Chapter 9 Genetic Algorithms.  Based upon biological evolution  Generate successor hypothesis based upon repeated mutations  Acts as a randomized parallel.

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Presentation transcript:

Chapter 9 Genetic Algorithms

 Based upon biological evolution  Generate successor hypothesis based upon repeated mutations  Acts as a randomized parallel beam search through hypothesis space

Popularity of GA’s  Evolution is a successful, robust method for adaptation in biological systems  GA’s can search complex spaces.  Easily parallelized

Genetic Algorithms  Each iteration all members of a population are evaluated by the fitness function.  A new population is generated by probabilistically selecting the most fit individuals.  Some of the individuals are changed by operations Mutation and Crossover.

GA Terms  Fitness: A function that assigns an evaluation score to a hypothesis.  Fitness Threshold: A fitness that determines when to terminate.  p: The size of the population of hypothesis.  r : The fraction of population to be used in crossover  m:The mutation rate

The Algorithm Initialize Population: P := p random hypothesis Evaluate: compute fitness for each p in P while max fitness is < Fitness Threshold do Create New Generation P S Select (1-r)p hypothesis from P to P S Crossover : choose rp hypothesis to crossover. Mutate: Choose m percent of hypothesis to mutate Update: P := P S Evaluate : Compute fitness for each p in P.

Classification  One of the main functions of a machine learning algorithm is classification  The agent is presented with a bit string and asked to classify it between two or more classifications  A pattern which will classify all bit strings is called a hypothesis

Hypothesis Representation  Hypothesis are often represented by bit-strings.  Each bit in the string has an interpretation associated with it.  For example a bit in the string could represent a possible classification  It is good to ensure that all possible bit patterns have meaning

Hypothesis Representation Example OutlookWindPlayTennis Each bit corresponds to a possible value of the attribute A value of 1 indicates the attribute is allowed that value Corresponds to if wind = Strong and Outlook = Overcast or Rain

Crossover  Two parent hypothesis are chosen probabilistically from the population based upon their fitness  The parent hypothesis combine to form two child hypothesis.  The child hypothesis are added to the population

Crossover Details  Crossover operator  produces two new offspring from a parent  Crossover bit mask  determines which parent will contribute to which position in the string

Crossover Types  Single-point crossover  parents are “cut” at one point and swap half of the bit string with the other parent  Two-point crossover  parents are cut at two points  often outperforms single-point  Uniform Crossover  each bit is sampled randomly from each parent  often looses coherence in hypothesis

Crossover Types Single point: Two-point: Uniform: Single point:

Mutation  A number of hypothesis are chosen randomly from the population.  Each of these hypothesis are randomly mutated to form slightly different hypothesis.  The mutated hypothesis replace the original hypothesis.

Fitness Function  Contains criteria for evaluating hypothesis  Accuracy of Hypothesis  Size of Hypothesis  Main source of inductive bias for Genetic Algorithms

Selection  Fitness proportionate selection  probability chosen is fitness relative to total population  Tournament Selection  Two hypothesis are chosen at random and winner is selected  Rank Selection  probability chosen is proportionate to rank of sorted hypothesis

Boltzmann Distribution  Used to probabilistically select which individuals to crossover

Genetic Programming  Individuals are programs  Represented by Trees  Nodes in the tree represent function calls  User supplies  Primitive functions  Terminals  Allows for arbitrary length

Genetic Programming  Crossover  Crossover points chosen randomly  Done by exchanging sub-trees  Mutation  Not always necessary  Randomly change a node

Genetic Programming  Search through space of programs  Other search methods also work  hill climbing  Simulated annealing  Not likely to be effective for large programs  Search space much too large

Genetic Programming  Variations  Individuals are programs  Individuals are neural networks  Back-propagation  RBF-networks  Individuals are reinforcement learning agents  construct policy by genetic operations  could be aided by actual reinforcement learning

Genetic Programming  Smart variations  Hill-climbing mutation  Smart crossover  requires a localized evaluation function  extra domain knowledge required

Genetic Programming Applications  Block Stacking Koza (1992)  Spell “universal”  Operators  (MS x) move to stack  (MT x) move to table  (EQ x y) T if x = y  (Not x)  (DU x y) do x until y

Genetic Programming Applications  Block stacking continued  Terminal arguments  CS (Current Stack)  TB (top correct block)  NN (next necessary)  Final discovered program  (EQ (DU (MT CS)(Not CS))(DU (MS NN)(NOT NN)) )

Genetic Programming Applications  Circuit Design (Koza et al 1996)  Gene represents potential circuit  Simulated with Spice  Population of 640,000  64 node parallel processor  98% of circuits invalid first generation  Good circuit after 137 generations

Genetic Algorithms  Relationships to other search techniques  Mutation is a blind “hill climbing” search  mostly to get out of local minima  Selection is just hill climbing  Crossover is unique  no obvious corollary other search techniques  the source of power for genetic algorithms

Evolution and Learning  Lamarckian Evolution  Proposed that learned traits could be passed on to succeeding generations  Proved false for biology  Works for genetic algorithms

Evolution and Learning  Baldwin Effect  Learning Individuals perform better  Rely less on hard coded traits  Allows a more diverse gene pool  Indirectly accelerates adaptation  Hinton and Nowlan  Early generations had more learning than later

Evolution and Learning  Baldwin effect alters inductive bias  hard coded weights restricts learning  good hard coded weights allow faster learning  Nature vs Nurture  Humans have greater learning  Require shaping  learn simple things before complex things

Schema Theorem  Probability of selecting a hypothesis.

Schema Theorem  Probability of selecting a schema

Schema Theorem  Equation for average fitness of schema

Schema Theorem  Expected Number of members of schema s

Schema Theorem  Full schema theorem