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Machine Learning Evolutionary Algorithms Universe Borg Vogons Art Life Sciences etc Biotop Society Stones & Seas etc Science Politics Sports etc Social Sciences Mathematics Earth Exact Sciences etc Physics Computer Science etc Software Engineering Computational Intelligence etc You are here Neural Nets Evolutionary Computing Fuzzy Systems What is Evolutionary Computation? An abstraction from the theory of biological evolution that is used to create optimization procedures or methodologies, usually implemented on computers, that are used to solve problems. Brief History : the ancestors • 1948, Turing: proposes “genetical or evolutionary search” • 1962, Bremermann optimization through evolution and recombination • 1964, Rechenberg introduces evolution strategies • 1965, L. Fogel, Owens and Walsh introduce evolutionary programming • 1975, Holland introduces genetic algorithms • 1992, Koza introduces genetic programming Darwinian Evolution Survival of the fittest All environments have finite resources (i.e., can only support a limited number of individuals) Life forms have basic instinct/ lifecycles geared towards reproduction Therefore some kind of selection is inevitable Those individuals that compete for the resources most effectively have increased chance of reproduction Note: fitness in natural evolution is a derived, secondary measure, i.e., we (humans) assign a high fitness to individuals with many offspring Darwinian Evolution:Summary Population consists of diverse set of individuals Combinations of traits that are better adapted tend to increase representation in population Individuals are “units of selection” Variations occur through random changes yielding constant source of diversity, coupled with selection means that: Population is the “unit of evolution” Note the absence of “guiding force” The Concept of Natural Selection Limited number of resources Competition results in struggle for existence Success depends on fitness - fitness of an individual: how well-adapted an individual is to their environment. This is determined by their genes (blueprints for their physical and other characteristics). Successful individuals are able to reproduce and pass on their genes Crossing-over Chromosome pairs align and duplicate Inner pairs link at a centromere and swap parts of themselves After crossing-over one of each pair goes into each gamete Recombination (Crossing-Over) Image from http://esg-www.mit.edu:8001/bio/mg/meiosis.html Fertilisation Sperm cell from Father Egg cell from Mother New person cell (zygote) Mutation Occasionally some of the genetic material changes very slightly during this process (replication error) This means that the child might have genetic material information not inherited from either parent This can be – catastrophic: offspring in not viable (most likely) – neutral: new feature not influences fitness – advantageous: strong new feature occurs Redundancy in the genetic code forms a good way of error checking Genetic code • All proteins in life on earth are composed of sequences built from 20 different amino acids • DNA is built from four nucleotides in a double helix spiral: purines A,G; pyrimidines T,C • Triplets of these from codons, each of which codes for a specific amino acid • Much redundancy: • • • • purines complement pyrimidines the DNA contains much rubbish 43=64 codons code for 20 amino acids genetic code = the mapping from codons to amino acids • For all natural life on earth, the genetic code is the same ! Motivations for Evolutionary Computation The best problem solver known in nature is: – the (human) brain that created “the wheel, New York, wars and so on” (after Douglas Adams’ Hitch-Hikers Guide) – the evolution mechanism that created the human brain (after Darwin’s Origin of Species) Answer 1 neurocomputing Answer 2 evolutionary computing Problem type 1 : Optimisation We have a model of our system and seek inputs that give us a specified goal e.g. time tables for university, call center, or hospital – design specifications, etc etc – EC A population of individuals exists in an environment with limited resources Competition for those resources causes selection of those fitter individuals that are better adapted to the environment These individuals act as seeds for the generation of new individuals through recombination and mutation The new individuals have their fitness evaluated and compete (possibly also with parents) for survival. Over time Natural selection causes a rise in the fitness of the population General Scheme of EAs Pseudo-code for typical EA What are the different types of EAs Historically different flavours of EAs have been associated with different representations: Binary strings : Genetic Algorithms – Real-valued vectors : Evolution Strategies – Trees: Genetic Programming – Finite state Machines: Evolutionary Programming – Evolutionary Algorithms Parameters of EAs may differ from one type to another. Main parameters: – – – – – Population size Maximum number of generations Elitism factor Mutation rate Cross-over rate There are six main characteristics of EAs – – – – – – Representation Selection Recombination Mutation Fitness Function Survivor Decision 19 Example: Discrete Representation (Binary alphabet) Representation of an individual can be using discrete values (binary, integer, or any other system with a discrete set of values). Following is an example of binary representation. CHROMOSOME GENE Evaluation (Fitness) Function Represents the requirements that the population should adapt to Called also quality function or objective function Assigns a single real-valued fitness to each phenotype which forms the basis for selection – So the more discrimination (different values) the better Typically we talk about fitness being maximised – Some problems may be best posed as minimisation problems Population Holds (representations of) possible solutions Usually has a fixed size and is a multiset of genotypes Some sophisticated EAs also assert a spatial structure on the population e.g., a grid. Selection operators usually take whole population into account i.e., reproductive probabilities are relative to current generation Parent Selection Mechanism Assigns variable probabilities of individuals acting as parents depending on their fitness Usually probabilistic – high quality solutions more likely to become parents than low quality – but not guaranteed – even worst in current population usually has non-zero probability of becoming a parent Variation Operators Role is to generate new candidate solutions There has been much debate about relative importance of recombination and mutation – Nowadays most EAs use both – Choice of particular variation operators is representation dependant Mutation Acts on one genotype and delivers another Element of randomness is essential and differentiates it from other unary heuristic operators May guarantee connectedness of search space and hence convergence proofs Recombination Merges information from parents into offspring Choice of what information to merge is stochastic Most offspring may be worse, or the same as the parents Hope is that some are better by combining elements of genotypes that lead to good traits Survivor Selection replacement Most EAs use fixed population size so need a way of going from (parents + offspring) to next generation Often deterministic – Fitness based : e.g., rank parents+offspring and take best – Age based: make as many offspring as parents and delete all parents Sometimes do combination Example: Fitness proportionate selection Expected number of times fi is selected for mating is: f i f Better (fitter) individuals have: more space more chances to be selected Best Worst Example: Tournament selection Select k random individuals, without replacement Take the best – k is called the size of the tournament Example: Ranked based selection Individuals are sorted on their fitness value from best to worse. The place in this sorted list is called rank. Instead of using the fitness value of an individual, the rank is used by a function to select individuals from this sorted list. The function is biased towards individuals with a high rank (= good fitness). Example: Ranked based selection Fitness: f(A) = 5, f(B) = 2, f(C) = 19 Rank: r(A) = 2, r(B) = 3, r(C) = 1 (r ( x) 1) h( x) min (max min) n 1 Function: h(A) = 3, h(B) = 5, h(C) = 1 Proportion on the roulette wheel: p(A) = 11.1%, p(B) = 33.3%, p(C) = 55.6% *skip* Initialisation / Termination Initialisation usually done at random, – Need to ensure even spread and mixture of possible allele values – Can include existing solutions, or use problem-specific heuristics, to “seed” the population Termination condition checked every generation – Reaching some (known/hoped for) fitness – Reaching some maximum allowed number of generations – Reaching some minimum level of diversity – Reaching some specified number of generations without fitness improvement Algorithm performance Never draw any conclusion from a single run – – use statistical measures (averages, medians) from a sufficient number of independent runs From the application point of view – – design perspective: find a very good solution at least once production perspective: find a good solution at almost every run Example: the 8 queens problem Place 8 queens on an 8x8 chessboard in such a way that they cannot check each other The 8 queens problem: representation Phenotype: a board configuration Genotype: a permutation of the numbers 1 - 8 Obvious mapping 1 3 5 2 6 4 7 8 8 Queens Problem: Fitness evaluation • Penalty of one queen: the number of queens she can check. • Penalty of a configuration: the sum of the penalties of all queens. • Note: penalty is to be minimized • Fitness of a configuration: inverse penalty to be maximized The 8 queens problem: Mutation Small variation in one permutation, e.g.: • swapping values of two randomly chosen positions, 1 3 5 2 6 4 7 8 1 3 7 2 6 4 5 8 The 8 queens problem: Recombination Combining two permutations into two new permutations: • choose random crossover point • copy first parts into children • create second part by inserting values from other parent: • in the order they appear there • beginning after crossover point • skipping values already in child 1 3 5 2 6 4 7 8 8 7 6 5 4 3 2 1 1 3 5 4 2 8 7 6 8 7 6 2 4 1 3 5 The 8 queens problem: Selection Parent selection: – Pick 5 parents and take best two to undergo crossover Survivor selection (replacement) – – – – When inserting a new child into the population, choose an existing member to replace by: sorting the whole population by decreasing fitness enumerating this list from high to low replacing the first with a fitness lower than the given child 8 Queens Problem: summary Note that is is only one possible set of choices of operators and parameters EC and Global Optimisation Global Optimisation: search for finding best solution x* out of some fixed set S Deterministic approaches – e.g. box decomposition (branch and bound etc) – Guarantee to find x* , but may run in superpolynomial time Heuristic Approaches (generate and test) – rules for deciding which x S to generate next – no guarantees that best solutions found are globally optimal Genetic Algorithms GA Quick Overview Developed: USA in the 1970’s Early names: J. Holland, K. DeJong, D. Goldberg Typically applied to: – Attributed features: – – discrete optimization not too fast good heuristic for combinatorial problems Special Features: – – Traditionally emphasizes combining information from good parents (crossover) many variants, e.g., reproduction models, operators Genetic algorithms Holland’s original GA is now known as the simple genetic algorithm (SGA) Other GAs use different: – – – – Representations Mutations Crossovers Selection mechanisms SGA technical summary tableau Representation Binary strings Recombination N-point or uniform Mutation Bitwise bit-flipping with fixed probability Parent selection Fitness-Proportionate Survivor selection All children replace parents Speciality Emphasis on crossover Representation Phenotype space Encoding (representation) Genotype space = {0,1}L 10010001 10010010 010001001 011101001 Decoding (inverse representation) SGA reproduction cycle 1. Select parents for the mating pool (size of mating pool = population size) 2. Shuffle the mating pool 3. For each consecutive pair apply crossover with probability pc , otherwise copy parents 4. For each offspring apply mutation (bit-flip with probability pm independently for each bit) 5. Replace the whole population with the resulting SGA operators: 1-point crossover Choose a random point on the two parents Split parents at this crossover point Create children by exchanging tails Pc typically in range (0.6, 0.9) SGA operators: mutation Alter each gene independently with a probability pm pm is called the mutation rate – Typically between 1/pop_size and 1/ chromosome_length SGA operators: Selection Main idea: better individuals get higher chance – Chances proportional to fitness – Implementation: roulette wheel technique Assign to each individual a part of the roulette wheel Spin the wheel n times to select n individuals 1/6 = 17% A 3/6 = 50% B C fitness(A) = 3 fitness(B) = 1 2/6 = 33% fitness(C) = 2 An example Simple problem: max x2 over {0,1,…,31} GA approach: – – – – – Representation: binary code, e.g. 01101 13 Population size: 4 1-point xover, bitwise mutation Roulette wheel selection Random initialisation We show one generational cycle done by hand x2 example: selection X2 example: crossover X2 example: mutation The simple GA Has been subject of many (early) studies – still often used as benchmark for novel GAs Shows many shortcomings, e.g. – – – – Representation is too restrictive Mutation & crossovers only applicable for bit-string & integer representations Selection mechanism sensitive for converging populations with close fitness values Generational population model (step 5 in SGA repr. cycle) can be improved with explicit survivor selection Alternative Crossover Operators Performance with 1 Point Crossover depends on the order that variables occur in the representation – more likely to keep together genes that are near each other – Can never keep together genes from opposite ends of string – This is known as Positional Bias – Can be exploited if we know about the structure of our problem, but this is not usually the case n-point crossover Choose n random crossover points Split along those points Glue parts, alternating between parents Generalisation of 1 point (still some positional bias) Two-point Crossover Two points are chosen in the strings The material falling between the two points – is swapped in the string for the two offspring Example: Uniform crossover Assign 'heads' to one parent, 'tails' to the other Flip a coin for each gene of the first child Make an inverse copy of the gene for the second child Inheritance is independent of position Cycle crossover example Step 1: identify cycles Step 2: copy alternate cycles into offspring Crossover OR mutation? Decade long debate: which one is better / necessary / main-background Answer (at least, rather wide agreement): – – – – it depends on the problem, but in general, it is good to have both both have another role mutation-only-EA is possible, xover-only-EA would not work Crossover OR mutation? (cont’d) Exploration: Discovering promising areas in the search space, i.e. gaining information on the problem Exploitation: Optimising within a promising area, i.e. using information There is co-operation AND competition between them Crossover is explorative, it makes a big jump to an area somewhere “in between” two (parent) areas Mutation is exploitative, it creates random small diversions, thereby staying near (in the area of ) the parent Crossover OR mutation? (cont’d) Only crossover can combine information from two parents Only mutation can introduce new information (alleles) Crossover does not change the allele frequencies of the population (thought experiment: 50% 0’s on first bit in the population, ?% after performing n crossovers) To hit the optimum you often need a ‘lucky’ mutation Other representations Gray coding of integers (still binary chromosomes) – Gray coding is a mapping that means that small changes in the genotype cause small changes in the phenotype (unlike binary coding). “Smoother” genotype-phenotype mapping makes life easier for the GA Nowadays it is generally accepted that it is better to encode numerical variables directly as Integers Floating point variables Integer representations Some problems naturally have integer variables, e.g. image processing parameters Others take categorical values from a fixed set e.g. {blue, green, yellow, pink} N-point / uniform crossover operators work Extend bit-flipping mutation to make – – “creep” i.e. more likely to move to similar value Random choice (esp. categorical variables) Real valued problems Many problems occur as real valued problems, e.g. continuous parameter optimisation f : n Illustration: Ackley’s function (often used in EC) Floating point mutations Uniform mutation: Analogous to bit-flipping (binary) or random resetting (integers) xi drawn randomly (uniform) from LBi ,UBi Floating point mutations Non-uniform mutations: – – – – Many methods proposed,such as time-varying range of change etc. Most schemes are probabilistic but usually only make a small change to value Most common method is to add random deviate to each variable separately, taken from N(0, ) Gaussian distribution and then curtail to range Standard deviation controls amount of change (2/3 of drawingns will lie in range (- to + ) Simple arithmetic crossover • • • Parents: x1,…,xn and y1,…,yn Pick random gene (k) after this point mix values child1 is: x , ..., x , y (1 ) x , ..., y (1 ) x 1 k k 1 k 1 n n • reverse for other child. e.g. with = 0.5 Cycle crossover Basic idea: Each allele comes from one parent together with its position. Informal procedure: 1. Make a cycle of alleles from P1 in the following way. (a) Start with the first allele of P1. (b) Look at the allele at the same position in P2. (c) Go to the position with the same allele in P1. (d) Add this allele to the cycle. (e) Repeat step b through d until you arrive at the first allele of P1. 2. Put the alleles of the cycle in the first child on the positions they have in the first parent. 3. Take next cycle from second parent Cycle crossover example Step 1: identify cycles Step 2: copy alternate cycles into offspring Edge Recombination Works by constructing a table listing which edges are present in the two parents, if an edge is common to both, mark with a + e.g. [1 2 3 4 5 6 7 8 9] and [9 3 7 8 2 6 5 1 4] Edge Recombination 2 Informal procedure once edge table is constructed 1. Pick an initial element at random and put it in the offspring 2. Set the variable current element = entry 3. Remove all references to current element from the table 4. Examine list for current element: – – – If there is a common edge, pick that to be next element Otherwise pick the entry in the list which itself has the shortest list Ties are split at random 5. In the case of reaching an empty list: – – Examine the other end of the offspring is for extension Otherwise a new element is chosen at random Edge Recombination example Multiparent recombination Recall that we are not constricted by the practicalities of nature Noting that mutation uses 1 parent, and “traditional” crossover 2, the extension to a>2 is natural to examine Been around since 1960s, still rare but studies indicate useful Three main types: – – – Based on allele frequencies, e.g., p-sexual voting generalising uniform crossover Based on segmentation and recombination of the parents, e.g., diagonal crossover generalising n-point crossover Based on numerical operations on real-valued alleles, e.g., center of mass crossover, generalising arithmetic recombination operators Fitness Based Competition Selection can occur in two places: – – Selection operators work on whole individual – Selection from current generation to take part in mating (parent selection) Selection from parents + offspring to go into next generation (survivor selection) i.e. they are representation-independent Distinction between selection – – operators: define selection probabilities algorithms: define how probabilities are implemented Tournament Selection All methods above rely on global population statistics – – Could be a bottleneck esp. on parallel machines Relies on presence of external fitness function which might not exist: e.g. evolving game players Informal Procedure: – – Pick k members at random then select the best of these Repeat to select more individuals Tournament Selection 2 Probability of selecting i will depend on: – – Rank of i Size of sample k – Whether contestants are picked with replacement – higher k increases selection pressure Picking without replacement increases selection pressure Whether fittest contestant always wins (deterministic) or this happens with probability p For k = 2, time for fittest individual to take over population is the same as linear ranking with s = 2 • p Survivor Selection Most of methods above used for parent selection Survivor selection can be divided into two approaches: – Age-Based Selection – e.g. SGA In SSGA can implement as “delete-random” (not recommended) or as first-in-first-out (a.k.a. delete-oldest) Fitness-Based Selection Using one of the methods above Example application of order based GAs: JSSP Precedence constrained job shop scheduling problem J is a set of jobs. O is a set of operations M is a set of machines Able O M defines which machines can perform which operations Pre O O defines which operation should precede which Dur : O M IR defines the duration of o O on m M The goal is now to find a schedule that is: Complete: all jobs are scheduled Correct: all conditions defined by Able and Pre are satisfied Optimal: the total duration of the schedule is minimal Precedence constrained job shop scheduling GA Representation: individuals are permutations of operations Permutations are decoded to schedules by a decoding procedure – – – take the first (next) operation from the individual look up its machine (here we assume there is only one) assign the earliest possible starting time on this machine, subject to machine occupation precedence relations holding for this operation in the schedule created so far fitness of a permutation is the duration of the corresponding schedule (to be minimized) use any suitable mutation and crossover use roulette wheel parent selection on inverse fitness Generational GA model for survivor selection use random initialisation An Example Application to Transportation System Design Taken from the ACM Student Magazine – Undergraduate project of Ricardo Hoar & Joanne Penner Vehicles on a road system – Modelled as individual agents using ANT technology Want to increase traffic flow Uses a GA approach to evolve solutions to: – – (Also an AI technique) The problem of timing traffic lights Optimal solutions only known for very simple road systems Details not given about bit-string representation – But traffic light switching times are real-valued numbers over a continuous space Transport Evaluation Function Traffic flow is increased if: – – The average time a car is waiting is decreased Alternatively, the total waiting time is decreased They used this evaluation function: Wi is the total waiting time for car i and di is the total driving time for car i.