Evolutionary Systems
V for Verification: Intelligent Algorithm of Checking Reliability of Smart Systems
Lukina, Anna (Technische Universität Wien)
Cyber-physical systems (CPS) are intended to receive information from the environment through sensors and perform appropriate actions using actuators of the controller. In the last years world of intelligent technologies has grown in an exponential fashion: from cruise control to smart ecosystems. Next we are facing the future of CPS involved in almost every aspect of our lives bringing higher comfortability and efficiency. Our goal is to help smart inventions adjust to this highly uncertain environment and guarantee safety for its inhabitants. The physical environment renders the problem of CPS verification extremely cumbersome. Due to a wealth of uncertainties introduced by physical processes, the system is best described by stochastic models. Approximate prediction techniques, such as Statistical Model Checking (SMC), have therefore recently become increasingly popular. As a result, verification of a CPS boils down to quantitative analysis of how close the system is to reaching bad states (safety property) or desired goal (liveness property). Controlling the systems, that is, computing appropriate response actions depending on the environment, involves probabilistic state estimation, as well as optimal action prediction, i.e., choosing the best next step by simulating the future. In my thesis, I develop a novel intelligent algorithm addressing existing deficiencies of SMC such as poor prediction of rare events (RE) and sampling divergence.
Grounded Action Transformation for Robot Learning in Simulation
Hanna, Josiah P. (The University of Texas at Austin) | Stone, Peter (The University of Texas at Austin)
Robot learning in simulation is a promising alternative to the prohibitive sample cost of learning in the physical world. Unfortunately, policies learned in simulation often perform worse than hand-coded policies when applied on the physical robot. Grounded simulation learning (GSL) promises to address this issue by altering the simulator to better match the real world. This paper proposes a new algorithm for GSL -- Grounded Action Transformation -- and applies it to learning of humanoid bipedal locomotion. Our approach results in a 43.27% improvement in forward walk velocity compared to a state-of-the art hand-coded walk. We further evaluate our methodology in controlled experiments using a second, higher-fidelity simulator in place of the real world. Our results contribute to a deeper understanding of grounded simulation learning and demonstrate its effectiveness for learning robot control policies.
A Leukocyte Detection Technique in Blood Smear Images Using Plant Growth Simulation Algorithm
Bhattacharjee, Deblina (Kyungpook National University) | Paul, Anand (Kyungpook National University)
For quite some time, the analysis of leukocyte images has drawn significant attention from the fields of medicine and computer vision alike where various techniques have been used to automate the manual analysis and classification of such images. Analysing such samples manually for detecting leukocytes is time-consuming and prone to error as the cells have different morphological features. Therefore, in order to automate and optimize the process, the nature-inspired Plant Growth Simulation Algorithm (PGSA) has been applied in this paper. An automated detection technique of white blood cells embedded in obscured, stained and smeared images of blood samples has been presented in this paper which is based on a random bionic algorithm and makes use of a fitness function that measures the similarity of the generated candidate solution to an actual leukocyte. As the proposed algorithm proceeds the set of candidate solutions evolves, guaranteeing their fit with the actual leukocytes outlined in the edge map of the image. The experimental results of the stained images and the empirical results reported validate the higher precision and sensitivity of the proposed method than the existing methods. Further, the proposed method reduces the feasible sets of candidate points in each iteration, thereby decreasing the required run time of load flow, objective function evaluation, thus reaching the goal state in minimum time and within the desired constraints.
It's Alive! Artificial-Life Worm Wiggles on Its Own
It's a process as old as time, but there's a twist: This worm is a bit of open-source software that encodes biological data gleaned from decades of scientific study into the nematode C. elegans. The parameters are programmed, but the worm acted on its own. Well, the widely studied nematode was the first multicellular organism to have its entire genome mapped. With just 1,031 cells and 302 neurons, the 1 millimeter-long transparent worm is a manageable animal to recreate as a software-based artificial life form. The simple life form nevertheless moves, mates, eats and even socializes, and replicating it using computer code may yield some biological insights into the biological bases for those behaviors.
Computer, read my lips: Emotion detector developed using a genetic algorithm
Karthigayan Muthukaruppanof Manipal International University in Selangor, Malaysia, and co-workers have developed a system using a genetic algorithm that gets better and better with each iteration to match irregular ellipse fitting equations to the shape of the human mouth displaying different emotions. They have used photos of individuals from South-East Asia and Japan to train a computer to recognize the six commonly accepted human emotions -- happiness, sadness, fear, angry, disgust, surprise -- and a neutral expression. The upper and lower lip is each analyzed as two separate ellipses by the algorithm. "In recent years, there has been a growing interest in improving all aspects of interaction between humans and computers especially in the area of human emotion recognition by observing facial expression," the team explains. Earlier researchers have developed an understanding that allows emotion to be recreated by manipulating a representation of the human face on a computer screen. Such research is currently informing the development of more realistic animated actors and even the behavior of robots.
Toward the automated analysis of complex diseases in genome-wide association studies using genetic programming
Sohn, Andrew, Olson, Randal S., Moore, Jason H.
Machine learning has been gaining traction in recent years to meet the demand for tools that can efficiently analyze and make sense of the ever-growing databases of biomedical data in health care systems around the world. However, effectively using machine learning methods requires considerable domain expertise, which can be a barrier of entry for bioinformaticians new to computational data science methods. Therefore, off-the-shelf tools that make machine learning more accessible can prove invaluable for bioinformaticians. To this end, we have developed an open source pipeline optimization tool (TPOT-MDR) that uses genetic programming to automatically design machine learning pipelines for bioinformatics studies. In TPOT-MDR, we implement Multifactor Dimensionality Reduction (MDR) as a feature construction method for modeling higher-order feature interactions, and combine it with a new expert knowledge-guided feature selector for large biomedical data sets. We demonstrate TPOT-MDR's capabilities using a combination of simulated and real world data sets from human genetics and find that TPOT-MDR significantly outperforms modern machine learning methods such as logistic regression and eXtreme Gradient Boosting (XGBoost). We further analyze the best pipeline discovered by TPOT-MDR for a real world problem and highlight TPOT-MDR's ability to produce a high-accuracy solution that is also easily interpretable.
Design and development of a unified framework towards swarm intelligence
The application of swarm intelligence (SI) in the optimization field has been gaining much popularity, and various SI algorithms have been proposed in last decade. However, with the increased number of SI algorithms, most research focuses on the implementation of a specific choice of SI algorithms, and there has been rare research analyzing the common features among SI algorithms coherently. More importantly, no general principles for the implementation and improvement of SI algorithms exist for solving various optimization problems. In this research, aiming to cover such a research gap, a unified framework towards SI is proposed inspired by the in-depth analysis of SI algorithms. The unified framework consists of the most frequently used operations and strategies derived from typical examples of SI algorithms.
AI as Evaluator: Search Driven Playtesting of Modern Board Games
Silva, Fernando De Mesentier (New York University) | Lee, Scott (New York University) | Togelius, Julian (New York University) | Nealen, Andy (New York University)
This paper presents a demonstration of how AI can be useful in the game design and development process of a modern board game. By using an artificial intelligence algorithm to play a substantial amount of matches of the Ticket to Ride board game and collecting data, we can analyze several features of the gameplay as well as of the game board. Results revealed loopholes in the game's rules and pointed towards trends in how the game is played. We are then led to the conclusion that large scale simulation utilizing artificial intelligence can offer valuable information regarding modern board games and their designs that would ordinarily be prohibitively expensive or time-consuming to discover manually.
Exploration and Exploitation of Victorian Science in Darwin's Reading Notebooks
Murdock, Jaimie, Allen, Colin, DeDeo, Simon
Search in an environment with an uncertain distribution of resources involves a trade-off between exploitation of past discoveries and further exploration. This extends to information foraging, where a knowledge-seeker shifts between reading in depth and studying new domains. To study this decision-making process, we examine the reading choices made by one of the most celebrated scientists of the modern era: Charles Darwin. From the full-text of books listed in his chronologically-organized reading journals, we generate topic models to quantify his local (text-to-text) and global (text-to-past) reading decisions using Kullback-Liebler Divergence, a cognitively-validated, information-theoretic measure of relative surprise. Rather than a pattern of surprise-minimization, corresponding to a pure exploitation strategy, Darwin's behavior shifts from early exploitation to later exploration, seeking unusually high levels of cognitive surprise relative to previous eras. These shifts, detected by an unsupervised Bayesian model, correlate with major intellectual epochs of his career as identified both by qualitative scholarship and Darwin's own self-commentary. Our methods allow us to compare his consumption of texts with their publication order. We find Darwin's consumption more exploratory than the culture's production, suggesting that underneath gradual societal changes are the explorations of individual synthesis and discovery. Our quantitative methods advance the study of cognitive search through a framework for testing interactions between individual and collective behavior and between short- and long-term consumption choices. This novel application of topic modeling to characterize individual reading complements widespread studies of collective scientific behavior.