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Evolutionary Systems Paul CRISTEA Eindhoven University of Technology
April 16th, 2003 Evolutionary Systems Paul CRISTEA “Politehnica” University of Bucharest Spl. Independentei 313, Bucharest, Romania, Phone: , Fax:
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Lecture Outline Evolutionary Systems 1. INTRODUCTION
3. GENETIC ALGORITHMS 3. EVOLUTIONARY INTELLIGENT AGENT CONCEPT 4. EVOLUTIONARY INTELLIGENT AGENT MODEL 5. ONTOLOGY AND ARCHITECTURE 6. CONCLUSIONS Lecture Outline
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Biological Evolution Current estimates:
the universe began 15 billion years ago; the earth was formed 5000 million years ago, the first living organism appeared 3500 million years ago The ancestral cell - simple bag of chemicals enclosed in a membrane. It contained a program of instructions encoded on a DNA molecule. The program consisted of sub-programs called genes, which directed various chemical reactions inside the cell: reactions to import food, reactions to convert food into energy, reactions to maintain the membrane, and so on. Most significantly, some genes directed chemical reactions that enabled the cell to replicate itself. As the ancestral cell replicated itself, the genes gradually changed, creating different species of progeny which were adapted to different environments.
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Evolution Evolution is seen as based on the trial-and-error process of
variation and natural selection of systems at all levels of complexity. Artificial selection -- specific features are retained or eliminated depending on a goal or intention. (e.g., the objective of a cattle breeder who would like to have cows that produce more milk). Natural selection -- from Darwinian theory of biological evolution. Implicit goal of natural selection is maintenance or reproduction of a configuration at some level of abstraction. The selection is natural in the sense that there is no actor or purposive system making the selection. The selection is purely automatic or spontaneous, without plan or design involved. Evolution typically leads to greater complexity.
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Selection or self-organization?
Criticisms against Darwinian view of evolution. (1) There are designs or plans guiding evolution (not discussed here), (2) Natural selection must be complemented by self- organization in order to explain evolution. (Jantsch, 1979; Kauffman, 1993; Swenson, 1997). The specific interpretation of Darwinism sees evolution as the result of selection by the environment acting on a population of organisms competing for resources. The winners of the competition -- those most fit to gain the resources necessary for survival and reproduction -- are selected, the others are eliminated.
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Over Darwinian view This view of evolution entails two strong restriction: 1. it assumes that there is a multitude ("population") of configurations undergoing selection; 2. assumes that selection is carried out by their common environment. It cannot explain the evolution of a "population of one". In the current, more general interpretation, there is no need for competition between simultaneously present configurations: A configuration can be selected or eliminated independently of the presence of other configurations: a single system can pass through a sequence of configurations, some of which are retained while others are eliminated. The only "competition" is one between subsequent states of the same system, but the selection is still "natural".
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Self-organization Selection does not presuppose the existence of an environment external to the configuration undergoing selection. The selection is inherent in the configuration itself. E.g., configurations can be intrinsically stable or unstable: A crystal vs a cloud of gas molecules, both in vacuum, will retain or not their structure. Self-organization -- the asymmetric transition from varying to stable. Natural selection encompasses both external, Darwinian selection, and internal, self-organizing selection.
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Evolutionary Algorithms
• Evolutionary algorithms are good coarse search techniques that can search enormous problem spaces. • A population of possible solutions are scored on how well they solve some problem. • The more fit a solution is, the more part it plays in parenting the next generation. • New solutions are bred by combining components of the parents, and applying mutation to introduce variability (new aspects to the solutions). • Evolution is slow and prone to loss of diversity, even if forced with higher mutation rate. • The greedier the EA version, the faster the population will converge but the less likely they are to converge to the true optimum.
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Genetic Algorithms A genetic algorithm (GA) is a computer model of the evolution of a population of artificial individuals. Each individual (k = 1,..., n; n is the population size) is characterized by a chromosome (genotype) Sk, which determines the individual fitness (phenotype) f(Sk). The chromosome (genotype) is a string of symbols, Sk = (Sk1, Sk2,...,SkN), where N is the string length. The symbols Sk1 are interpreted as genes of the chromosome Sk. The evolution process consists of successive generations t = 0, 1, … described by their population {Sk(t)}.
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GA Steps Step 0. Generate a (random) initial population {Sk(0)}.
Step 1. Evaluate the fitness f(Sk) of each individual Sk in the population {Sk(t)}. Step 2. Select the individuals Sk according to their fitness f(Sk) and apply to selected chromosomes the genetic operators: recombinations, point mutations, to generate the offspring population {Sk(t+1)}. Step 3. Repeat the steps 1,2 for t = 0, 1, 2, ... , until some convergence criteria (the maximum fitness in the population ceases to increase, t reaches the certain value) is satisfied.
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Genetic Algorithm Flow Diagram
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General Features of GA 1 GAs are optimization techniques that posses an implicit parallelism: different partial effective gene combinations (called “schemata”) are searched in a parallel manner, simultaneously, for all combinations. Note: the smaller a combination is, the quicker it can be found. The GA scheme is very similar to that of quasispecies. Main difference: recombinations are not included in quasispecies model, whereas namely recombinations play the main role to find new good solutions in GAs (mutation intensity is usually very small in GAs).
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General Features of GA 2 In principle, GA are general algorithms, but the genetic operators (population crossover and mutation) are application-specific ; The GA itself is extremely simple. The power of the algorithm comes from the fact that it does two basic things: 1) it continuously improves and, 2) it explores solutions which may provide additional improvements. Both operations are encompassed in the genetic operators of population crossover and mutation, which manipulate the genes of the individuals to produce the continuously improving and experimentation properties of the GA.
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Specificity vs Versatility
The genes of the individuals -- the genotype -- are used to determine how it behaves (i.e., how well it solves the problem) -- the phenotype. The genetic operators manipulate the genes, thus they must be tied to the representation of the genes. Genetic operators that are specific to the problem domain. Significant research has been done, attempting to determine universal genetic operators, based on universal gene representations. Unfortunately, these attempts have not been successful and it has been shown that problem specific encodings typically out perform universal encodings [DeJong and Spears, 1993], [Radcliff and George, 1993].
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Crossover One-point crossover (analog to the biological one)
For the parents S1 = (S11, S12,...,S1N) and S2 = (S21, S22,..., S2N), the children are (S11,..., S1m, S2,m+1,...,S2N) and (S21,..., S2m, S1,m+1,...,S1N); i.e., a head and a tail of an offspring chromosome are taken from different parents. Two-point and several point crossovers can be used similarly. Crossovers are sometimes supplemented by inversions, which consist in reverses of the symbol order in a part of a chromosome -- can help finding the best combinations of symbols in the chromosome strings.
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Uniform recombination
The symbols of the chromosome of the first offspring are taken from either of the parents (S1 or S2 ) randomly for any symbol position, whereas the second offspring has the remainder symbols. E.g., two children of S1 and S2 can have the chromosomes: (S11, S22, S13, S14,...,S2N) and (S21, S12, S23, S24,...,S1N).
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GA Schemes There are a number of particular GA schemes, which differ in: methods of selection, recombination, chromosome representation, etc. A standard GA works on a binary string chromosome (symbols Ski take the values 0 or1) of fixed length (N = const) and applies fitness-proportionate selection, one-point crossovers, and one-flip mutations. Fitness-proportionate selection: the parents Sk of the individuals in the new population are selected with probabilities proportional to their fitness f(Sk). Ranking selection: a certain number of best the individuals of the population {Sk(t)} are used as parents of a new generation.
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Faster Evolution • Elitist approach: Good solutions are copied into the next generation (elites); • Islands: physical, casts, in time (reincarnation); • Local search: Using a local heuristic; • Avoid greedy algorithms for better but slower results; • Using computer clusters.
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Estimating Fitness • Fitness evaluation takes most of the computing time; • Reduce the number of true fitness evaluations in favour of quick fitness estimates; • Need to keep track of how reliable the fitness estimate is; • A solution with too low a reliability needs to be truly evaluated. where f is the fitness, R the reliability of the child (0-1). • S1, S2 - the similarity between the child and parent 1, 2; • R1, R2 - reliability of parent 1, 2.
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Partial Fitness Estimation 1
After Tim Hendtlass, Swinburne University of Technology, Melbourne, Australia.
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Partial Fitness Estimation 2
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Partial Fitness Estimation 3
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Partial Fitness Estimation 4
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Partial Fitness Estimation 5
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Partial Fitness Estimation 6
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Hybrid Systems • There is always a limit to how much you can speed
evolution; • Generations of potential solutions need to pass more than their genetic material to succeeding generations. • This can be by a historic (Akashic) record. • Previously explored points, good or bad, are stored for use by later generations.
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Modelling the actual surface
Explored points Actual surface function
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Use of history Larger domain investigated Maps of the points visited
using history to avoid re-exploring old teritory. Maps of the points visited without history.
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Statistics of results in using memory
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Comparison of Results
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Summary of GA GAs are computer program models, based on a general understanding of the genetic evolution. GAs are universal heuristic optimization methods, which require little knowledge about a problem to be solved. They are also effective methods of combinatorial optimization.
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Classic references on GA
1. Holland, J.H., Adaptation in Natural and Artificial Systems, Ann Arbor, MI: The University of Michigan Press. 2nd edn. Boston, MA: MIT Press (1992). 2. Goldberg, D.E., Genetic Algorithms in Search, Optimization, and Machine Learning, Addison-Wesley (1989). 3. Mitchell, M., An Introduction to Genetic Algorithms, MIT Press, Cambridge, MA (1996).
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Evolutionary Systems Capability to:
Evolve by changing the gene pool of a population from generation to generation by such processes as: Mutation, Genetic Drift, Gene Flow, Crossing-Over, Selection. Adapting the behavior to the environment Able to address real-world problems involving: Chaos, Randomness, Complex nonlinear dynamics
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Evolutionary Systems - Life Game
The adaptive challenge is determined by the population, the environment and the interactions between and within them. Reductionist models stress either the role of the population or that of the environment, and usually take into account only the evolution through selection, while ignoring learning and competition. In such studies, simple reactive agents have been considered, with the behavior described by a sensorimotor map, i.e., a table of behavioral rules of the form: IF <environment feature Ei is sensed > THEN <do behavior Bj >. This approach has the advantage of keeping the model simple enough for directly deriving quantitative results about the efficiency of accomplishing the adaptive task at the level of the population, but can not be used to investigate the effects of the more complex cognitive capabilities of the agents.
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Example of Simple Reactive Systems The Ant Farm
Roberto Aguirre Maturano
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Goal and Model Goal: Emulate ants ability to coordinate into the task of food-gathering, by mean of short-span individual reactions to environment events. Model: 1. Individual ant brain does not have enough capacity to remember food or nest locations. 2. Ants react to the environment secreting scents, which remain on the ground as odor traces. 3. Odor traces have a limited persistence, vanishing as time pass. 4. When an ant finds some odor trace of interest, it increases it adding some extra amount of scent. Ants cannot 'clean' odor traces; just increase or ignore them
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Model Description Ants secret two kinds of odor marks:
Brown - to mark the nest. Green - after finding food. Explorer behavior When leaving the nest, ants move randomly in search of food, leaving an odor trace of decreasing intensity as they go farther from the nest. Deliverer behavior When ants find food, they mark its location using a food trace, analogous to the one used when they find the nest. Ants carrying food follow the food trace from higher to lower intensity; the nest trace is followed from lower to higher intensity. Tracker behavior Ants carrying no food follow food traces from lower to higher intensity.
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Intelligent Agents Capability to: Learn, Communicate,
Establish complex, yet flexible organizational structures Operate in dynamic and uncertain environments Robust and scalable software systems Agent-based computation allows improved: Modeling, Design, Implementation
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Evolutionary Intelligent Agents
Computation Evolutionary Intelligent Agents Bring together the two main forces of adaptation: learning - occurring at the level of each agent and at the time scale of agent life, evolution - taking place at the level of the population and unfolding at the time scale of successive generations.
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the user friendly learning/teaching systems.
EIAs are Autonomous Agents provided with a genotype that controls their capability to carry out various tasks, i.e., their phenotype. EIAs can adapt efficiently to their environment by using synergetically both learning and evolution. EIAs can address the problem of adaptation to nonstationary environments, i.e., to real-life complex and non-predictable environments as the nowadays worldwide computer networks, or the user friendly learning/teaching systems. Current applications of the concept: Multiresolutional Conceptual Learning [A. Meystel, 2000], EIA based Information Retrival [F.B.Pereira and E. Costa, 1999, 2000], EIA based Personalized Web Learning/Teaching [A. Cristea, T. Okamoto, P. Cristea, 2000 ], Genetic Estimation of Competitive Agents Behavior [A.M.Florea, 2000], Intelligent Signal and Image Processing [P.Cristea, 2000]. EIA
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E I A CONCEPT The behavior of an EIA is not a mere automatic response to stimuli from the environment, but is governed by its knowledge about the world.
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World representation An agent holds subjective, partial information about the environment, at two levels of world representation: sensorial level - depicted in a sensorial map constructed with tactile and visual inputs, cognitive level - in a cognitive map, based on the information in the sensorial map, modified and enriched through - some heuristic processing and with - the information received by communicating with other agents in the same team The agent decides what actions to undertake based on the subjective information in the cognitive map and on previous knowledge expressed in behavior rules. It sends the movement requests to the environment and updates its knowledge base knowing the results of these requests.
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Environment Agent j Agent k Cognitive resources Modalities to infer
new knowledge from: • existing knowledge, • interaction with the environment, • communication with other agents Cognitive reality Cognitive reality “Linguistic” communication Modalities to behave Perception Perception Sensorial reality Sensorial reality “Telepathic” communication Modalities to represent and process information Actions Actions Sensory Input Sensory Input Environment External reality
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Learning Learning occurs mainly at the level of individuals that modify their current knowledge by using the outcome of their own experience. Learning can also have a cooperative dimension, the agents communicating through a certain language. The successful representation of the environment or the successful behavioral rules can thus be shared within the population. The decision to accept received knowledge remains with each individual; new knowledge is appropriated only if it fits the existing knowledge of that individual, or if the agent rates its own current knowledge as unsatisfactory (i.e. incomplete, uncertain or contradictory).
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Evolution Evolution occurs at the scale of the population and involves genetic mechanisms that act over successive generations. Both reactive and cognitive features of the agents can be genetically controlled. An agent’s genotype is expressed in its phenotype -- the entirety of its capabilities. No interactions within the genome are considered; every gene encodes a unique feature in the phenotype. Some genes are of binary type, controlling the dichotomy existence - nonexistence of some capabilities. Other genes specify quantitatively the value of some parameters that determine the intensity of agent features. The reproduction is asexual, meaning that all agents have similar roles in reproduction. However, along with single-parent duplication, i.e., cloning, perturbed/enriched by low probability small random mutations, crossing-over -- a two-parent operator -- is also considered.
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The cognitive resources of an agent can be genetically transmitted,
i.e. inherited from its parent(s): essential data, basic rules, mappings. The cognitive resources are continuously evolving during the life of the agent, both by accumulation of sensory input and by learning/refining processes at various levels. Some of these acquired cognitive resources can also be genetically transmitted, under certain circumstances. J. M. Baldwin, A new factor in evolution, American Naturalist, 30, 1896 ,441 – 451. The sensorial and the cognitive maps of the parent(s) can be inherited by the offspring. Baldwin effect
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Learning in a population
Better Fitness Trained Population (2) Initial Population (1) Learning Advance of a population in the feature space under the effect of learning.
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Evolution in a population
Better Fitness Next Genetic Step Initial Population + Offspring (2) Evolved Population (3) Initial Population (1) Random Reproduction Selection “of the fittest” Initialization Advance of a population in the feature space under the effect of evolution
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Learning & Evolution Advance of a population in the feature space
Better Fitness Next Cycle Evolved Population (3) Trained Population (2) Initial Population (1) Learning Evolution Advance of a population in the feature space under the combined effect of learning and evolution.
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E I A MODEL A prototype of the EIA system has been implemented
for study purposes, to experimentally investigate the EIA concept. The model is quite simple, but illustrates the basic features of an EIA system. A sensorimotor type of agents has been considered, evolving in a two-dimensional world and performing several simple tasks. According to the concept, the EIAs have not only a reactive behavior, but also cognitive features.
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Model Description 1 The system comprises one or more agent populations - teams. Agents from different teams interact only by acting in the same environment. Agents from the same team also interact directly, e.g., through message exchange, genetic interactions, etc. All the agents move synchronously and make at most one movement at each step. The world is a rectangular lattice with strong boundary conditions. Any location is considered adjacent to its eight surrounding neighboring locations.
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Model Description 2 An agent may move into a neighboring location, if accessible. Walls and domain margins are permanently inaccessible locations. Two agents cannot be in the same location at the same time. If two agents attempt to occupy the same location, there is a collision and only one of the agents succeeds, according to the agents’ push strength. Some of the grid nodes contain a certain amount of resources - seeds. Each population has assigned some special locations on the grid - nests. The task of an agent is to pick up the resources and carry them to the nests. This specific task is a pre-programmed objective of the agent.
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Model Description 3 The fitness of an individual agent is quantified by its energy. The agent starts with an initial energy. There is an energy cost associated to each action and an energy bonus at the completion of a task. The existence, behavior and reproduction of an agent depend on its energy: IF < the energy falls below a threshold > THEN < the agent can be destroyed > IF < the energy rises above a threshold > THEN < the agent can replicate and new agents are created >. .
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ONTOLOGY AND ARCHITECTURE
An agent is described by: State attributes -- can change at every step with the state of the agent Permanent attributes -- specified when the agent is created and changed only by genetic operations
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State & Morphology State attributes Permanent attributes
Position – the location of the agent in the grid that forms the world, Orientation – one of the eight neighboring locations, Load – the amount of resources carried by the agent. Permanent attributes Actuator attributes -- determine directly the agent action results Speed – number of movements an agent can make in a given time interval, Capacity – the maximum amount of resources an agent can acquire, Push strength – determines the agent that wins in a collision Sensor attributes -- determine the agent’s sensorial capabilities Visual Range -- sets the depth of the visual field Behavior attributes -- internal attributes of the agent, without direct influence on the environment, not visible to the environment and other agents. Memory Size -- limits the amount of information retained by an agent, Weighting parameters -- for target selection from multiple potential targets
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The visual field for Visual Range = 5 and for two different
orientations of an agent
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Fields The locations in the grid are of four different types:
Walls - not accessible to the agents, used to create a maze configuration in which the agents evolve and search their targets: resources and nests The borders of the grid are also marked as walls. Nests - where the agents of a team have to deliver resources No agent picks up resources from a nest. Spaces - contain a non-negative amount of non-renewable resources An agent passing through a space location consumes the resources and increases its Carried Seeds value until the amount of resources in that location becomes zero or the agent reaches its Capacity. Generators - model renewable resources An agent entering a generator location consumes the available resources like in a space location, but after a certain delay the amount of resources in that location is incremented with a preset step, until a preset maximum resource amount is reached. If the delay is set to zero the resource amount is constant, i.e., non-exhaustible.
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Architecture The architecture of the EIA system comprises two components: Server - managing the environment; Client - that communicate over an IP network. Several clients can connect simultaneously to the server, modeling several agent populations acting together in the same environment. The clients can be different applications running different agent control algorithms, as long as they respect the communication protocol. The server implements the world model. It manages the environment in which the agents are acting and controls the state of the agents. The information about the world stored by the server is objective, complete and up-to-date. The agents send movement requests to the server, which: analyses all the requests, estimates the possible interactions between the agents, determines the resulting configuration of the world. The feedback from the server provides the agents with tactile (contact) item identification capabilities. The server also establishes the visual information received by each agent in accordance to its sensorial attributes and dispatches it to the corresponding agent.
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Architecture of an EIA system
Block representation Environment (Server machine) Agent population Agent population Agent population (Client machine) (Client machine) (Client machine) Agents Agents Agents Architecture of an EIA system
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Functional aspects A single client machine hosts an entire agent population (team), to facilitate the implementation of population-level features such as establishing a certain level of agent collaboration or implementing genetic interactions between the agents. The agents remain quasi-autonomous, their actions being decided at the individual agent level, not at the population level. The client application comprises two modules: one implementing the intelligent agents and another implementing a population manager. An agent decides what movements to make based on the information in its cognitive map, the behavior rules. another implementing a population manager. The agent sends action movement requests to the environment and updates its knowledge base knowing the results of these requests. The communication between the agents in the same team takes place by exchanging information at the level of the cognitive map.
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Viability - reproducibility
The population manager acts as a middle layer between the agents in the population and the environment. Computes the energy value for the agents in the population, rewarding or taxing them according to their actions. Destroys the low energy agents and replicates the high energy ones. Performs the evolutionary operations, implementing the genetic interaction and applying mutations to individuals of the same population. Probability of agent destruction and replication.
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Energy management The client process computes the energy according to the results received from the server. The energy parameters have the same value for all the agents in the team and are set by the user when initializing the client. The current energy of an agent E is a positive value. Each agent starts having an energy Einitial. The energy decreases with a fixed amount Estep for each step made by the agent. There is an additional energy cost for a lost conflict (collision). When the agent succeeds in delivering resources to a nest of the team, it receives a fixed amount Ebonus for each resource unit (seed ) it delivers.
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Viability - reproducibility 2
If the energy falls below a threshold Ed , the agent may be destroyed with the probability: If the energy is higher than another threshold Er , the agent may replicate. After replication, a new child agent is created with the energy Einitial. The energy of the parent agent decreases with the same amount Einitial. The parent can replicate again as long as its energy remains above Er . The probability for replication has been chosen:
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Implementation details
The genotype is encoded in a bit string. The genotype includes the permanent attributes specific to an agent population. During each simulation step, there is a low probability that a mutation occurs to an agent chosen randomly in the population. A mutation flips randomly one of the bits of the encoded genotype. A crossover operation can occur between two agents from the same population, if they happen to be placed in adjacent locations. A double-point crossover operator over all the attributes encoded in the genotype is used. The probabilities for crossover and mutation are user modifiable parameters. When an agent replicates, it creates a new agent having a copy of its genotype, except for possible mutations. The agent knowledge may be genetically transmitted or not: the new agent can either start with blank maps or inherit the maps from its parent. The user selects the desired behavior for the whole population before the simulation begins. Genetic transmission of acquired features leads to Baldwin effect.
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Information Retrieval
IR basic stages: Formulating queries; Finding documents; Determining relevance
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Library vs Internet IR Traditional IR systems:
Static and centralized collections of directly accessible documents; Concerned only with Formulating queries & Determining relevance Finding documents on the Web: Millions of documents, distributed on many independent servers; Dynamic nature of the environment, updating of information; Structured as a graph where documents are connected by hyperlinks. Altavista and Yahoo use indexing databases storing efficiently the representation of a large number of documents.
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Experiment 1: Ideal Query
After Francisco Pereira and Ernesto Costa, 2000
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Experiment 2: Incomplete (weak) Query
After Francisco Pereira and Ernesto Costa, 2000
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Experiment 3: Incomplete (intermediate) Query
After Francisco Pereira and Ernesto Costa, 2000
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CONCLUSIONS The lecture presents Evolutionary Systems
and focusses on the new concept of Evolutionary Intelligent Agents (EIA).
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CONCLUSIONS 2 EIA concept brings together features of Intelligent Agents and the Evolutionary / Genetic Algorithms and Genetic Programing approaches. There are already strong enough reasons to believe that this new idea allows addressing highly complex real-life problems - ones involving chaotic disturbances, randomness, and complex nonlinear dynamics, that traditional algorithms have been unable to handle. The EIAs have the potential to use the two main forces of adaptation: learning and evolution.
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CONCLUSIONS 3 There are already several successful applications of EIA to problems like: Multiresolutional Conceptual Learning, EIA based Web Information Retrieval, EIA based Personalized Web English Language Teaching, Intelligent Signal and Image Processing.
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