, Qing-Yong
Quantitative structure-activity relationship (QSAR) modelling is effective 'bridge' to search the reliable relationship related bioactivity to molecular structure. A QSAR classification model contains a lager number of redundant, noisy and irrelevant descriptors. To address this problem, various of methods have been proposed for descriptor selection. Generally, they can be grouped into three categories: filters, wrappers, and embedded methods. Regularization method is an important embedded technology, which can be used for continuous shrinkage and automatic descriptors selection. In recent years, the interest of researchers in the application of regularization techniques is increasing in descriptors selection , such as, logistic regression(LR) with $L_1$ penalty. In this paper, we proposed a novel descriptor selection method based on self-paced learning(SPL) with Logsum penalized LR for predicting the bioactivity of molecular structure. SPL inspired by the learning process of humans and animals that gradually learns from easy samples(smaller losses) to hard samples(bigger losses) samples into training and Logsum regularization has capacity to select few meaningful and significant molecular descriptors, respectively. Experimental results on simulation and three public QSAR datasets show that our proposed SPL-Logsum method outperforms other commonly used sparse methods in terms of classification performance and model interpretation.
A Hybrid Q-Learning Sine-Cosine-based Strategy for Addressing the Combinatorial Test Suite Minimization Problem
Zamli, Kamal Z., Din, Fakhrud, Ahmed, Bestoun S., Bures, Miroslav
The sine-cosine algorithm (SCA) is a new population-based meta-heuristic algorithm. In addition to exploiting sine and cosine functions to perform local and global searches (hence the name sine-cosine), the SCA introduces several random and adaptive parameters to facilitate the search process. Although it shows promising results, the search process of the SCA is vulnerable to local minima/maxima due to the adoption of a fixed switch probability and the bounded magnitude of the sine and cosine functions (from -1 to 1). In this paper, we propose a new hybrid Q-learning sine-cosine- based strategy, called the Q-learning sine-cosine algorithm (QLSCA). Within the QLSCA, we eliminate the switching probability. Instead, we rely on the Q-learning algorithm (based on the penalty and reward mechanism) to dynamically identify the best operation during runtime. Additionally, we integrate two new operations (L\'evy flight motion and crossover) into the QLSCA to facilitate jumping out of local minima/maxima and enhance the solution diversity. To assess its performance, we adopt the QLSCA for the combinatorial test suite minimization problem. Experimental results reveal that the QLSCA is statistically superior with regard to test suite size reduction compared to recent state-of-the-art strategies, including the original SCA, the particle swarm test generator (PSTG), adaptive particle swarm optimization (APSO) and the cuckoo search strategy (CS) at the 95% confidence level. However, concerning the comparison with discrete particle swarm optimization (DPSO), there is no significant difference in performance at the 95% confidence level. On a positive note, the QLSCA statistically outperforms the DPSO in certain configurations at the 90% confidence level.