Results 1 - 10
of
85
Evolutionary Computation: Comments on the History and Current State
- IEEE TRANSACTIONS ON EVOLUTIONARY COMPUTATION
, 1997
"... Evolutionary computation has started to receive significant attention during the last decade, although the origins can be traced back to the late 1950s. This article surveys the history as well as the current state of this rapidly growing field. We describe the purpose, the general structure and the ..."
Abstract
-
Cited by 178 (0 self)
- Add to MetaCart
Evolutionary computation has started to receive significant attention during the last decade, although the origins can be traced back to the late 1950s. This article surveys the history as well as the current state of this rapidly growing field. We describe the purpose, the general structure and the working principles of different approaches, including genetic algorithms (GA) (with links to genetic programming (GP) and classifier systems (CS)), evolution strategies (ES), and evolutionary programming (EP), by analysis and comparison of their most important constituents (i.e., representations, variation operators, reproduction and selection mechanism). Finally, we give a brief overview on the manifold of application domains, although this necessarily must remain incomplete.
Learning Sequential Decision Rules Using Simulation Models and Competition
, 1990
"... . The problem of learning decision rules for sequential tasks is addressed, focusing on the problem of learning tactical decision rules from a simple flight simulator. The learning method relies on the notion of competition and employs genetic algorithms to search the space of decision policies. Sev ..."
Abstract
-
Cited by 135 (36 self)
- Add to MetaCart
. The problem of learning decision rules for sequential tasks is addressed, focusing on the problem of learning tactical decision rules from a simple flight simulator. The learning method relies on the notion of competition and employs genetic algorithms to search the space of decision policies. Several experiments are presented that address issues arising from differences between the simulation model on which learning occurs and the target environment on which the decision rules are ultimately tested. Key words: sequential decision rules, competition-based learning, genetic algorithms Running Head: Learning Sequential Decision Rules Machine Learning 5(4), 355-381. - 2 - 1. Introduction In response to the knowledge acquisition bottleneck associated with the design of expert systems, research in machine learning attempts to automate the knowledge acquisition process and to broaden the base of accessible sources of knowledge. The choice of an appropriate learning technique depends on ...
A Comparison of Linear Genetic Programming and Neural Networks in Medical Data Mining
- IEEE TRANSACTIONS ON EVOLUTIONARY COMPUTATION
, 2000
"... We apply linear genetic programming to several diagnosis problems in medicine. An efficient algorithm is presented that eliminates intron code in linear genetic programs. This results in a significant speedup which is especially interesting when operating with complex datasets as they are occuring ..."
Abstract
-
Cited by 85 (12 self)
- Add to MetaCart
We apply linear genetic programming to several diagnosis problems in medicine. An efficient algorithm is presented that eliminates intron code in linear genetic programs. This results in a significant speedup which is especially interesting when operating with complex datasets as they are occuring in real-world applications like medicine. We compare our results to those obtained with neural networks and argue that genetic programming is able to show similar performance in classification and generalization even within a relatively small number of generations.
A knowledge-intensive genetic algorithm for supervised learning
, 1993
"... Abstract. Supervised learning in attribute-based spaces is one of the most popular machine learning problems studied and, consequently, has attracted considerable attention of the genetic algorithm community. The fullmemory approach developed here uses the same nigh-level descriptive language that i ..."
Abstract
-
Cited by 75 (1 self)
- Add to MetaCart
Abstract. Supervised learning in attribute-based spaces is one of the most popular machine learning problems studied and, consequently, has attracted considerable attention of the genetic algorithm community. The fullmemory approach developed here uses the same nigh-level descriptive language that is used in rule-based systems. This allows for an easy utilization of inference rules of the well-known inductive learning methodology, which replace the traditional domain-independent operators and make the search task-specific. Moreover, a closer relationship between the underlying task and the processing mechanisms provides a setting for an application of more powerful task-specific heuristics. Initial results obtained with a prototype implementation for the simplest case of single concepts indicate that genetic algorithms can be effectively used to process nigh-level concepts and incorporate task-specific knowledge. The method of abstracting the genetic algorithm to the problem level, described here for the supervised inductive learning, can be also extended to other domains and tasks, since it provides a framework for combining recently popular genetic algorithm methods with traditional problem-solving methodologies. Moreover, in this particular case, it provides a very powerful tool enabling study of the widely accepted but not so well understood inductive learning methodology.
Genetic generation of both the weights and architecture for a neural network
- In International Joint Conference on Neural Networks
, 1991
"... ABSTRACT: This paper shows how to find both the weights and architecture for a neural network (including the number of layers, the number of processing elements per layer, and the connectivity between processing elements). This is accomplished using a recently developed extension to the genetic algo ..."
Abstract
-
Cited by 68 (10 self)
- Add to MetaCart
ABSTRACT: This paper shows how to find both the weights and architecture for a neural network (including the number of layers, the number of processing elements per layer, and the connectivity between processing elements). This is accomplished using a recently developed extension to the genetic algorithm which genetically breeds a population of LISP symbolic expressions (S-expressions) of varying size and shape until the desired performance by the network is successfully evolved. The new "genetic programming " paradigm is applied to the problem of generating a neural network for the one-bit adder. 1.
An Evolved, Vision-Based Behavioral Model of Coordinated Group Motion
- Proc. 2nd International Conf. on Simulation of Adaptive Behavior
, 1993
"... Coordinated motion in a group of simulated critters can evolve under selection pressure from an appropriate fitness criteria. Evolution is modeled with the Genetic Programming paradigm. The simulated environment consists of a group of critters, some static obstacles, and a predator. In order to surv ..."
Abstract
-
Cited by 63 (2 self)
- Add to MetaCart
Coordinated motion in a group of simulated critters can evolve under selection pressure from an appropriate fitness criteria. Evolution is modeled with the Genetic Programming paradigm. The simulated environment consists of a group of critters, some static obstacles, and a predator. In order to survive, the critters must avoid collisions (with obstacles as well as with each other) and must avoid predation. They must steer a safe path through the dynamic environment using only information received through their visual sensors. The arrangement of visual sensors, as well as the mapping from sensor data to motor action is determined by the evolved controller program. The motor model assumes an innate constant forward velocity and limited steering.
Genetic Evolution And Co-Evolution Of Computer Programs
, 1990
"... this paper for descriptive purposes only. The co-evolution algorithm uses only relative fitness. In one run (with population size of 300), the individual strategy for player X in the initial random generation (generation 0) with the best relative fitness was ..."
Abstract
-
Cited by 62 (8 self)
- Add to MetaCart
this paper for descriptive purposes only. The co-evolution algorithm uses only relative fitness. In one run (with population size of 300), the individual strategy for player X in the initial random generation (generation 0) with the best relative fitness was
Evolution and co-evolution of computer programs to control independently-acting agents
- Proceedings of the First International Conference on Simulation of Adaptive Behavior
, 1991
"... This paper describes the recently developed "genetic programming " paradigm which genetically breeds populations of computer programs to solve problems. In genetic programming, the individuals in the population are hierarchical computer programs of various sizes and shapes. This paper also extends t ..."
Abstract
-
Cited by 45 (7 self)
- Add to MetaCart
This paper describes the recently developed "genetic programming " paradigm which genetically breeds populations of computer programs to solve problems. In genetic programming, the individuals in the population are hierarchical computer programs of various sizes and shapes. This paper also extends the genetic programming paradigm to a "co-evolution" algorithm which operates simultaneously on two populations of independently-acting hierarchical computer programs of various sizes and shapes. 1.
Competition-Based Learning
, 1992
"... This paper summarizes recent research on competition-based learning procedures performed by the Navy Center for Applied Research in Artificial Intelligence at the Naval Research Laboratory. We have focused on a particularly interesting class of competition-based techniques called genetic algorithms. ..."
Abstract
-
Cited by 39 (5 self)
- Add to MetaCart
This paper summarizes recent research on competition-based learning procedures performed by the Navy Center for Applied Research in Artificial Intelligence at the Naval Research Laboratory. We have focused on a particularly interesting class of competition-based techniques called genetic algorithms. Genetic algorithms are adaptive search algorithms based on principles derived from the mechanisms of biological evolution. Recent results on the analysis of the implicit parallelism of alternative selection algorithms are summarized, along with an analysis of alternative crossover operators. Applications of these results in practical learning systems for sequential decision problems and for concept classification are also presented. INTRODUCTION One approach to the design of more flexible computer systems is to extract heuristics from existing adaptive systems. We have focused on a class of learning systems that use competition-based procedures, called genetic algorithms (GAs). GAs are ba...

