Evolutionary Systems
Gamasutra - Press Releases - Artificial intelligence creates life
It took 400 million years for the first life to appear on Earth. It took seven minutes for the system to create one of its' own kind. This is the beginning of HOUND project - a game, where you are able to create living things - eating, breathing, struggling for survival in the name of natural selection. If you ever had a fantasy of following Dr. Frankensteins' footsteps or playing God in basically any way, possible, this game is for you! Minimalistic open world sandbox, HOUND projects' "system" provides you with abilities to Manipulate artificial intelligence directly - it takes millions of years for living things to evolve on Earth.
Developing an ICU scoring system with interaction terms using a genetic algorithm
Gan, Chee Chun, Learmonth, Gerard
ICU mortality scoring systems attempt to predict patient mortality using predictive models with various clinical predictors. Examples of such systems are APACHE, SAPS and MPM. However, most such scoring systems do not actively look for and include interaction terms, despite physicians intuitively taking such interactions into account when making a diagnosis. One barrier to including such terms in predictive models is the difficulty of using most variable selection methods in high-dimensional datasets. A genetic algorithm framework for variable selection with logistic regression models is used to search for two-way interaction terms in a clinical dataset of adult ICU patients, with separate models being built for each category of diagnosis upon admittance to the ICU. The models had good discrimination across all categories, with a weighted average AUC of 0.84 (>0.90 for several categories) and the genetic algorithm was able to find several significant interaction terms, which may be able to provide greater insight into mortality prediction for health practitioners. The GA selected models had improved performance against stepwise selection and random forest models, and provides greater flexibility in terms of variable selection by being able to optimize over any modeler-defined model performance metric instead of a specific variable importance metric.
An improved chromosome formulation for genetic algorithms applied to variable selection with the inclusion of interaction terms
Gan, Chee Chun, Learmonth, Gerard
Genetic algorithms are a well-known method for tackling the problem of variable selection. As they are non-parametric and can use a large variety of fitness functions, they are well-suited as a variable selection wrapper that can be applied to many different models. In almost all cases, the chromosome formulation used in these genetic algorithms consists of a binary vector of length n for n potential variables indicating the presence or absence of the corresponding variables. While the aforementioned chromosome formulation has exhibited good performance for relatively small n, there are potential problems when the size of n grows very large, especially when interaction terms are considered. We introduce a modification to the standard chromosome formulation that allows for better scalability and model sparsity when interaction terms are included in the predictor search space. Experimental results show that the indexed chromosome formulation demonstrates improved computational efficiency and sparsity on high-dimensional datasets with interaction terms compared to the standard chromosome formulation.
Task scheduling system for UAV operations in indoor environment
Khosiawan, Yohanes, Park, Young Soo, Moon, Ilkyeong, Nilakantan, Janardhanan Mukund, Nielsen, Izabela
Application of UAV in indoor environment is emerging nowadays due to the advancements in technology. UAV brings more space-flexibility in an occupied or hardly-accessible indoor environment, e.g., shop floor of manufacturing industry, greenhouse, nuclear powerplant. UAV helps in creating an autonomous manufacturing system by executing tasks with less human intervention in time-efficient manner. Consequently, a scheduler is one essential component to be focused on; yet the number of reported studies on UAV scheduling has been minimal. This work proposes a methodology with a heuristic (based on Earliest Available Time algorithm) which assigns tasks to UAVs with an objective of minimizing the makespan. In addition, a quick response towards uncertain events and a quick creation of new high-quality feasible schedule are needed. Hence, the proposed heuristic is incorporated with Particle Swarm Optimization (PSO) algorithm to find a quick near optimal schedule. This proposed methodology is implemented into a scheduler and tested on a few scales of datasets generated based on a real flight demonstration. Performance evaluation of scheduler is discussed in detail and the best solution obtained from a selected set of parameters is reported.
Evolutionary Computation - Part 3 - Alan Zucconi
When we are looking at a problem through the lens of evolution, we always have to take into account its two faces: the phenotype and genotype. The previous post focused on creating the body of the creature, together with its brain. It is now time to focus on the genotype, which is the way such information is represented, transmitted and mutated. Which is just a normal sine wave with period, ranging from to and shifted on the X axis by . Learning how to walk is now a problem of finding a point in a space with 8 dimensions (4 for each leg).
Artificial Swarm Intelligence, a Human-in-the-Loop Approach to A.I.
Rosenberg, Louis (Unanimous A.I.)
Most research into Swarm Intelligence explores swarms of autonomous robots or simulated agents. Little work, however, has been done on swarms of networked humans. This paper introduces UNU, an online platform that enables networked users to assemble in real-time swarms and tackle problems as an Artificial Swarm Intelligence (ASI). Modeled after biological swarms, UNU enables large groups of networked users to work together in real-time synchrony, forging a unified dynamic system that can quickly answer questions and make decisions. Early testing suggests that human swarming has significant potential for harnessing the Collective Intelligence (CI) of online groups, often exceeding the natural abilities of individual participants.
Multi-Objective Self-Paced Learning
Li, Hao (Xidian University) | Gong, Maoguo (Xidian University) | Meng, Deyu (Xi'an Jiaotong University) | Miao, Qiguang (Xidian University)
Current self-paced learning (SPL) regimes adopt the greedy strategy to obtain the solution with a gradually increasing pace parameter while where to optimally terminate this increasing process is difficult to determine.Besides, most SPL implementations are very sensitive to initialization and short of a theoretical result to clarify where SPL converges to with pace parameter increasing.In this paper, we propose a novel multi-objective self-paced learning (MOSPL) method to address these issues.Specifically, we decompose the objective functions as two terms, including the loss and the self-paced regularizer, respectively, and treat the problem as the compromise between these two objectives.This naturally reformulates the SPL problem as a standard multi-objective issue.A multi-objective evolutionary algorithm is used to optimize the two objectives simultaneously to facilitate the rational selection of a proper pace parameter.The proposed technique is capable of ameliorating a set of solutions with respect to a range of pace parameters through finely compromising these solutions inbetween, and making them perform robustly even under bad initialization.A good solution can then be naturally achieved from these solutions by making use of some off-the-shelf tools in multi-objective optimization.Experimental results on matrix factorization and action recognition demonstrate the superiority of the proposed method against the existing issues in current SPL research.
Super Mario Bros, Neural Network with Genetic Algorithm [check comments for more info] โข /r/MachineLearning
Super Mario Bros, Neural Network with Genetic Algorithm [check comments for more info] (twitch.tv) It's a machine learning neural network made in lua by SethBling The source code is here: http://pastebin.com/ZZmSNaHX You can find a video by the creator with more explanation: https://www.youtube.com/watch?v qv6UVOQ0F44 You don't give credit there.
What Happens When You Apply Machine Learning To Logo Design
The rise of neural networks and generative design have created new opportunities for designers. But what if it went the other way, and robots created a Skynet that kills off human designers (or at least their careers) once and for all? Depending on whether you embrace or fear the robo-future of design, Mark Maker (via Sidebar) could be considered either the beginning of the end, or proof that such fears are overstated, because bots are still pretty crap at design. The system then uses a genetic algorithm--a kind of program that mimics natural selection--to generate an endless succession of logos. When you like a logo, you click a heart, which tells the system to generate more logos like it.
Optimal Route Planning with Prioritized Task Scheduling for AUV Missions
Zadeh, S. Mahmoud, Powers, D., Sammut, K., Lammas, A., Yazdani, A. M.
This paper presents a solution to Autonomous Underwater Vehicles (AUVs) large scale route planning and task assignment joint problem. Given a set of constraints (e.g., time) and a set of task priority values, the goal is to find the optimal route for underwater mission that maximizes the sum of the priorities and minimizes the total risk percentage while meeting the given constraints. Making use of the heuristic nature of genetic and swarm intelligence algorithms in solving NP-hard graph problems, Particle Swarm Optimization (PSO) and Genetic Algorithm (GA) are employed to find the optimum solution, where each individual in the population is a candidate solution (route). To evaluate the robustness of the proposed methods, the performance of the all PS and GA algorithms are examined and compared for a number of Monte Carlo runs. Simulation results suggest that the routes generated by both algorithms are feasible and reliable enough, and applicable for underwater motion planning. However, the GA-based route planner produces superior results comparing to the results obtained from the PSO based route planner.