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Biologically Inspired AI
(mostly GAs)
Some Examples of
Biologically Inspired Computation
• Neural networks
• Evolutionary computation (e.g., genetic algorithms)
• Immune-system-inspired computer/network security
• Ant-colony optimization
• Swarm intelligence (e.g., decentralized robots)
• Molecular (DNA) computation
Evolutionary Computation
A collection of computational methods inspired by
biological evolution:
• A population of candidate solutions evolves over time,
with the fittest at each generation contributing the most
offspring to the next generation
• Offspring are produced via crossover between parents,
along with random mutations and other “genetic”
Evolution made simple
Essentials of Darwinian
– Organisms reproduce in
proportion to their fitness in
the environment
– Offspring inherit traits from
– Traits are inherited with
some variation, via
mutation and sexual
Charles Darwin
Evolution made simple
Essentials of evolutionary
– Computer “organisms”
(e.g., programs) reproduce
in proportion to their fitness
in the environment (e.g.,
how well they perform a
desired task)
– Offspring inherit traits from
their parents
– Traits are inherited, with
some variation, via
mutation and “sexual
Essentials of Darwinian
– Organisms reproduce in
proportion to their fitness in
the environment
– Offspring inherit traits from
– Traits are inherited with
some variation, via
mutation and sexual
Appeal of ideas from evolution:
• Successful method of searching large spaces for good
solutions (chromosomes / organisms)
• Massive parallelism
• Adaptation to environments, change
• Emergent complexity from simple rules
A Simple Genetic Algorithm
1. Start out with a randomly generated population of
chromosomes (candidate solutions).
2. Calculate the fitness of each chromosome in the
3. Select pairs of parents with probability a function of fitness
in the population.
4. Create new population: Cross over parents, mutate
offspring, place in new population.
5. Go to step 2.
Create a random population of bit strings representing
“candidate solutions” to a problem.
string 1:
string 2:
string 3:
string 100:
Calculate fitness of each individual in the population:
string 1: 0010001100010010111100010100110111000... Fitness = 0.5
string 2: 0001100110101011111111000011101001010... Fitness = 0.2
string 3: 1111100010010101000000011100010010101... Fitness = 0.4
string 100:0010111010000001111100000101001011111... Fitness = 0.0
Create new generation via crossover and mutation:
Select parents with probability proportional to fitness:
string 1: 0010001100010010111100010100110111000...
string 3: 1111100010010101000000011100010010101...
string 1: 0010001 100010010111100010100110111000...
string 3: 1111100 010010101000000011100010010101...
1111100 100010010111100010100010111000...
Some Applications of
Genetic Algorithms
• Optimization and design
– numerical optimization, circuit design, airplane design,
factory scheduling, drug design, network optimization
• Automatic programming
– evolving computer programs (e.g., for image
processing), evolving cellular automata
• Machine learning and adaptive control
– robot navigation, evolution of rules for solving “expert”
problems, evolution of neural networks, adaptive
computer security, adaptive user interfaces
Some Applications of
Genetic Algorithms
• Complex data analysis and time-series prediction
– prediction of chaotic systems, financial-market
prediction, protein-structure prediction
• Scientific models of complex systems
– economics, immunology, ecology, population genetics,
evolution, cancer
Genetic Programming
(John Koza, 1992)
• “Genetic Programming”: Evolve populations of programs
(rather than bit strings).
Any computer
program can
be expressed as a
“parse tree”:
(* PI (* R R))
Koza’s genetic programming algorithm:
1. Choose a set of functions and
terminals for the program,
{+, -, *, /, sqrt, sin, cos, abs,
pow, R, PI, D, C, rand()}
2. Generate an initial population
of random programs (trees),
each up to some maximum
Koza’s genetic programming algorithm:
3. Run the GA:
– Fitness: Run each
program on “training
data”. Fitness is how
many training cases the
program gets right (or
how close it gets to
correct answer).
– Selection: Select parents
probabilistically, based on
– Crossover: Exchange
subtrees of parents.
– Mutation: Replace
subtree with a random