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 genetic programming and evolvable machine


Evolving Open Complexity

arXiv.org Artificial Intelligence

Information theoretic analysis of large evolved programs produced by running genetic programming for up to a million generations has shown even functions as smooth and well behaved as floating point addition and multiplication loose entropy and consequently are robust and fail to propagate disruption to their outputs. This means, while dependent upon fitness tests, many genetic changes deep within trees are silent. For evolution to proceed at reasonable rate it must be possible to measure the impact of most code changes, yet in large trees most crossover sites are distant from the root node. We suggest to evolve very large very complex programs, it will be necessary to adopt an open architecture where most mutation sites are within 10 to 100 levels of the organism's environment.


A semantic genetic programming framework based on dynamic targets - Genetic Programming and Evolvable Machines

#artificialintelligence

Semantic GP is a promising branch of GP that introduces semantic awareness during genetic evolution to improve various aspects of GP. This paper presents a new Semantic GP approach based on Dynamic Target (SGP-DT) that divides the search problem into multiple GP runs. The evolution in each run is guided by a new (dynamic) target based on the residual errors of previous runs. To obtain the final solution, SGP-DT combines the solutions of each run using linear scaling. SGP-DT presents a new methodology to produce the offspring that does not rely on the classic crossover.


Incorporating characteristics of human creativity into an evolutionary art algorithm

arXiv.org Artificial Intelligence

A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically.


"Going back to our roots": second generation biocomputing

arXiv.org Artificial Intelligence

Researchers in the field of biocomputing have, for many years, successfully "harvested and exploited" the natural world for inspiration in developing systems that are robust, adaptable and capable of generating novel and even "creative" solutions to human-defined problems. However, in this position paper we argue that the time has now come for a reassessment of how we exploit biology to generate new computational systems. Previous solutions (the "first generation" of biocomputing techniques), whilst reasonably effective, are crude analogues of actual biological systems. We believe that a new, inherently inter-disciplinary approach is needed for the development of the emerging "second generation" of bio-inspired methods. This new modus operandi will require much closer interaction between the engineering and life sciences communities, as well as a bidirectional flow of concepts, applications and expertise. We support our argument by examining, in this new light, three existing areas of biocomputing (genetic programming, artificial immune systems and evolvable hardware), as well as an emerging area (natural genetic engineering) which may provide useful pointers as to the way forward.