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- Path: bloom-beacon.mit.edu!usc.edu!cs.utexas.edu!uunet!Germany.EU.net!Informatik.Uni-Dortmund.DE!home!heitkoet
- From: joke@ls11.informatik.uni-dortmund.de (Joerg Heitkoetter)
- Newsgroups: comp.ai.genetic,comp.answers,news.answers
- Subject: FAQ: comp.ai.genetic part 1/3 (A Guide to Frequently Asked Questions)
- Supersedes: <part1_753815849@lusty.informatik.uni-dortmund.de>
- Followup-To: comp.ai.genetic
- Date: 27 Dec 1993 18:06:17 GMT
- Organization: CS Department, University of Dortmund, Germany
- Lines: 2917
- Approved: news-answers-request@MIT.Edu
- Expires: 9 Feb 1994 18:06:12 GMT
- Message-ID: <part1_757015572@lusty.informatik.uni-dortmund.de>
- References: <NEWS_757015572@lusty.informatik.uni-dortmund.de>
- NNTP-Posting-Host: home.informatik.uni-dortmund.de
- Summary: This is part 1 of a trilogy entitled "The Hitch-Hiker's Guide
- to Evolutionary Computation". A monthly published list of Frequently
- Asked Questions (and their answers) about Evolutionary Algorithms,
- Life and Everything. It should be read by anyone who whishes to post
- to the comp.ai.genetic newsgroup, preferably *before* posting.
- Originator: joke@ls11.informatik.uni-dortmund.de (Joerg Heitkoetter)
- Xref: bloom-beacon.mit.edu comp.ai.genetic:1997 comp.answers:3185 news.answers:13390
-
- Archive-name: ai-faq/genetic/part1
- Last-Modified: 12/20/93
- Issue: 1.10
-
-
-
-
-
- FAQ(1/3) COMP.AI.GENETIC FAQ(1/3)
-
-
-
-
-
- The
-
- Hitch-Hiker's
-
-
- Guide to
-
- Evolutionary Computation
-
- (FAQ in comp.ai.genetic)
-
- edited by
-
- Joerg Heitkoetter
- c/o Systems Analysis Research Group, LSXI
- Department of Computer Science
- University of Dortmund
- D-44221 Dortmund, Germany
- <joke@ls11.informatik.uni-dortmund.de>
- or <joke@santafe.edu>
-
-
- (Usually FAQ means "Frequently Asked Questions,"
- though it's sometimes referred to as
- "Familiar Awkward Questions" ;-)
-
-
- PLEASE, SEARCH THIS POSTING FIRST
- IF YOU HAVE A QUESTION
- and
- DON'T POST ANSWERS TO FAQs:
- POINT THE ASKER TO THIS POSTING
- and
-
-
- DON'T PANIC
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Issue 1.10 Posted: 20 December 1993 1
-
-
-
-
-
-
-
- FAQ(1/3) PREFACE FAQ(1/3)
-
-
-
- FAQ /F-A-Q/ or /fak/ [USENET] n. 1. A Frequently Asked Question.
- 2. A compendium of accumulated lore, posted periodically to
- high-volume newsgroups in an attempt to forestall such
- questions. Some people prefer the term `FAQ list' or `FAQL'
- /fa'kl/, reserving `FAQ' for sense 1.
-
- FAQ list
- /F-A-Q list/ or /fak list/ [USENET] n. Syn FAQ, sense 2.
-
- FAQL /fa'kl/ n. Syn. FAQ list.
-
- RTFAQ
- /R-T-F-A-Q/ [USENET: primarily written, by analogy with RTFM]
- imp. Abbrev. for `Read the FAQ!', an exhortation that the person
- addressed ought to read the newsgroup's FAQ list before posting
- questions. RTFM /R-T-F-M/ [UNIX] imp. Acronym for `Read The
- Fucking Manual'. 1. Used by gurus to brush off questions they
- consider trivial or annoying. Compare Don't do that, then! 2.
- Used when reporting a problem to indicate that you aren't just
- asking out of randomness. "No, I can't figure out how to
- interface UNIX to my toaster, and yes, I have RTFM." Unlike
- sense 1, this use is considered polite. See also FM, RTFAQ,
- RTFB, RTFS, RTM, all of which mutated from RTFM, and compare
- UTSL.
-
- --- "The on-line hacker Jargon File, version 3.0, 29 July 1993",
- available via anon. ftp to ftp.gnu.ai.mit.edu as
- "/pub/gnu/jarg300.txt.gz"
-
- PREFACE
- This posting is intended to help, provide basic information, and
- serve as a "first straw" for individuals, i.e. uninitiated hitch-
- hikers, who are stranded in the mindboggling universe of Evolutionary
- Computation (EC); that in turn is only a small footpath to an even
- more mindboggling scientific universe, that, incorporating Fuzzy
- Systems, and Artificial Neural Networks, is sometimes referred to as
- Computational Intelligence (CI); that in turn is only part of an even
- more advanced scientific universe of mindparalysing complexity, that
- incorporating Artificial Life, Fractal Geometry, and other Complex
- Systems Sciences might someday be referred to as Natural Computation
- (NC).
-
- Over the course of the past years, GLOBAL OPTIMIZATION algorithms
- imitating certain principles of nature have proved their usefulness
- in various domains of applications. Especially those principles are
- worth copying where nature has found "stable islands" in a "turbulent
- ocean" of solution possibilities. Such phenomena can be found in
- annealing processes, central nervous systems and biological evolution
- which in turn have lead to the following optimization methods:
- Simulated Annealing (SA), Artificial Neural Networks (ANNs) and the
- field of Evolutionary Computation (EC).
-
-
-
- Issue 1.10 Posted: 20 December 1993 2
-
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-
-
- FAQ(1/3) PREFACE FAQ(1/3)
-
-
-
- EC may currently be characterized by the following pathways: Genetic
- Algorithms (GA), Evolutionary Programming (EP), Evolution Strategies
- (ES), Classifier Systems (CFS), Genetic Programming (GP), and several
- other problem solving strategies, that are based upon biological
- observations, that date back to CHARLES DARWIN's discoveries in the
- 19th century: the means of natural selection and the survival of the
- fittest, i.e. the "theory of evolution." The inspired algorithms are
- thus termed Evolutionary Algorithms (EA).
-
- Moreover, is this posting intended to introduce and help those, who
- are just beginning to read this newsgroup, and those who are new "on"
- USENET. It shall help to avoid lengthy discussions of questions that
- usually arise for beginners of one or the other kind, and are boring
- to read again and again by comp.ai.genetic "old-timers."
-
- You will see this posting popping up each month in the USENET
- newsgroup comp.ai.genetic (including comp.answers, and news.answers,
- where it should be locatable at any time).
-
-
- CONTRIBUTIONS
- Contributions, additions, corrections, cash, etc. are always welcome.
- Send e-mail to the address above, if it is relevant, it will be
- incorporated; if it is irrelevant it has even more chances to make in
- into the next issue... (Please format your contribution
- appropriately so it can just be dropped in. Unformatted contributions
- however, won't be rejected.)
-
-
- ARCHIVE SERVICE
- This posting (like all other FAQs, i.e. the essence of the knowledge
- floating through USENET) is available between postings on
- rtfm.mit.edu in the directory "/pub/usenet/news.answers" as the files
- ai-faq/genetic/part?. The FAQ may also be retrieved by e-mail from
- <mail-server@rtfm.mit.edu>. Send a message to the mail-server with
- "help" and "index" in the body on separate lines for more
- information.
-
-
- DISCLAIMER
- This quarterly posting (i.e., 4 issues per year) is not meant to
- discuss any topic exhaustively, but should be thought of as a list of
- reference pointers, instead. This posting is provided on an "as is"
- basis, NO WARRANTY whatsoever is expressed or implied, especially, NO
- WARRANTY that the information contained herein is up-to-date, correct
- or useful in any way, although all this is intended.
-
- Moreover, please note that the opinions expressed herein do not
- necessarily reflect those of the Systems Analysis Research Group,
- neither as a whole, nor in part, they are just the editor's very own
- collection of ideas, emerged over the past 28 years.
-
-
-
- Issue 1.10 Posted: 20 December 1993 3
-
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-
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- FAQ(1/3) PREFACE FAQ(1/3)
-
-
-
- NOTE: some portions of this else rather dry guide are intended to be
- satirical. If you do not recognize it as such, consult your local
- doctor or a professional comedian.
-
-
- HITCH-HIKING THE FAQNIVERSE
- This guide is big. Really big. You just won't believe how hugely,
- vastly, mindbogglingly big it is. That's why it has been split into a
- trilogy, i.e. it can be pieced together from files "ai-
- faq/genetic/part1", "ai-faq/genetic/part2", and "ai-
- faq/genetic/part3".
-
- Searching for answers
- To find the answer of question number x, just search for the string
- "Ax)" (so the answer to question "Q42:" is at "A42)")
-
- What does, e.g. [ICGA85] mean?
- Some books would be referenced again and again, that's why they got
- this kind of "tag", that an experienced hitch-hiker will search for
- to dissolve the riddle.
-
- Why all this UPPERCASING in running text?
- Some words are written in all uppercase letters, e.g. EVOLUTION, you
- will find these reappearing in the Glossary (cf A99), with a ":" sign
- appended, thus if you run on, say EC you can search for the string
- "EC:" in the Glossary.
-
- Other typographical conventions
- A certain file on a certain FTP server will be specified in a certain
- way: <ftp-site-name>:<the-complete-filename>, as e.g. in
- ftp.certain.site:/pub/foo/bar.tar.gz
-
- Referencing this Guide
- If you want to reference this guide (although I have currently no
- idea, why you should want to do this), I'd be insanely proud if it
- looks like:
-
- Heitkoetter, Joerg, ed. (1993) "The Hitch-Hiker's Guide to
- Evolutionary Computation: A list of Frequently Asked Questions
- (FAQ)", Usenet: comp.ai.genetic. Available via anonymous ftp from
- rtfm.mit.edu in pub/usenet/news.answers/ai-faq/genetic/part?. ~90
- pages. PostScript repositories: lumpi.informatik.uni-
- dortmund.de:/pub/EA/docs/hhgtec-*.ps.gz,and
- sfi.santafe.edu:/pub/EC/FAQ/hhgtec-*.ps.gz
-
- Or simply call it "the Guide", or "HHGTEC" for acronymaniacs.
-
-
- Obtaining a PostScript version
- For innumerable reasons this guide is written using an ancient, good
- old-fashioned UNIX text formatting utility, namely troff(1); better
-
-
-
- Issue 1.10 Posted: 20 December 1993 4
-
-
-
-
-
-
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- FAQ(1/3) PREFACE FAQ(1/3)
-
-
-
- to say the GNU version groff(1) and a hacked macro package based on
- "tmac.an"; it's thus easy to generate ASCII (posted), TeX DVI (not
- posted), and PostScript (ftpable) versions from a unique source. The
- latter, looks really crisp (using boldface, italics, etc.), and thus
- is available for those who prefer offline reading. Get file
- "/pub/EA/docs/hhgtec-*.ps.gz" from the SyS ftp-server:
- lumpi.informatik.uni-dortmund.de (129.217.36.140); or from within the
- US you might try: ftp.santafe.edu and get file
- "/pub/EC/FAQ/hhgtec-*.ps.gz".
-
- "As a net is made up of a series of ties, so everything in
- this world is connected by a series of ties. If anyone thinks
- that the mesh of a net is an independent, isolated thing, he is
- mistaken. It is called a net because it is made up of a series
- of interconnected meshes, and each mesh has its place and
- responsibility in relation to other meshes."
-
- --- Buddha
-
- The ZEN Puzzle
- For some weird reason this guide contains some puzzles which can only
- be solved by cautious readers who have (1) a certain amount of a
- certain kind of humor, (2) a certain amount of patience and time, (3)
- a certain amount of experience in ZEN navigation, and (4) a certain
- amount of books of a certain author.
-
- Usually, puzzles search either for certain answers (more often, ONE
- answer) to a question; or, for the real smartasses, sometimes an
- answer is presented, and a certain question is searched for. ZEN
- puzzles are even more challenging: you have to come up with an answer
- to a question, both of which are not explicitly, rather implicitly
- stated somewhere in this FAQ. Thus, you are expected to give an
- answer AND a question!
-
- To give an impression what this is all about, consider the following,
- submitted by Craig W. Reynolds. The correct question is: "Why is
- Fisher's `improbability quote' (cf EPILOGUE) included in this FAQ?",
- Craig's correct answer is: `This is a GREAT quotation, it sounds like
- something directly out of a turn of the century Douglas Adams:
- Natural selection: the original "Infinite Improbability Drive"' Got
- the message? Well, this was easy and very obvious. The other puzzles
- are more challenging...
-
- However, all this is just for fun (mine and hopefully yours), there
- is nothing like the $100 price, some big shots in computer science,
- e.g. Don Knuth usually offer; all there is but a honorable
- mentioning of the ZEN navigator, including the puzzle s/he solved.
- It's thus like in real life: don't expect to make money from the time
- being a scientist, it's all just for the fun of it...
-
-
-
-
-
- Issue 1.10 Posted: 20 December 1993 5
-
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-
-
-
- FAQ(1/3) PREFACE FAQ(1/3)
-
-
-
- Enjoy the trip!
-
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- Issue 1.10 Posted: 20 December 1993 6
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-
-
- FAQ(1/3) TABLE OF CONTENTS FAQ(1/3)
-
-
-
- TABLE OF CONTENTS
- ai-faq/genetic/part1
- Q0: Hey, what about an Introduction to all this?
-
- Q0.1 What's the precise of comp.ai.genetic?
-
- Q0.2 How do I get started? What about Usenet documentation?
-
- Q0.3 Blaah! Don't you have something more funny?
-
-
- Q1: What are Evolutionary Algorithms (EAs)?
-
- Q1.1: What's a Genetic Algorithm (GA)?
-
- Q1.2: What's Evolutionary Programming (EP)?
-
- Q1.3: What's an Evolution Strategy (ES)?
-
- Q1.4: What's a Classifier System (CFS)?
-
- Q1.5: What's Genetic Programming (GP)?
-
-
- Q2: What can you do with EAs? What can't you do with them?
-
-
- Q3: Who is or should be concerned with EAs?
-
-
- Q4: How many Evolutionary Algorithms exist? Which?
-
- Q4.1: What about Tierra, VENUS, PolyWorld, etc.?
-
-
-
- ai-faq/genetic/part2
- Q5: What about all this Optimization stuff?
-
-
- Q10: Good introductory material about EAs?
-
- Q10.1: Books for absolute beginners?
-
- Q10.2: Textbooks?
-
- Q10.3: The Classics?
-
- Q10.4: Introductory Journal Articles?
-
- Q10.5: Introductory Technical Reports?
-
-
-
- Issue 1.10 Posted: 20 December 1993 7
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-
-
-
-
- FAQ(1/3) TABLE OF CONTENTS FAQ(1/3)
-
-
-
- Q10.6: Not-quite-so-introductory Literature?
-
- Q10.7: Biological Background Readings?
-
- Q10.8: Electronic Bibliography Collections?
-
- Q10.9: Videos?
-
- Q10.10:CD-ROMs?
-
- Q10.11:How do I get a copy of a dissertation?
-
-
- Q11: Any journals and magazines about EAs?
-
-
- Q12: The most important conferences concerned with EAs?
-
-
- Q13: Evolutionary Computation Associations?
-
-
- Q14: Where do I get technical reports on EAs from?
-
-
- Q15: Other sources of information about EAs?
-
- Q15.1: Electronic Digests?
-
- Q15.2: Electronic Mailing Lists?
-
- Q15.3: Electronic Access to Research Institutes?
-
- Q15.4: Relevant Electronic News and FAQs?
-
- Q15.5: What about all these Internet Services?
-
-
- ai-faq/genetic/part3
- Q20: Available EA software packages? FTP sites?
-
- Q20.1: Free EA software packages?
-
- Q20.2: Commercial EA software packages?
-
- Q20.3: Software from current research projects?
-
-
- Q21: What are Gray codes, why might I want to use them, and how do
- I efficiently implement them? C Code, please?
-
-
-
-
- Issue 1.10 Posted: 20 December 1993 8
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-
-
-
-
- FAQ(1/3) TABLE OF CONTENTS FAQ(1/3)
-
-
-
- Q42: What is life all about?
-
- Q42b: Is there a FAQ to this group?
-
-
- Q98: What about Patents on EAs?
-
-
- Q99: I don't get the message. What about a Glossary on EAs?
-
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- Issue 1.10 Posted: 20 December 1993 9
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- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- A0) Hey, what about an Introduction to all this?
- A0.1) What's the precise of comp.ai.genetic?
- The newsgroup comp.ai.genetic is intended as a forum for people who
- want to use or explore the capabilities of Genetic Algorithms (GA),
- Evolutionary Programming (EP), Evolution Strategies (ES), Classifier
- Systems (CFS), Genetic Programming (GP), and some other, less well-
- known problem solving algorithms that are more or less loosely
- coupled to the field of Evolutionary Computation (EC).
-
- A0.2) How do I get started? What about USENET documentation?
- The following guidelines present the essentials of the USENET online
- documentation, that is posted each month to news.announce.newusers.
-
- If you are already familiar with "netiquette" you don't want to read
- any further; if you don't know what the hell this is all about,
- proceed as follows: (1) carefully read the following paragraphs, (2)
- read all the documents in news.announce.newusers before posting any
- article to USENET. At least you should give the introductory stuff a
- try, i.e. files "news-answers/introduction" and "news-answers/news-
- newusers-intro". Both are survey articles, that provide a short and
- easy way to get an overview of the interesting parts of the online
- docs, and thus can help to prevent you from drowning in the megabytes
- to read. Both can be received either by subscribing to news.answers,
- or sending the following message to <mail-server@rtfm.mit.edu>:
-
- send usenet/news.answers/introduction
- send usenet/news.answers/news-newusers-intro
- quit
-
- Netiquette
-
- "Usenet is a convention, in every sense of the word."
-
- Although USENET is usually characterized as "an anarchy, with no laws
- and no one in charge" there have "emerged" several rules over the
- past years that shall facilitate life within newsgroups. Thus, you
- will probably find the following types of articles:
-
- 1. Requests
- Requests are articles of the form "I am looking for X" where X is
- something public like a book, an article, a piece of software.
-
- If multiple different answers can be expected, the person making the
- request should prepare to make a summary of the answers he/she got
- and announce to do so with a phrase like "Please e-mail, I'll
- summarize" at the end of the posting.
-
- The Subject line of the posting should then be something like
- "Request: X"
-
-
-
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- Issue 1.10 Posted: 20 December 1993 10
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- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- 2. Questions
- As opposed to requests, questions are concerned with something so
- specific that general interest cannot readily be assumed. If the
- poster thinks that the topic is of some general interest, he/she
- should announce a summary (see above).
-
- The Subject line of the posting should be something like "Question:
- this-and-that" (Q: this-and-that) or have the form of a question
- (i.e., end with a question mark)
-
- 3. Answers
- These are reactions to questions or requests. As a rule of thumb
- articles of type "answer" should be rare. Ideally, in most cases
- either the answer is too specific to be of general interest (and
- should thus be e-mailed to the poster) or a summary was announced
- with the question or request (and answers should thus be e-mailed to
- the poster).
-
- The subject lines of answers are automatically adjusted by the news
- software.
-
- 4. Summaries
- In all cases of requests or questions the answers for which can be
- assumed to be of some general interest, the poster of the request or
- question shall summarize the answers he/she received. Such a summary
- should be announced in the original posting of the question or
- request with a phrase like "Please answer by e-mail, I'll summarize"
-
- In such a case answers should NOT be posted to the newsgroup but
- instead be mailed to the poster who collects and reviews them. After
- about 10 to 20 days from the original posting, its poster should make
- the summary of answers and post it to the net.
-
- Some care should be invested into a summary:
-
- a) simple concatenation of all the answers might not be enough;
- instead redundancies, irrelevances, verbosities and errors should
- be filtered out (as good as possible),
-
- b) the answers shall be separated clearly
-
- c) the contributors of the INDIVIDUAL answers shall be identifiable
- unless they requested to remain anonymous [eds note: yes, that
- happens])
-
- d) the summary shall start with the "quintessence" of the answers, as
- seen by the original poster
-
- e) A summary should, when posted, clearly be indicated to be one by
- giving it a Subject line starting with "Summary:"
-
-
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- Issue 1.10 Posted: 20 December 1993 11
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- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- Note that a good summary is pure gold for the rest of the newsgroup
- community, so summary work will be most appreciated by all of us.
- (Good summaries are more valuable than any moderator!)
-
- 5. Announcements
- Some articles never need any public reaction. These are called
- announcements (for instance for a workshop, conference or the
- availability of some technical report or software system).
-
- Announcements should be clearly indicated to be such by giving them a
- subject line of the form "Announcement: this-and-that", or "ust "A:
- this-and-that".
-
- Due to common practice, conference announcements usually carry a
- "CFP:" in their subject line, i.e. "call for papers" (or: "call for
- participation").
-
- 6. Reports
- Sometimes people spontaneously want to report something to the
- newsgroup. This might be special experiences with some software,
- results of own experiments or conceptual work, or especially
- interesting information from somewhere else.
-
- Reports should be clearly indicated to be such by giving them a
- subject line of the form "Report: this-and-that"
-
- 7. Discussions
- An especially valuable possibility of USENET is of course that of
- discussing a certain topic with hundreds of potential participants.
- All traffic in the newsgroup that can not be subsumed under one of
- the above categories should belong to a discussion.
-
- If somebody explicitly wants to start a discussion, he/she can do so
- by giving the posting a subject line of the form "Start discussion:
- this-and-that" (People who react on this, please remove the "Start
- discussion: " label from the subject line of your replies)
-
- It is quite difficult to keep a discussion from drifting into chaos,
- but, unfortunately, as many other newsgroups show there seems to be
- no secure way to avoid this. On the other hand, comp.ai.genetic has
- not had many problems with this effect, yet, so let's just go and
- hope...
-
- Thanx in advance for your patience!
-
- A0.3) Blaah! Don't you have something more funny?
- Yes. Let's face it. All these files are written by USENET
- afficionados, and thus might offend beginners for some reasons, but
- there is an alternative way: The EFF recently announced the following
- in "EFFector Online Volume 5 No. 15, 8/20/1993" (A Publication of the
- Electronic Frontier Foundation, ISSN 1062-9424), available via
-
-
-
- Issue 1.10 Posted: 20 December 1993 12
-
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-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- comp.org.eff.news:
-
- Big Dummy's Guide to the Internet
-
- "EFF is proud to announce that the Big Dummy's Guide to the Internet
- is now available for free download from our ftp site. The Big
- Dummy's Guide is a user guide for novices on all the Internet has to
- offer.
-
- The genesis of the Big Dummy's Guide was a few informal
- conversations, which included Mitch Kapor of the Electronic Frontier
- Foundation (EFF) and Steve Cisler of Apple Computers, in June of
- 1991. With the support of Apple Computers, EFF hired a writer (Adam
- Gaffin) and actually took on the project in September of 1991.
-
- The idea was to write a guide to the Internet for folks who had
- little or no experience with network communications. The Guide is
- currently posted to "the 'net" in ASCII and Hypercard (Mac) formats.
- We have been giving it away on disk at conferences, and we hope to
- have a print edition available for a nominal charge soon. We're
- hoping to update this Guide on a regular basis, so please feel free
- to send us your comments and corrections. Enjoy!"
-
- The (original) Big Dummy's Guide to the Internet can be downloaded by
- anonymous ftp from ftp.eff.org. The ASCII version is located at
- /pub/Net_info/Big_Dummy/big-dummys-guide.txt . The Hypercard stack
- is located at /pub/Net_info/Big_Dummy/big-dummys-guide.sea.hqx . The
- Texinfo version (PostScript, TeXX DVI, HTML, GNU Info, ASCII) is
- avail. at /pub/Net_info/Big_Dummy/Big_Dummys_Guide_Texi/* (cf
- References of Q15)
-
-
- A1) What are Evolutionary Algorithms (EAs)?
- Evolutionary algorithms use computational models of evolutionary
- processes as key elements in the design and implementation of
- computer-based problem solving systems. A variety of evolutionary
- computational models have been proposed. They share a common
- conceptual base of simulating the EVOLUTION of INDIVIDUAL structures
- via processes of SELECTION, MUTATION, and REPRODUCTION. The
- processes depend on the perceived PERFORMANCE of the individual
- structures as defined by an ENVIRONMENT.
-
- More precisely, EAs maintain a POPULATION of structures, that evolve
- according to rules of selection and other operators, that are
- referred to as SEARCH OPERATORS, (GENETIC OPERATORS) such as
- RECOMBINATION and MUTATION. Each INDIVIDUAL in the population
- receives a measure of it's FITNESS in the ENVIRONMENT. REPRODUCTION
- focuses attention on high fitness individuals, thus EXPLOITING the
- available fitness information. Recombination and mutation perturb
- those individuals, providing general heuristics for EXPLORATION.
- Although simplistic from a biologist's viewpoint, these algorithms
-
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-
-
-
- are sufficiently complex to provide robust and powerful ADAPTIVE
- SEARCH mechanisms.
-
- --- "An Overview of Evolutionary Computation" [ECML93], 442-459.
-
- PSEUDO CODE
- Algorithm EA is
-
- // start with an initial time
- t := 0;
-
- // initialize a usually random population of individuals
- initpopulation P (t);
-
- // evaluate fitness of all initial individuals in population
- evaluate P (t);
-
- // test for termination criterion (time, fitness, etc.)
- while not done do
-
- // increase the time counter
- t := t + 1;
-
- // select sub-population for offspring production
- P' := selectparents P (t);
-
- // recombine the "genes" of selected parents
- recombine P' (t);
-
- // perturb the mated population stochastically
- mutate P' (t);
-
- // evaluate it's new fitness
- evaluate P' (t);
-
- // select the survivors from actual fitness
- P := survive P,P' (t);
- od
- end EA.
-
- A1.1) What's a Genetic Algorithm (GA)?
- The GENETIC ALGORITHM is a model of MACHINE LEARNING which derives
- its behavior from a metaphor of the processes of EVOLUTION in nature.
- This is done by the creation within a machine of a POPULATION of
- INDIVIDUALs represented by CHROMOSOMEs, in essence a set of character
- strings that are analogous to the base-4 chromosomes that we see in
- our own DNA. The individuals in the population then go through a
- process of evolution.
-
- We should note that EVOLUTION (in nature or anywhere else) is not a
- purposive or directed process. That is, there is no evidence to
-
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-
-
-
- support the assertion that the goal of evolution is to produce
- Mankind. Indeed, the processes of nature seem to boil down to
- different INDIVIDUALs competing for resources in the ENVIRONMENT.
- Some are better than others. Those that are better are more likely to
- survive and propagate their genetic material.
-
- In nature, we see that the encoding for our genetic information
- (GENOME) is done in a way that admits sexual REPRODUCTION (such as by
- budding) typically results in offspring that are genetically
- identical to the parent. SEXUAL REPRODUCTION allows the creation of
- genetically radically different offspring that are still of the same
- general flavor (SPECIES).
-
- At the molecular level what occurs (wild oversimplification alert!)
- is that a pair of CHROMOSOMEs bump into one another, exchange chunks
- of genetic information and drift apart. This is the RECOMBINATION
- operation, which GA/GPers generally refer to as CROSSOVER because of
- the way that genetic material crosses over from one chromosome to
- another.
-
- The CROSSOVER operation happens in an ENVIRONMENT where the selection
- of who gets to mate is a function of the FITNESS of the INDIVIDUAL,
- i.e. how good the individual is at competing in its environment.
- Some GENETIC ALGORITHMs use a simple function of the fitness measure
- to select individuals (probabilistically) to undergo genetic
- operations such as crossover or REPRODUCTION (the propagation of
- genetic material unaltered). This is fitness-proportionate
- SELECTION. Other implementations use a model in which certain
- randomly selected individuals in a subgroup compete and the fittest
- is selected. This is called tournament selection and is the form of
- selection we see in nature when stags rut to vie for the privilege of
- mating with a herd of hinds. The two processes that most contribute
- to EVOLUTION are crossover and fitness based selection/reproduction.
-
- As it turns out, there are mathematical proofs that indicate that the
- process of FITNESS proportionate REPRODUCTION is, in fact, near
- optimal in some senses.
-
- MUTATION also plays a role in this process, though it is not the
- dominant role that is popularly believed to be the process of
- EVOLUTION, i.e. random mutation and survival of the fittest. It
- cannot be stressed too strongly that the GENETIC ALGORITHM (as a
- simulation of a genetic process) is not a "random search" for a
- solution to a problem (highly fit INDIVIDUAL). The genetic algorithm
- uses stochastic processes, but the result is distinctly non-random
- (better than random).
-
- GENETIC ALGORITHMs are used for a number of different application
- areas. An example of this would be multidimensional optimization
- problems in which the character string of the CHROMOSOME can be used
- to encode the values for the different parameters being optimized.
-
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-
-
-
- In practice, therefore, we can implement this genetic model of
- computation by having arrays of bits or characters to represent the
- CHROMOSOMEs. Simple bit manipulation operations allow the
- implementation of CROSSOVER, MUTATION and other operations. Although
- a substantial amount of research has been performed on variable-
- length strings and other structures, the majority of work with
- GENETIC ALGORITHMs is focussed on fixed-length character strings. We
- should focus on both this aspect of fixed-lengthness and the need to
- encode the representation of the solution being sought as a character
- string, since these are crucial aspects that distinguish GENETIC
- PROGRAMMING, which does not have a fixed length representation and
- there is typically no encoding of the problem.
-
- When the GENETIC ALGORITHM is implemented it is usually done in a
- manner that involves the following cycle: Evaluate the FITNESS of all
- of the INDIVIDUALs in the POPULATION. Create a new population by
- performing operations such as CROSSOVER, fitness-proportionate
- REPRODUCTION and MUTATION on the individuals whose fitness has just
- been measured. Discard the old population and iterate using the new
- population.
-
- One iteration of this loop is referred to as a GENERATION. There is
- no theoretical reason for this as an implementation model. Indeed, we
- do not see this punctuated behavior in POPULATIONs in nature as a
- whole, but it is a convenient implementation model.
-
- The first GENERATION (generation 0) of this process operates on a
- POPULATION of randomly generated INDIVIDUALs. From there on, the
- genetic operations, in concert with the FITNESS measure, operate to
- improve the population.
-
- PSEUDO CODE
- Algorithm GA is
-
- // start with an initial time
- t := 0;
-
- // initialize a usually random population of individuals
- initpopulation P (t);
-
- // evaluate fitness of all initial individuals of population
- evaluate P (t);
-
- // test for termination criterion (time, fitness, etc.)
- while not done do
-
- // increase the time counter
- t := t + 1;
-
- // select a sub-population for offspring production
- P' := selectparents P (t);
-
-
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-
-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- // recombine the "genes" of selected parents
- recombine P' (t);
-
- // perturb the mated population stochastically
- mutate P' (t);
-
- // evaluate it's new fitness
- evaluate P' (t);
-
- // select the survivors from actual fitness
- P := survive P,P' (t);
- od
- end GA.
-
- A1.2) What's Evolutionary Programming (EP)?
- Introduction
- Evolutionary Programming is a stochastic optimization strategy
- similar to GENETIC ALGORITHMs, but which dispenses with both
- "genomic" representations and with RECOMBINATION as a MUTATION
- strategy.
-
- Like GENETIC ALGORITHMs, the EP technique is useful for optimizing
- problem solutions when other techniques like gradient descent or
- direct, analytical discovery are not possible. Combinatoric and
- real-valued FUNCTION OPTIMIZATION in which the optimization surface
- or "fitness landscape" is "rugged", possessing many locally optimal
- solutions, are well-suited for the EP technique.
-
- History
- The 1966 book, "Artificial Intelligence Through Simulated Evolution"
- by Fogel, Owens and Walsh is the landmark publication for
- applications of the EP technique. In the work, automata were evolved
- to predict symbol strings generated from Markov processes.
-
- In 1992, the First Annual Conference on Evolutionary Programming was
- held in La Jolla, CA. A second was held in 1993 and a third is
- planned for 1994. The first conference attracted a diverse group of
- academic, commericial and military researchers engaged in both
- developing the theory of the EP technique and in applying EP to a
- wide range of optimization problems.
-
- Rather than list and analyze the sources in detail, I have included
- several fundamental sources below which should serve as good pointers
- to the entire body of work in the field.
-
- The Process
- For EP, like GAs, there is an underlying assumption that a "fitness"
- landscape can be characterized in terms of variables, and that there
- is an optimum solution in terms of those variables. For example, if
- one were trying to find the shortest path in a Traveling Salesman
- Problem, each solution would be a path. The length of the path could
-
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-
-
-
- be expressed as a number, which would serve as the solution's
- "fitness". The "fitness landscape" for this problem could be
- characterized as a hypersurface proportional to the path lengths in a
- space of possible paths. The goal would be to find the globally
- shortest path in that space.
-
- The basic EP method involves 3 steps (Repeat until a threshold for
- iteration is exceeded or an adequate solution is obtained):
-
- (1) Choose an initial POPULATION of trial solutions at random. The
- number of solutions in a population is highly relevant to the
- speed of optimization, but no definite answers are available as
- to how many solutions are appropriate (other than >1) and how
- many solutions are just wasteful.
-
- (2) Each solution is replicated into a new POPULATION. Each of
- these offspring solutions are mutated according to a
- distribution of MUTATION types, ranging from minor to extreme
- with a continuum of mutation types between.
-
- (3) Each offspring solution is assessed by computing it's FITNESS.
- The N best solutions, or *stochastically* N of the best
- solutions, are retained for the next POPULATION of solutions.
-
- EP and GAs
- There are two important ways in which the EP method differs from the
- GA technique.
-
- First, there is no constraint on the representation. The typical GA
- approach involves encoding the problem solutions as a string of
- representative tokens, the "genome". In the EP approach, the
- representation follows from the problem. A neural network can be
- represented in the same manner as it is implemented, for example,
- because the MUTATION operation does not demand a linear encoding.
-
- Second, the MUTATION operation simply changes aspects of the solution
- according to a statistical distribution which weights minor
- variations in offspring as highly probable and substantial variations
- as increasingly unlikely as the global optimum is approached. There
- is a certain tautology here: if the global optimum is not already
- known, how can the spread of the mutation operation be damped as the
- solutions approach it? Several techniques have been proposed and
- implemented which address this difficulty, the most widely studied
- being the "Meta-Evolutionary" technique (see Sources, below ) in
- which the variance of the mutation distribution is subject to
- mutation by a fixed variance mutation operator and evolves along with
- the solution.
-
- Evolution and Sex: The Argumentative Side of EP
- CROSSOVER as an abstraction of sexual RECOMBINATION has been
- questioned on several fronts by the EP community.
-
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-
-
-
- The strongest criticisms have been raised by Atmar (1992) in his
- introductory papers in the first EP conference proceedings as well as
- his substantially biological "On the Role of Males" in Animal
- Behavior (1991). Atmar criticizes the use of terminology, indicating
- that "crossing-over" is a process that occurs prior to sex during
- meiotic cell division and its actual role in EVOLUTION is not clearly
- understood. More than just simple semantics, he argues a reversal of
- the common assumption that sex acts as an accelerator of diversity,
- instead casting sex as a mechanism for expunging genetic defects from
- the germline.
-
- Atmar additionally argues that simplistic encodings of parameters for
- optimization in GENETIC ALGORITHMs where one "trait" is equivalent to
- one symbol pattern in the GENOME misrepresents the process of natural
- selection and miscontrues cause and effect. He argues instead for
- selection at the phenotypic level. He characterizes the EP approach
- as being "top down" in that expressed variation at the level of the
- phenotype is selected without concern for the representation at lower
- levels, while the GA approach "celebrates" coding details potentially
- to the exclusion of arriving at optimal solutions.
-
- Several empirical evaluations of the value of CROSSOVER have been
- reported, all of which suggest that the value of crossover is not
- clear.
-
- References
-
- Some references to proceedings, books and journal articles which
- provide an excellent introduction (by no means extensive) to the
- field, include:
-
- Fogel, LJ, Owens, AJ and Walsh, MJ (1966) "Artificial Intelligence
- Through Simulated Evolution," John Wiley and Sons, NY. [primary]
-
- Fogel, DB and Atmar, JW, (eds.) (1992) "Proceedings of the First
- Annual Conference on Evolutionary Programming," Evolutionary
- Programming Society, San Diego, CA. [primary]
-
- Atmar, JW (1991) "On the Role of Males," Animal Behavior, Vol. 41,
- pp. 195-205. [biological]
-
- Ambati, BK, Ambati, J and Mokhtar, MM (1991) "Heuristic COMBINATORIAL
- OPTIMIZATION by Simulated Darwinian EVOLUTION: A Polynomial Time
- Algorithm for the Traveling Salesman Problem," Biological
- Cybernetics, Vol. 65, pp 31-35. [mathematical]
-
- Sebald, AV, Schlenzig, J and Fogel, DB (1991) "Minimax Design of CMAC
- Neural Controllers Using Evolutionary Programming," Proc. of the 25th
- Asilomar Conf. on Signals, Systems and Computers, Chen, RR (ed.),
- Pacific Grove, CA, pp 551-555. [practical]
-
-
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-
-
-
- PSEUDO CODE
- Algorithm EP is
-
- // start with an initial time
- t := 0;
-
- // initialize a usually random population of individuals
- initpopulation P (t);
-
- // evaluate fitness of all initial individuals of population
- evaluate P (t);
-
- // test for termination criterion (time, fitness, etc.)
- while not done do
-
- // increase the time counter
- t := t + 1;
-
- // perturb the whole population stochastically
- P' := mutate P (t);
-
- // evaluate it's new fitness
- evaluate P' (t);
-
- // select the survivors from actual fitness
- P := survive P,P' (t);
- od
- end EP.
-
- It should be pointed out that EP does not use any CROSSOVER as a
- GENETIC OPERATOR.
-
- A1.3) What's an Evolution Strategy (ES)? [preliminary]
- In 1963 two students at the Technical University of Berlin (TUB) met
- and were soon to collaborate on experiments which used the wind
- tunnel of the Institute of Flow Engineering. During the search for
- the optimal shapes of bodies in a flow, which was then a matter of
- laborious intuitive experimentation, the idea was conceived of
- proceeding strategically. However, attempts with the coordinate and
- simple gradient strategies (cf Q5) were unsuccessful. Then one of
- the students, Ingo Rechenberg, now Professor of Bionics and
- Evolutionary Engineering, hit upon the idea of trying random changes
- in the parameters defining the shape, following the example of
- natural MUTATIONs. The EVOLUTION STRATEGY was born. A third
- student, Peter Bienert, joined them and started the construction of
- an automatic experimenter, which would work according to the simple
- rules of mutation and selection. The second student, Hans-Paul
- Schwefel, set about testing the efficiency of the new methods with
- the help of a Zuse Z23 computer; for there were plenty of objections
- to these "random strategies."
-
-
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-
-
-
- In spite of an occasional lack of financial support, the Evolutionary
- Engineering Group which had been formed held firmly together. Ingo
- Rechenberg received his doctorate in 1970 (Rechenberg 73). It
- contains the theory of the two membered EVOLUTION strategy and a
- first proposal for a multimembered strategy which in the nomenclature
- introduced here is of the (m+1) type. In the same year financial
- support from the Deutsche Forschungsgemeinschaft (DFG, Germany's
- National Science Foundation) enabled the work, that was concluded, at
- least temporarily, in 1974 with the thesis "Evolutionsstrategie und
- numerische Optimierung" (Schwefel 77).
-
- Thus, EVOLUTION STRATEGIES were invented to solve technical
- optimization problems (TOPs) like e.g. constructing an optimal
- flashing nozzle, and until recently ES were only known to civil
- engineering folks, as an alternative to standard solutions. Usually
- no closed form analytical objective function is available for TOPs
- and hence, no applicable optimization method exists, but the
- engineer's INTUITION.
-
- The first attempts to imitate principles of organic EVOLUTION on a
- computer still resembled the iterative optimization methods known up
- to that time (cf Q5): In a two-membered or (1+1) ES, one parent
- generates one offspring per GENERATION by applying NORMALLY
- DISTRIBUTED MUTATIONs, i.e. smaller steps occur more likely than big
- ones, until a child performs better than its ancestor and takes its
- place. Because of this simple structure, theoretical results for
- stepsize control and CONVERGENCE VELOCITY could be derived. The ratio
- between successful and all mutations should come to 1/5: the so-
- called 1/5 SUCCESS RULE was discovered. This first algorithm, using
- mutation only, has then been enhanced to a (m+1) strategy which
- incorporated RECOMBINATION due to several, i.e. m parents being
- available. The mutation scheme and the exogenous stepsize control
- were taken across unchanged from (1+1) ESs.
-
- Schwefel later generalized these strategies to the multimembered ES
- now denoted by (m+l) and (m,l) which imitates the following basic
- principles of organic EVOLUTION: a POPULATION, leading to the
- possibility of RECOMBINATION with random mating, MUTATION and
- SELECTION. These strategies are termed PLUS STRATEGY and COMMA
- STRATEGY, respectively: in the plus case, the parental GENERATION is
- taken into account during selection, while in the comma case only the
- offspring undergoes selection, and the parents die off. m (usually a
- lowercase my, denotes the population size, and l, usually a lowercase
- lambda denotes the number of offspring generated per generation). Or
- to put it in an utterly insignificant and hopelessly outdated
- language:
-
- (define (Evolution-strategy population)
- (if (terminate? population)
- population
- (evolution-strategy
-
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-
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-
-
-
- (select
- (cond (plus-strategy?
- (union (mutate
- (recombine population))
- population))
- (comma-strategy?
- (mutate
- (recombine population))))))))
-
- However, dealing with ES is sometimes seen as "strong tobacco," for
- it takes a decent amount of PROBABILITY THEORY and applied STATISTICS
- to understand the inner workings of an ES, while it navigates through
- the hyperspace of the usually n-dimensional problem space, by
- throwing hyperelipses into the deep...
-
- Luckily, this medium doesn't allow for much mathematical ballyhoo;
- the author therefore has to come up with a simple but brilliantly
- intriguing explanation to save the reader from falling asleep during
- the rest of this section, so here we go:
-
- Imagine a black box. A large black box. As large as, say for example,
- a Coca-Cola vending machine. Now, [..] (to be continued)
-
- A single INDIVIDUAL of the ES' POPULATION consists of the following
- GENOTYPE representing a point in the SEARCH SPACE:
-
- OBJECT VARIABLES
- Real-valued x_i have to be tuned by RECOMBINATION and MUTATION
- such that an objective function reaches its global optimum.
- Referring to the metaphor mentioned previously, the x_i
- represent the regulators of the alien Coka-Cola vending machine.
-
- STRATEGY VARIABLES
- Real-valued s_i (usually denoted by a lowercase sigma) or mean
- STEPSIZES determine the mutability of the x_i. They represent
- the STANDARD DEVIATION of a (0, s_i) GAUSSIAN DISTRIBUTION (GD)
- being added to each x_i as an undirected MUTATION. With an
- EXPECTANCY VALUE of 0 the parents will produce offsprings
- similar to themselves on average. In order to make a doubling
- and a halving of a stepsize equally probable, the s_i mutate
- LOG-NORMALLY, distributed, i.e. exp(GD), from generation to
- GENERATION. These stepsizes hide the INTERNAL MODEL the
- POPULATION has made of its ENVIRONMENT, i.e. a SELF-ADAPTATION
- of the stepsizes has replaced the exogenous control of the (1+1)
- ES.
-
- This concept works because selection sooner or later prefers those
- INDIVIDUALs having built a good model of the objective function, thus
- producing better offspring. Hence, LEARNING takes place on two
- levels: (1) at the genotypic, i.e. the object and strategy variable
- level and (2) at the phenotypic level, i.e. the FITNESS level.
-
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-
-
-
- Depending on an individual's x_i, the resulting objective function
- value f(x), where x denotes the vector of objective variables, serves
- as the PHENOTYPE (FITNESS) in the selection step. In a plus strategy,
- the m best of all (m+l) INDIVIDUALs survive to become the parents of
- the next GENERATION. Using the comma variant, selection takes place
- only among the l offspring. The second scheme is more realistic and
- therefore more successful, because no individual may survive forever,
- which could at least theoretically occur using the plus variant.
- Untypical for conventional optimization algorithms and lavish at
- first sight, a comma strategy allowing intermediate deterioration
- performs better! Only by FORGETTING highly fit individuals a
- permanent adaptation of the stepsizes can take place and avoid long
- stagnation phases due to misadapted s_i's. This means that these
- individuals have built an internal model that is no longer
- appropriate for further progress, and thus should better be
- discarded.
-
- By choosing a certain ratio m/l, one can determine the convergence
- property of the EVOLUTION strategy: If one wants a fast, but local
- convergence, one should choose a small HARD SELECTION, ratio, e.g.
- (5,100), but looking for the global optimum, one should favour a
- SOFTer SELECTION (15,100).
-
- Self-adaptation within ESs depends on the following AGENTS (Schwefel
- 87):
-
- RANDOMNESS:
- One cannot model MUTATION as a pure random process. This would
- mean that a child is completely independent of its parents.
-
- POPULATION SIZE:
- The POPULATION has to be sufficiently large. Not only the
- current best should be allowed to reproduce, but a set of good
- INDIVIDUALs. Biologists have coined the term REQUISITE VARIETY
- being necessary to prevent a SPECIES from becoming poorer and
- poorer genetically and eventually dying out.
-
- COOPERATION:
- In order to exploit the effects of a POPULATION (m > 1), the
- INDIVIDUALs should recombine their knowledge with that of others
- (cooperate) because one cannot expect the knowledge to
- accumulate in the best individual only.
-
- DETERIORATION:
- In order to allow better internal models (stepsizes) to provide
- better progress in the future, one should accept deterioration
- from one GENERATION to the next. A limited life-span in nature
- is not a sign of failure, but an important means of preventing a
- SPECIES from freezing genetically.
-
-
-
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-
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-
-
-
- ESs prove to be successful when compared to other iterative methods
- on a large number of test problems (Schwefel 77). They are adaptable
- to nearly all sorts of problems in optimization, because they need
- very little information about the problem, esp. no derivatives of the
- objective function. For a list of some 300 applications of EAs, see
- the SyS-2/92 report (cf Q14). ESs are capable of solving high
- dimensional, multimodal, nonlinear problems subject to linear and/or
- nonlinear constraints. The objective function can also, e.g. be the
- result of a SIMULATION, it does not have to be given in a closed
- form. This also holds for the constraints which may represent the
- outcome of, e.g. a finite elements method (FEM). ESs have been
- adapted to VECTOR OPTIMIZATION problems (Kursawe 92), and they can
- also serve as a heuristic for NP-complete combinatorial problems like
- the TRAVELLING SALESMAN problem or problems with a noisy or changing
- response surface.
-
- References
-
- Kursawe, F. (1992) "Evolution strategies for vector optimization",
- Taipei, National Chiao Tung University, 187-193.
-
- Kursawe, F. (1994) "Evolution strategies: Simple models of natural
- processes?", Revue Internationale de Systemique, France (to appear).
-
- Rechenberg, I. (1973) "Evolutionsstrategie: Optimierung technischer
- Systeme nach Prinzipien der biologischen Evolution", Stuttgart:
- Fromman-Holzboog.
-
- Schwefel, H.-P. (1977) "Numerische Optimierung von Computermodellen
- mittels der Evolutionsstrategie", Basel: Birkhaeuser.
-
- Schwefel, H.-P. (1987) "Collective Phaenomena in Evolutionary
- Systems", 31st Annu. Meet. Inter'l Soc. for General System Research,
- Budapest, 1025-1033.
-
- A1.4) What's a Classifier System (CFS)? [preliminary]
- The name of the Game
- First, a word on naming conventions is due, for no other paradigm of
- EC has undergone more changes to it's name space than the thread
- we're currently talking about. Initially, Holland called his
- cognitive models "Classifier Systems" abbrv. with CS, and sometimes
- CFS, as can be found in [GOLD89].
-
- Whence Riolo came into play in 1986 and Holland added a REINFORCEMENT
- component to the overall design of a CFS, that emphasized its ability
- to learn, thus, the word "learning" was prepended to the name to
- stress the MACHINE LEARNING notion of the then called "Learning
- Classifier Systems" abbrv. with LCS. On October 6-9, 1992 the "1st
- Inter'l Workshop on Learning Classifier Systems" took place at the
- NASA Johnson Space Center, Houston, TX. A summary of this "summit"
- of all leading researchers in LCS can be found on SAFIER as
-
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-
- Today, the story continues, LCSs are sometimes subsumed under a "new"
- MACHINE LEARNING paradigm called EVOLUTIONARY REINFORCEMENT LEARNING
- or ERL for short, incorporating LCSs, Q-Learning, devised by Watkins
- (1989), and a paradigm of the same name, devised by Ackley and
- Littman [ALIFEIII].
-
- On Schema Processors and ANIMATS
- So, to get back to the question above, "What are CFSs?", we first
- might answer, "Well, there are many interpretations of Holland's
- ideas...what do you like to know in particular?" And then we'd start
- with a recitation from [HOLLAND75,92], and explain all the schema
- processors, the broadcast language, etc. But, we will take a more
- comprehensive, and intuitive way to understand what classifier
- systems are all about.
-
- The easiest road to explore the very nature of classifier systems, is
- to take the ANIMAT (ANIMAl + roboT = ANIMAT) "lane" devised by Booker
- (1982) and later studied extensively by Wilson (1985), who also
- coined the term for this approach. Work continues on ANIMATs but is
- often regarded as ARTIFICIAL LIFE rather than EVOLUTIONARY
- COMPUTATION. This thread of research has even its own conference
- series: "Simulation of Adaptive Behavior (SAB)" (cf Q12), including
- other notions from machine learning, connectionist learning,
- evolutionary robotics, etc. [NB: the latter is obvious, if an ANIMAT
- lives in a digital microcosm, it can be put into the real world by
- implantation into an autonomous robot vehicle, that has
- sensors/detectors (camera eyes, whiskers, etc.) and effectors
- (wheels, robot arms, etc.); so all what's needed is to use our
- algorithm as the "brain" of this vehicle, connecting the hardware
- parts with the software learning component. For a fascinating intro
- to the field see, e.g. Braitenberg (1984)]
-
- CLASSIFIER SYSTEMS, however, are yet another offspring of John
- Holland's aforementioned book, and can be seen as one of the early
- applications of GAs, for CFSs use this evolutionary algorithm to
- adopt their behavior toward a changing environment, as is explained
- below in greater detail.
-
- Holland envisioned a cognitive system capable of classification the
- ongoings in its environment, and then react to these ongoings
- appropriately. So what does it need to build such a system?
- Obviously, we need (1) an environment; (2) receptors that tell our
- system about the ongoings; (3) effectors, that let our system
- manipulate its environment; and (4) the system itself, conveniently a
- "black box" in this first approach, that has (2) and (3) attached to
- it, and "lives" in (1).
-
- In the ANIMAT approach, (1) usually is an artificially created
- digital world, e.g. in Booker's GOFER system, a 2 dimensional grid
-
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- that contains "food" and "poison". And the GOFER itself, that walks
- across this grid and tries (a) to learn to distinguish between these
- two items, and (b) survive well fed.
-
- Much the same for Wilson's animat, called "*". Yes, it's just an
- asterisk, and a "Kafka-esque naming policy" is one of the sign posts
- of the whole field; e.g. the first implementation by Holland and
- Reitmann 1978 was called CS-1, cognitive system 1; Smith' Poker
- player LS-1 (1980) followed this "convention"; Riolo's 1988 LCS
- implementations on top of his CFS-C library (cf Q20), were dubbed
- FSW-1 (Finite State World 1), and LETSEQ-1 (LETter SEQuence predictor
- 1).
-
- So from the latter paragraph we can conclude that ENVIRONMENT can
- also mean something completely different (e.g. an infinite stream of
- letters, time serieses, etc.) than in the ANIMAT approach, but
- anyway; we'll stick to it, and go on.
-
- Imagine a very simple ANIMAT, e.g., a simplified model of a frog.
- Now, we know that frogs live in (a) Muppet Shows, or (b) little
- ponds; so we chose the latter as our demo environment (1); and the
- former for a non-Kafka-esque name of our model, so let's dub it
- "Kermit".
-
- Kermit has eyes, i.e. sensorial input detectors (2); hands and legs,
- i.e. environment-manipulating effectors (3); is a spicy-fly-
- detecting-and-eating device, i.e. a frog (4); so we got all the 4
- pieces needed.
-
- Inside the Black Box
- The most primitive "black box" we can think of is a computer. It has
- inputs (2), and outputs (3), and a message passing system inbetween,
- that converts (i.e., computes), certain input messages into output
- messages, according to a set of rules, usually called the "program"
- of that computer. From the theory of computer science, we now borrow
- the simplest of all program structures, that is something called
- "production system" or PS for short. A PS has been shown to be
- computationally complete by Post (1943), that's why it is sometimes
- called a "Post System", and later by Minsky (1967). Although it
- merely consists of a set of if-then rules, it still resembles a full-
- fledged computer.
-
- We now term a single "if-then" rule a "classifier", and choose a
- representation that makes it easy to manipulate these, for example by
- encoding them into binary strings. We then term the set of
- classifiers, a "classifier population", and immediately know how to
- breed new rules for our system: just use a GA to generate new
- rules/classifiers from the current population!
-
- All what's left are the messages floating through the black box.
- They should also be simple strings of zeroes and ones, and are to be
-
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- kept in a data structure, we call "the message list".
-
- With all this given, we can imagine the ongoings inside the black box
- as follows: The input interface (2) generates messages, i.e., 0/1
- strings, that are written on the message list. Then these messages
- are matched against the condition-part of all classifiers, to find
- out which actions are to be triggered. The message list is then
- emptied, and the encoded actions, themselves just messages, are
- posted to the message list. Then, the output interface (3) checks
- the message list for messages concerning the effectors. And the cycle
- restarts.
-
- Note, that it is possible in this set-up to have "internal messages",
- because the message list is not emptied after (3) has checked; thus,
- the input interface messages are added to the initially empty list.
- (cf Algorithm CFS, LCS below)
-
- The general idea of the CFS is to start from scratch, i.e., from
- tabula rasa (without any knowledge) using a randomly generated
- classifier population, and let the system learn its program by
- INDUCTION, (cf Holland et al. 1986), this reduces the input stream to
- recurrent input patterns, that must be repeated over and over again,
- to enable the ANIMAT to classify its current situation/context and
- react on the ongoings appropriately.
-
- What does it need to be a frog?
- Let's take a look at the behavior emitted by Kermit. It lives in its
- digital microwilderness where it moves around randomly. [NB: This
- seemingly "random" behavior is not that random at all; for more on
- instinctive, i.e., innate behavior of non-artificial animals see,
- e.g. Tinbergen (1951)]
-
- Whenever a small flying object appears, that has no stripes, Kermit
- should eat it, because it's very likely a spicy fly, or other flying
- insect. If it has stripes, the insect is better left alone, because
- Kermit better don't bother with wasps, hornets, or bees. If Kermit
- encounters a large, looming object, it immediately uses its effectors
- to jump away, as far as possible.
-
- So, part of these behavior patterns within the "pond world", in AI
- sometimes called a "frame," from traditional knowledge representation
- techniques, Rich (1983), can be expressed in a set of "if <condition>
- then <action>" rules, as follows:
-
- IF small, flying object to the left THEN send @
- IF small, flying object to the right THEN send %
- IF small, flying object centered THEN send $
- IF large, looming object THEN send !
- IF no large, looming object THEN send *
- IF * and @ THEN move head 15 degrees left
- IF * and % THEN move head 15 degrees right
-
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-
- IF * and $ THEN move in direction head pointing
- IF ! THEN move rapidly away from direction head pointing
-
- Now, this set of rules has to be encoded for use within a classifier
- system. A possible encoding of the above rule set in CFS-C (Riolo)
- classifier terminology. The condition part consists of two
- conditions, that are combined with a logical AND, thus must be met
- both to trigger the associated action. This structure needs a NOT
- operation, (so we get NAND, and know from hardware design, that we
- can build any computer solely with NANDs), in CFS-C this is denoted
- by the `~' prefix character (rule #5).
-
- IF THEN
- 0000, 00 00 00 00
- 0000, 00 01 00 01
- 0000, 00 10 00 10
- 1111, 01 ## 11 11
- ~1111, 01 ## 10 00
- 1000, 00 00 01 00
- 1000, 00 01 01 01
- 1000, 00 10 01 10
- 1111, ## ## 01 11
-
- Obviously, string `0000' denotes small, and `00' in the fist part of
- the second column, denotes flying. The last two bits of column #2
- encode the direction of the object approaching, where `00' means
- left, `01' means right, etc.
-
- In rule #4 a the "don't care symbol" `#' is used, that matches `1'
- and `0', i.e., the position of the large, looming object, is
- completely arbitrary. A simple fact, that can save Kermit's
- (artificial) life.
-
- PSEUDO CODE (Non-Learning CFS)
- Algorithm CFS is
-
- // start with an initial time
- t := 0;
-
- // an initially empty message list
- initMessageList ML (t);
-
- // and a randomly generated population of classifiers
- initClassifierPopulation P (t);
-
- // test for cycle termination criterion (time, fitness, etc.)
- while not done do
-
- // increase the time counter
- t := t + 1;
-
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-
- // 1. detectors check whether input messages are present
- ML := readDetectors (t);
-
- // 2. compare ML to the classifiers and save matches
- ML' := matchClassifiers ML,P (t);
-
- // 3. process new messages through output interface
- ML := sendEffectors ML' (t);
- od
- end CFS.
-
- To convert the previous, non-learning CFS into a learning classifier
- system LCS, as has been proposed in Holland (1986), it takes two
- steps:
-
- (1) the major cycle has to be changed such that the activation of
- each classifier depends on some additional parameter, that can
- be modified as a result of experience, i.e. reinforcement from
- the environment;
-
- (2) and/or change the contents of the classifier list, i.e.,
- generate new classifiers/rules, by removing, adding, or
- combining condition/action-parts of existing classifiers.
-
- The algorithm thus changes accordingly:
-
- PSEUDO CODE (Learning CFS)
- Algorithm LCS is
-
- // start with an initial time
- t := 0;
-
- // an initially empty message list
- initMessageList ML (t);
-
- // and a randomly generated population of classifiers
- initClassifierPopulation P (t);
-
- // test for cycle termination criterion (time, fitness, etc.)
- while not done do
-
- // increase the time counter
- t := t + 1;
-
- // 1. detectors check whether input messages are present
- ML := readDetectors (t);
-
- // 2. compare ML to the classifiers and save matches
- ML' := matchClassifiers ML,P (t);
-
-
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-
- // 3. highest bidding classifier(s) collected in ML' wins the
- // "race" and post the(ir) message(s)
- ML' := selectMatchingClassifiers ML',P (t);
-
- // 4. tax bidding classifiers, reduce their strength
- ML' := taxPostingClassifiers ML',P (t);
-
- // 5. effectors check new message list for output msgs
- ML := sendEffectors ML' (t);
-
- // 6. receive payoff from environment (REINFORCEMENT)
- C := receivePayoff (t);
-
- // 7. distribute payoff/credit to classifiers (e.g. BBA)
- P' := distributeCredit C,P (t);
-
- // 8. Eventually (depending on t), an EA (usually a GA) is
- // applied to the classifier population
- if criterion then
- P := generateNewRules P' (t);
- else
- P := P'
- od
- end LCS.
-
- What's the problem with CFSs?
- Just to list the currently known problems that come with CFSs, would
- take some additional pages; therefore only some interesting papers
- dealing with unresolved riddles are listed; probably the best paper
- containing most of these is the aforementioned summary of the LCS
- Workshop:
-
- Smith, R.E. (1992) "A report on the first Inter'l Workshop on LCSs"
- avail. from SAFIER as: sfi.santafe.edu:/pub/EC/CFS/papers/lcs92.ps.gz
-
- Other noteworthy critiques on LCSs include:
-
- Wilson, S.W. (1987) "Classifier Systems and the Animat Problem"
- Machine Learning, 2.
-
- Wilson, S.W. (1988) "Bid Competition and Specificity Reconsidered"
- Complex Systems, 2(5):705-723.
-
- Wilson, S.W. & Goldberg, D.E. (1989) "A critical review of classifier
- systems" [ICGA89], 244-255.
-
- Goldberg, D.E., Horn, J. & Deb, K. (1992) "What makes a problem hard
- for a classifier system?" (containing the Goldberg citation below)
- is also available from SAFIER as:
- sfi.santafe.edu:/pub/EC/CFS/papers/lcs92-2.ps.gz
-
-
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-
-
-
- Dorigo, M. (1993) "Genetic and Non-genetic Operators in ALECSYS"
- Evolutionary Computation, 1(2):151-164. The technical report, the
- journal article is based on is avail. from SAFIER as:
- sfi.santafe.edu:/pub/EC/CFS/papers/icsi92.ps.gz
-
- Smith, R.E. Forrest, S. & Perelson, A.S. (1993) "Searching for
- Diverse, Cooperative Populations with Genetic Algorithms"
- Evolutionary Computation, 1(2):127-149.
-
- Conclusions?
- Generally speaking: "There's much to do in CFS research!"
-
- No other notion of EC provides more space to explore and given you
- are interested in a PhD in the field, you might want to take a closer
- look at CFS. However, be warned!, to quote Goldberg: "classifier
- systems are a quagmire---a glorious, wondrous, and inventing
- quagmire, but a quagmire nonetheless."
-
- References
-
- Booker, L.B. (1982) "Intelligent behavior as an adaption to the task
- environment" PhD Dissertation, Univ. of Michigan, Logic of Computers
- Group, Ann Arbor, MI.
-
- Braitenberg, V. (1984) "Vehicles: Experiments in Synthetic
- Psychology" Boston, MA: MIT Press.
-
- Holland, J.H. (1986) "Escaping Brittleness: The possibilities of
- general-purpose learning algorithms applied to parallel rule-based
- systems". In: R.S. Michalski, J.G. Carbonell & T.M. Mitchell (eds),
- Machine Learning: An artificial intelligence approach, Vol II,
- 593-623, Los Altos, CA: Morgan Kaufman.
-
- Holland, J.H., et al. (1986) "Induction: Processes of Inference,
- Learning, and Discovery", Cambridge, MA: MIT Press.
-
- Holland, J.H. (1992) "Adaptation in natural and artificial systems"
- Boston, MA: MIT Press.
-
- Holland, J.H. & Reitman, J.S. (1978) "Cognitive Systems based on
- Adaptive Algorithms" In D.A. Waterman & F.Hayes-Roth, (eds) Pattern-
- directed inference systems. NY: Academic Press.
-
- Minsky, M.L. (1961) "Steps toward Artificial Intelligence"
- Proceedings IRE, 49, 8-30. Reprinted in E.A. Feigenbaum & J. Feldman
- (eds) Computers and Thought, 406-450, NY: McGraw-Hill, 1963.
-
- Minsky, M.L. (1967) "Computation: Finite and Infinite Machines"
- Englewood Cliffs, NJ: Prentice-Hall.
-
-
-
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-
-
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-
-
-
- Post, E.L. (1943) "Formal reductions of the general combinatorial
- decision problem" American Journal of Mathematics, 65, 197-268.
-
- Rich, E. (1983) "Artificial Intelligence" NY: McGraw-Hill.
-
- Tinbergen, N. (1951) "The Study of Instinct" NY: Oxford Univ. Press.
-
- Watkins, C. (1989) "Learning from Delayed Rewards" PhD Dissertation,
- Department of Psychology, Cambridge Univ., UK.
-
- Wilson, S.W. (1985) "Knowledge growth in an artificial animal" in
- [ICGA95], 16-23.
-
- A1.5) What's Genetic Programming (GP)?
- GENETIC PROGRAMMING is the extension of the genetic model of learning
- into the space of programs. That is, the objects that constitute the
- POPULATION are not fixed-length character strings that encode
- possible solutions to the problem at hand, they are programs that,
- when executed, "are" the candidate solutions to the problem. These
- programs are expressed in genetic programming as parse trees, rather
- than as lines of code. Thus, for example, the simple program "a + b
- * c" would be represented as:
-
- +
- / \
- a *
- / \
- b c
-
- or, to be precise, as suitable data structures linked together to
- achieve this effect. Because this is a very simple thing to do in the
- programming language Lisp, many GPers tend to use Lisp. However, this
- is simply an implementation detail. There are straightforward methods
- to implement GP using a non-Lisp programming ENVIRONMENT.
-
- The programs in the POPULATION are composed of elements from the
- FUNCTION SET and the TERMINAL SET, which are typically fixed sets of
- symbols selected to be appropriate to the solution of problems in the
- domain of interest.
-
- In GP the CROSSOVER operation is implemented by taking randomly
- selected subtrees in the INDIVIDUALs (selected according to FITNESS)
- and exchanging them.
-
- It should be pointed out that GP usually does not use any MUTATION as
- a GENETIC OPERATOR.
-
-
- A2) What can EAs do for you? What can't they do?
- In principle, EAs can compute any computable function, i.e.
- everything a normal digital computer can do.
-
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-
-
- EAs are especially bad suited for problems that are already known how
- to solve, unless these problems are intended to serve as BENCHMARK
- PROGRAMS. Special purpose algorithms, i.e. algorithms that have a
- certain amount of PROBLEM DOMAIN KNOWLEDGE hard coded in them, will
- usually outperform EAs, so there is no BLACK MAGIC in EC. EAs should
- be used when there is no other known problem solving strategy, and
- the problem domain is NP-complete. That's where EAs come into play:
- heuristically finding solutions where all else fails.
-
- Following is an incomplete (sic!) list of successful EA
- applications:
-
- TIMETABLING
- Another thing that has been addressed quite successfully with GAs is
- timetabling. A very common manifestation of this kind of problem is
- the timetabling of exams or classes in Universities, etc. At the
- Department of ARTIFICIAL INTELLIGENCE, University of Edinburgh,
- timetabling the MSc exams is now done using a GA (Corne et al. 93,
- Fang 92). An example of the use of GAs for timetabling classes is
- (Abramson & Abela 1991).
-
- In the exam timetabling case, the FITNESS function for a GENOME
- representing a timetable involves computing degrees of punishment for
- various problems with the timetable, such as clashes, instances of
- students having to take consecutive exams, instances of students
- having (eg) three or more exams in one day, the degree to which
- heavily-subscribed exams occur late in the timetable (which makes
- marking harder), overall length of timetable, etc. The modular nature
- of the fitness function has the key to the main potential strength of
- using GAs for this sort of thing as opposed to using conventional
- search and/or constraint programming methods. The power of the GA
- approach is the ease with which it can handle arbitrary kinds of
- constraints and objectives; all such things can be handled as
- weighted components of the fitness function, making it easy to adapt
- the GA to the particular requirements of a very wide range of
- possible overall objectives . Very few other timetabling methods, for
- example, deal with such objectives at all, which shows how difficult
- it is (without GAs) to graft the capacity to handle arbitrary
- objectives onto the basic "find shortest- length timetable with no
- clashes" requirement. The proper way to weight/handle different
- objectives in the fitness function in relation to the general GA
- dynamics remains, however, an important research problem!
-
- GAs thus offer a combination of simplicity, flexibility & speed which
- competes very favorably with other approaches, but are unlikely to
- outperform knowledge-based (etc) methods if the best possible
- solution is required at any cost. Even then, however, hybridisation
- may yield the best of both worlds; also, the ease (if the hardware is
- available!) of implementing GAs in parallel enhances the possibility
- of using them for good, fast solutions to very hard timetabling and
- similar problems.
-
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-
-
-
- References
-
- Corne, D. Fang, H.-L. & Mellish, C. (1993) "Solving the Modular Exam
- Scheduling Problem with Genetic Algorithms". Proc. of 6th Int'l
- Conf. on Industrial and Engineering Applications of ARTIFICIAL
- INTELLIGENCE & Expert Systems, ISAI, (to appear).
-
- Fang, H.-L. (1992) "Investigating GAs for scheduling", MSc
- Dissertation, University of Edinburgh Dept. of ARTIFICIAL
- INTELLIGENCE, Edinburgh, UK.
-
- Abramson & Abela (1991) "A Parallel GENETIC ALGORITHM for Solving the
- School Timetabling Problem'', Technical Report, Division of I.T.,
- C.S.I.R.O, April 1991. (Division of Information Technology,
- C.S.I.R.O., c/o Dept. of Communication & Electronic Engineering,
- Royal Melbourne Institute of Technology, PO BOX 2476V, Melbourne
- 3001, Australia)
-
- JOB-SHOP SCHEDULING
- The Job-Shop Scheduling Problem (JSSP) is a very difficult NP-
- complete problem which, so far, seems best addressed by sophisticated
- branch and bound search techniques. GA researchers, however, are
- continuing to make progress on it. (Davis 85) started off GA
- research on the JSSP, (Whitley 89) reports on using the edge
- RECOMBINATION operator (designed initially for the TSP) on JSSPs too.
- More recent work includes (Nakano 91),(Yamada & Nakano 92), (Fang et
- al. 93). The latter three report increasingly better results on
- using GAs on fairly large benchmark JSSPs (from Muth & Thompson 63);
- neither consistently outperform branch & bound search yet, but seem
- well on the way. A crucial aspect of such work (as with any GA
- application) is the method used to encode schedules. An important
- aspect of some of the recent work on this is that better results have
- been obtained by rejecting the conventional wisdom of using binary
- representations (as in (Nakano 91)) in favor of more direct
- encodings. In (Yamada & Nakano 92), for example, a GENOME directly
- encodes operation completion times, while in (Fang et al. 93) genomes
- represent implicit instructions for building a schedule. The success
- of these latter techniques, especially since their applications are
- very important in industry, should eventually spawn advances in GA
- theory.
-
- Concerning the point of using GAs at all on hard job-shop scheduling
- problems, the same goes here as suggested above for `Timetabling':
- The GA approach enables relatively arbitrary constraints and
- objectives to be incorporated painlessly into a single optimization
- method. It is unlikely that GAs will outperform specialized
- knowledge-based and/or conventional OR-based approaches to such
- problems in terms of raw solution quality, however GAs offer much
- greater simplicity and flexibility, and so, for example, may be the
- best method for quick high-quality solutions, rather than finding the
- best possible solution at any cost. Also, of course, hybrid methods
-
-
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-
-
-
- will have a lot to offer, and GAs are far easier to parallelize than
- typical knowledge-based/OR methods.
-
- Similar to the JSSP is the Open Shop Scheduling Problem (OSSP).
- (Fang et al. 93) reports an initial attempt at using GAs for this.
- Ongoing results from the same source shows reliable achievement of
- results within less than 0.23% of optimal on moderately large OSSPs
- (so far, up to 20x20), including an improvement on the previously
- best known solution for a benchmark 10x10 OSSP. A simpler form of job
- shop problem is the Flow-Shop Sequencing problem; recent successful
- work on applying GAs to this includes (Reeves 93)."
-
- References
-
- Davis, L. (1985) "Job-Shop Scheduling with Genetic Algorithms",
- [ICGA85], 136-140.
-
- Muth, J.F. & Thompson, G.L. (1963) "Industrial Scheduling". Prentice
- Hall, Englewood Cliffs, NJ, 1963.
-
- Nakano, R. (1991) "Conventional GENETIC ALGORITHMs for Job-Shop
- Problems", [ICGA91], 474-479.
-
- Reeves, C.R. (1993) "A GENETIC ALGORITHM for Flowshop Sequencing",
- Coventry Polytechnic Working Paper, Coventry, UK.
-
- Whitley, D., Starkweather, T. & D'Ann Fuquay (1989) "Scheduling
- Problems and Traveling Salesmen: The Genetic Edge RECOMBINATION
- Operator", [ICGA89], 133-140.
-
- Fang, H.-L., Ross, P., & Corne D. (1993) "A Promising GENETIC
- ALGORITHM Approach to Job - Shop Scheduling, Rescheduling & Open-Shop
- Scheduling Problems", [ICGA93], 375-382.
-
- Yamada, T. & Nakano, R. (1992) "A GENETIC ALGORITHM Applicable to
- Large-Scale Job-Shop Problems", [PPSN92], 281-290.
-
- MANAGEMENT SCIENCES
- "Applications of EA in management science and closely related fields
- like organizational ecology is a domain that has been covered by some
- EA researchers - with considerable bias towards scheduling problems.
- Since I believe that EA have considerable potential for applications
- outside the rather narrow domain of scheduling and related
- combinatorial problems, I started collecting references about the
- status quo of EA-applications in management science. This report
- intends to make available my findings to other researchers in the
- field. It is a short overview and lists some 230 references to
- current as well as finished research projects. [..]
-
- At the end of the paper, a questionnaire has been incorporated that
- may be used for this purpose. Other comments are also appreciated."
-
-
-
- Issue 1.10 Posted: 20 December 1993 35
-
-
-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- --- from the Introduction of (Nissen 93)
-
- References
-
- Nissen, V. (1993) "Evolutionary Algorithms in Management Science: An
- Overview and List of References", Papers on Economics and EVOLUTION,
- edited by the European Study Group for Evolutionary Economics. This
- report is also avail. via anon. ftp to gwdu03.gwdg.de in directory
- "pub/msdos/reports/wi", file "earef.eps".
-
- Boulding, K.E. (1991) "What is evolutionary economics?", Journal of
- Evolutionary Economics, 1, 9-17.
-
- FURTHER APPLICATION(S)
- [..]
-
- References
-
- [..]
-
-
- A3) Who is concerned with EAs?
- EVOLUTIONARY COMPUTATION attracts researchers and people of quite
- dissimilar disciplines, i.e. EC is a interdisciplinary research
- field:
-
- Computer scientists
- Want to find out about the properties of sub-symbolic information
- processing with EAs and about learning, i.e. adaptive systems in
- general.
-
- They also build the hardware necessary to enable future EAs
- (precursors are already beginning to emerge) to huge real world
- problems, i.e. the term "massively parallel computation" [HILLIS92],
- springs to mind.
-
- Engineers
- Of many kinds want to exploit the capabilities of EAs on many areas
- to solve their application, esp. optimization problems.
-
- Roboticists
- Want to build MOBOTs (MOBile ROBOTs, i.e. R2D2's and #5's cousins)
- that navigate through UNCERTAIN ENVIRONMENTs, without using built-in
- "maps". The MOBOTS thus have to adapt to their surroundings, and
- learn what they can do "move-through-door" and what they can't "move-
- through-wall" on their own by "trial-and-error".
-
- Cognitive scientists
- Might view CFS as a possible apparatus to describe models of thinking
- and cognitive systems.
-
-
-
-
- Issue 1.10 Posted: 20 December 1993 36
-
-
-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- Physicists
- Use EC hardware, e.g. Hillis' (Thinking Machine Corp.'s) Connection
- Machine to model real world problems which include thousands of
- variables, that run "naturally" in parallel, and thus can be modelled
- more easily and esp. "faster" on a parallel machine, than on a
- serial "PC" one.
-
- Biologists
- In fact many working biologists are hostile to modeling, but an
- entire community of POPULATION Biologists arose with the
- 'evolutionary synthesis' of the 1930's created by the polymaths R.A.
- Fisher, J.B.S. Haldane, and S. Wright. Wright's 'shifting balance'
- theory (balancing drift and selection in small POPULATIONS thereby
- avoiding local optima) is of current interest to both biologists and
- ECers -- populations are naturally parallel.
-
- A good exposition of current POPULATION Biology modeling is J.
- Maynard Smith's text Evolutionary Genetics. Richard Dawkin's Selfish
- Gene and Extended Phenotype are unparalleled (sic!) prose expositions
- of evolutionary processes. Rob Collins' papers are excellent
- parallel GA models of evolutionary processes (available in ICGA91 and
- by ftp from ftp.cognet.ucla.edu "/pub/alife/papers").
-
- As fundamental motivation, consider Fisher's comment: "No practical
- biologist interested in [e.g.] sexual REPRODUCTION would be led to
- work out the detailed consequences experienced by organisms having
- three or more sexes; yet what else should [s/]he do if [s/]he wishes
- to understand why the sexes are, in fact, always two?" (Three sexes
- would make for even weirder grammar, [s/]he said...)
-
- Philosophers
- and some other really curious people may also be interested in EC for
- various reasons.
-
-
- A4) How many EAs exist? Which?
- The All Stars
- There are currently 3 main paradigms in EA research: GENETIC
- ALGORITHMs, Evolutionary Programming, and EVOLUTION Strategies.
- Classifier Systems and GENETIC PROGRAMMING are offspring of the GA
- community. Besides this leading crop, there are numerous other
- different approaches, alongside to hybrid experiments, i.e. there
- exist pieces of software that reside in some researchers computer,
- that have been described in papers of proceedings volumes, and may
- someday prove useful on a certain task. To stay in EA slang, we
- should think of these evolving strands as BUILDING BLOCKs, that when
- recombined someday, will produce new offspring and give birth to new
- EA paradigm(s).
-
- Promising Rookies
-
-
-
-
- Issue 1.10 Posted: 20 December 1993 37
-
-
-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- As far as "solving complex function and COMBINATORIAL OPTIMIZATION
- tasks" is concerned, Davis work on real-valued representations and
- adaptive operators should be mentioned (Davis 89). Moreover Whitley's
- GENITOR system incorporating ranking and "steady state" mechanism
- (Whitley 89), Goldberg's "messy GAs", involves adaptive
- representations (Goldberg 91), and Eshelman's CHC algorithm (Eshelman
- 91).
-
- For "the design of robust learning systems", i.e. the field
- characterized by CFS, Holland's (1986) classifier system, with it's
- state-of-the-art implementation CFS-C (Riolo 88), we should note
- recent developments in SAMUEL (Grefenstette 89), GABIL (De Jong &
- Spears 91), and GIL (Janikow 91).
-
- References
-
- Davis, L. (1989) "Adapting operator probabilities in genetic
- algorithms", [ICGA89], 60-69.
-
- Whitley, D. et al. (1989) "The GENITOR algorithm and selection
- pressure: why rank-based allocation of reproductive trials is best",
- [ICGA89], 116-121.
-
- Goldberg, D. et al. (1991) "Don't worry, be messy", [ICGA91], 24-30.
-
- Eshelman, L.J. et al. (1991) "Preventing premature convergence in
- Genetic Algorithms by preventing incest", [ICGA91], 115-122.
-
- Holland, J.H. (1986) "Escaping brittleness: The possibilities of
- general-purpose learning algorithms applied to parallel rule-based
- systems". In R. Michalski, J. Carbonell, T. Mitchell (eds), Machine
- Learning: An Artificial Intelligence Approach. Los Altos: Morgan
- Kaufmann.
-
- Riolo, R.L. (1988) "CFS-C: A package of domain independent
- subroutines for implementing classifier systems in arbitrary, user-
- defined environments". Logic of computers group, Division of
- computer science and engineering, University of Michigan.
-
- Grefenstette, J.J. (1989) "A system for learning control strategies
- with genetic algorithms", [ICGA89], 183-190.
-
- De Jong K.A. & Spears W. (1991) "Learning concept classification
- rules using genetic algorithms". Proc. 12th IJCAI, 651-656, Sydney,
- Australia: Morgan Kaufmann.
-
- Janikow C. (1991) "Inductive learning of decision rules from
- attribute-based examples: A knowledge-intensive Genetic Algorithm
- approach". TR91-030, The University of North Carolina at Chapel Hill,
- Dept. of Computer Science, Chapel Hill, NC.
-
-
-
-
- Issue 1.10 Posted: 20 December 1993 38
-
-
-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- A4.1) What about Tierra, VENUS, etc.?
- None of these are Evolutionary Algorithms, but all of them use the
- evolutionary methaphora as their "playing field".
-
- Tierra
- Synthetic organisms have been created based on a computer metaphor of
- organic life in which CPU time is the ``energy'' resource and memory
- is the ``material'' resource. Memory is organized into informational
- patterns that exploit CPU time for self-replication. MUTATION
- generates new forms, and EVOLUTION proceeds by natural selection as
- different genotypes compete for CPU time and memory space.
-
- Observation of nature shows that EVOLUTION by natural selection is
- capable of both optimization and creativity. Artificial models of
- evolution have demonstrated the optimizing ability of evolution, as
- exemplified by the field of GENETIC ALGORITHMs. The creative aspects
- of evolution have been more elusive to model. The difficulty derives
- in part from a tendency of models to specify the meaning of the
- ``genome'' of the evolving entities, precluding new meanings from
- emerging. I will present a natural model of evolution demonstrating
- both optimization and creativity, in which the GENOME consists of
- sequences of executable machine code.
-
- From a single rudimentary ancestral ``creature'', very quickly there
- evolve parasites, which are not able to replicate in isolation
- because they lack a large portion of the GENOME. However, these
- parasites search for the missing information, and if they locate it
- in a nearby creature, parasitize the information from the neighboring
- genome, thereby effecting their own replication.
-
- In some runs, hosts evolve immunity to attack by parasites. When
- immune hosts appear, they often increase in frequency, devastating
- the parasite POPULATIONs. In some runs where the community comes to
- be dominated by immune hosts, parasites evolve that are resistant to
- immunity.
-
- Hosts sometimes evolve a response to parasites that goes beyond
- immunity, to actual (facultative) hyper-parasitism. The hyper-
- parasite deceives the parasite causing the parasite to devote its
- energetic resources to replication of the hyper-parastie GENOME.
- This drives the parasites to extinction. Evolving in the absence of
- parasites, hyper-parasites completely dominate the community,
- resulting in a relatively uniform community characterize by a high
- degree of relationship between INDIVIDUALs. Under these
- circumstances, sociality evolves, in the form of creatures which can
- only replicate in aggregations.
-
- The cooperative behavior of the social hyper-parasites makes them
- vulnerable to a new class of parasites. These cheaters, hyper-hyper-
- parasites, insert themselves between cooperating social INDIVIDUALs,
- deceiving the social creatures, causing them to replicate the GENOMEs
-
-
-
- Issue 1.10 Posted: 20 December 1993 39
-
-
-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- of the cheaters.
-
- The only genetic change imposed on the simulator is random bit flips
- in the machine code of the creatures. However, it turns out that
- parasites are very sloppy replicators. They cause significant
- RECOMBINATION and rearrangement of the GENOMEs. This spontaneous
- sexuality is a powerful force for evolutionary change in the system.
-
- One of the most interesting aspects of this instance of life is that
- the bulk of the EVOLUTION is based on adaptation to the biotic
- ENVIRONMENT rather than the physical environment. It is co-evolution
- that drives the system.
-
- --- "Tierra announcement" by Tom Ray (1991)
-
- Further Reseach on Tierra?
- This (future) project involves inoculating the process of EVOLUTION
- into an artificial medium. Self-replicating machine code algorithms
- (``creatures'') are run on computers in which MUTATIONs occur in the
- form of bit flips. The result is evolution by natural selection. The
- project encompasses both biological and computational goals: To study
- the PROCESS of evolution in detail, through analysis of sequences of
- events and genetic changes. To observe the envelopes of evolutionary
- possibilities, both under identical and very different conditions. To
- understand what factors affect the shapes of phylogenetic trees. To
- understand what are the elements of evolvability in genetic
- languages. To understand what elements are required for an evolving
- system to spontaneously increase in diversity and complexity, as in
- the transition from single celled to multi-cellular life. To
- experiment with the control of evolution of machine code algorithms,
- for the purpose of breeding programs to do useful work. This work
- will lead to a greater understanding of the process of evolution, and
- to the possible forms that life may take on throughout the universe.
- In addition, it may provide a means (through evolution) of developing
- the software of the future, particularly software for massively
- parallel computers.
-
- --- "A Proposal: Evolution of Digital Organisms" by Tom Ray (1992)
-
- How to get Tierra?
- The Tierra V4.1 source code; and the source code, and DOS executables
- of all tools is available now. Please note that the source code in
- the ftp site and the source code provided on disk will each compile
- and run on either DOS or UNIX platforms. It is exactly the same
- source code in either case. The DOS executables are available only
- on disk, and can not be freely distributed.
-
- If you purchase this program on disk, thank you for your support. If
- you obtain the source code through the net or friends, we invite you
- to contribute an amount that represents the program's worth to you.
- You may make a check in US dollars payable to Virtual Life, and mail
-
-
-
- Issue 1.10 Posted: 20 December 1993 40
-
-
-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- the check to the address listed below.
-
- Tierra by FTP?
- If you use the software, be sure to pick up new versions from the ftp
- site. The source in the ftp site will be replaced on an occassional
- basis.
-
- The complete source code and documentation (but not executables) is
- available by anonymous ftp at:
-
- tierra.slhs.udel.edu [128.175.41.34] and
- life.slhs.udel.edu [128.175.41.33]
-
- in the directories: almond/, beagle/, doc/, and tierra/.
-
- To get it, ftp to tierra or life, log in as user "anonymous" and give
- your email address (eg. tom@udel.edu) as a password. Be sure to
- transfer binaries in binary mode (it is safe to transfer everything
- in binary mode). Each directory contains a compressed tar file
- (filename.tar.Z) and a SRC directory that contains all the files in
- raw ascii format. You can just pick up the .tar.Z files, and they
- will expand into the complete directory structure with the following
- commands (Unix only):
-
- uncompress tierra.tar.Z
- tar oxvf tierra.tar
-
- Tierra by snail mail?
- The source code, documentation and the beagle.exe file can be
- distributed freely, however, the executables (the .exe files in DOS)
- are for sale and cannot be freely distributed (with the exeception of
- beagle.exe).
-
- If you do not have ftp access you may obtain everything on DOS disks
- by making a check for $50 (US dollars drawn on a US bank) payable to
- Virtual Life. $20 for upgrade from earlier version (please specify
- your serial number and version number). Specify 3.5" 720K, or 3.5"
- 1.4Mb, or 5.25" 360K, or 5.25" 1.2Mb disks. Send the check to the
- following address:
-
- Virtual Life
- 25631 Jorgensen Rd.
- Newman, CA 95360
-
- The DOS disks contain everything but ALmond (ALmond can be provided
- on disk by request, but it only runs on a Unix platform). The disks
- include DOS executables, source code and documentation. The DOS
- disks include an easy installation program. This is the same source
- code available in the ftp site. If you have ftp access and a
- compiler, there is no need to buy the disks.
-
-
-
-
- Issue 1.10 Posted: 20 December 1993 41
-
-
-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- References
-
- Ray, T. S. (1991) "Is it alive, or is it GA?" Proceedings of the
- 1991 International Conference on Genetic Algorithms, Eds. Belew, R.
- K., and L. B. Booker, San Mateo, CA: Morgan Kaufmann, 527--534.
-
- Ray, T. S. (1991) "An approach to the synthesis of life."
- Artificial Life II, Santa Fe Institute Studies in the Sciences of
- Complexity, vol. XI, Eds. C. Langton, C. Taylor, J. D. Farmer, & S.
- Rasmussen, Redwood City, CA: Addison-Wesley, 371--408.
-
- Ray, T. S. (1991) "Population dynamics of digital organisms."
- Artificial Life II Video Proceedings, Ed. C. G. Langton, Redwood
- City, CA: Addison Wesley.
-
- Ray, T. S. (1991) "Evolution and optimization of digital
- organisms." Scientific Excellence in Supercomputing: The IBM 1990
- Contest Prize Papers, Eds. Keith R. Billingsley, Ed Derohanes, Hilton
- Brown, III. Athens, GA, 30602, The Baldwin Press, The University of
- Georgia.
-
- Ray, T. S. (1992) "Evolution, ecology and optimization of digital
- organisms." Santa Fe Institute working paper 92-08-042.
-
- Ray, T. S. "Evolution, complexity, entropy, and artificial reality."
- submitted Physica D. Avail. as
- "tierra.slhs.udel.edu:/doc/PhysicaD.tex"
-
- Ray, T. S. (1993) "An evolutionary approach to synthetic biology,
- Zen and the art of creating life. Artificial Life 1(1): (in press).
- Avail. as "tierra.slhs.udel.edu:/doc/Zen.tex"
-
- VENUS
- Steen Rasmussen's (et al.) VENUS I+II "coreworlds" as described in
- [ALIFEII] and [LEVY92], are inspired by A.K. Dewdney's well-known
- article (Dewdney 1984). Dewdney proposed a game called "Core Wars",
- in which hackers create computer programs that battle for control of
- a computer's "core" memory (Strack 93). Since computer programs are
- just patterns of information, a successful program in core wars is
- one that replicates its pattern within the memory, so that eventually
- most of the memory contains its pattern rather than that of the
- competing program.
-
- VENUS is a modification of Core Wars in which the Computer programs
- can mutate, thus the pseudo assembler code creatures of VENUS evolve
- steadily. Furthermore each memory location is endowed with
- "resources" which, like sunshine are added at a steady state. A
- program must have sufficient resources in the regions of memory it
- occupies in order to execute. The input of resources determines
- whether the VENUS ecosystem is a "jungle" or a "desert." In jungle
- ENVIRONMENTs, Rasmussen et al. observe the spontaneous emergence of
-
-
-
- Issue 1.10 Posted: 20 December 1993 42
-
-
-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- primitive "copy/split" organisms starting from (structured) random
- initial conditions.
-
- --- [ALIFEII], p.821
-
- Dewdney, A.K. (1984) "Computer Recreations: In the Game called Core
- War Hostile Programs Engage in a Battle of Bits", Sci. Amer. 250(5),
- 14-22.
-
- Farmer & Belin (1992) "Artificial Life: The Coming Evolution",
- [ALIFEII], 815-840.
-
- Rasmussen, et al. (1990) "The Coreworld: Emergence and evolution of
- Cooperative Structures in a Computational Chemistry", [FORREST90],
- 111-134.
-
- Rasmussen, et al. (1992) "Dynamics of Programmable Matter",
- [ALIFEII], 211-254.
-
- Strack (1993) "Core War Frequently Asked Questions (rec.games.corewar
- FAQ)" Avail. by anon. ftp from rtfm.mit.edu as file
- "pub/usenet/news.answers/games/corewar-faq.Z".
-
- PolyWorld
- Larry Yaeger's PolyWorld as described in [ALIFEIII] and [LEVY92] is
- available via anonymous ftp from ftp.apple.com in directory
- "/pub/polyworld".
-
- "The subdirectories in this "polyworld" area contain the source code
- for the PolyWorld ecological simulator, designed and written by Larry
- Yaeger, and Copyright 1990, 1991, 1992 by Apple Computer.
-
- PostScript versions of my Artificial Life III technical paper have
- now been added to the directory. These should be directly printable
- from most machines. Because some unix systems' "lpr" commands cannot
- handle very large files (ours at least), I have split the paper into
- Yaeger.ALife3.1.ps and Yaeger.ALife3.2.ps. These files can be ftp-ed
- in "ascii" mode. For unix users I have also included compressed
- versions of both these files (indicated by the .Z suffix), but have
- left the uncompressed versions around for people connecting from non-
- unix systems. I have not generated PostScript versions of the
- images, because they are color and the resulting files are much too
- large to store, retrieve, or print. Accordingly, though I have
- removed a Word-formatted version of the textual body of the paper
- that used to be here, I have left a Word-formatted version of the
- color images. If you wish to acquire it, you will need to use the
- binary transfer mode to move it to first your unix host and then to a
- Macintosh (unless Word on a PC can read it - I don't know), and you
- may need to do something nasty like use ResEdit to set the file type
- and creator to match those of a standard Word document (Type = WDBN,
- Creator = MSWD). [..]"
-
-
-
- Issue 1.10 Posted: 20 December 1993 43
-
-
-
-
-
-
-
- FAQ(1/3) ANSWERS FAQ(1/3)
-
-
-
- --- from the README by Larry Yaeger <larryy@apple.com>
-
- General Alife repositories?
- Also, all of the following ftp sites carry ALife related info:
-
- ftp.cognet.ucla.edu:/pub/alife
- life.anu.edu.au:/pub/complex_systems/alife
- ftp.cogs.susx.ac.uk:/pub/reports/csrp
- xyz.lanl.gov:/nlin-sys
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Issue 1.10 Posted: 20 December 1993 44
-
-
-
- --
-
- -joke
-
- --
- Joerg Heitkoetter
- Systems Analysis Group "Why was I born with such
- University of Dortmund, Germany contemporaries?"
- <joke@ls11.informatik.uni-dortmund.de> -- Oscar Wilde
-