Evolutionary algorithms have been successfully applied to a variety of optimisation problems in stationary environments. However, many real world optimisation problems are set in dynamic environments where the success criteria shifts regularly. Population diversity affects algorithmic performance, particularly on multiobjective and dynamic problems. Diversity mechanisms are methods of altering evolutionary algorithms in a way that promotes the maintenance of population diversity. This project intends to measure and compare the performance effect a variety of diversity mechanisms have on an evolutionary algorithm when facing an assortment of dynamic problems.
Understanding how the time-complexity of evolutionary algorithms (EAs) depend on their parameter settings and characteristics of fitness landscapes is a fundamental problem in evolutionary computation. Most rigorous results were derived using a handful of key analytic techniques, including drift analysis. However, since few of these techniques apply effortlessly to population-based EAs, most time-complexity results concern simplified EAs, such as the (1+1) EA. This paper describes the level-based theorem, a new technique tailored to population-based processes. It applies to any non-elitist process where offspring are sampled independently from a distribution depending only on the current population. Given conditions on this distribution, our technique provides upper bounds on the expected time until the process reaches a target state. We demonstrate the technique on several pseudo-Boolean functions, the sorting problem, and approximation of optimal solutions in combinatorial optimisation. The conditions of the theorem are often straightforward to verify, even for Genetic Algorithms and Estimation of Distribution Algorithms which were considered highly non-trivial to analyse. Finally, we prove that the theorem is nearly optimal for the processes considered. Given the information the theorem requires about the process, a much tighter bound cannot be proved.
In this paper, we propose a novel approach (SAPEO) to support the survival selection process in multi-objective evolutionary algorithms with surrogate models - it dynamically chooses individuals to evaluate exactly based on the model uncertainty and the distinctness of the population. We introduce variants that differ in terms of the risk they allow when doing survival selection. Here, the anytime performance of different SAPEO variants is evaluated in conjunction with an SMS-EMOA using the BBOB bi-objective benchmark. We compare the obtained results with the performance of the regular SMS-EMOA, as well as another surrogate-assisted approach. The results open up general questions about the applicability and required conditions for surrogate-assisted multi-objective evolutionary algorithms to be tackled in the future.
An important field in robotics is the optimization of controllers. Currently, robots are often treated as a black box in this optimization process, which is the reason why derivative-free optimization methods such as evolutionary algorithms or reinforcement learning are omnipresent. When gradient-based methods are used, models are kept small or rely on finite difference approximations for the Jacobian. This method quickly grows expensive with increasing numbers of parameters, such as found in deep learning. We propose the implementation of a modern physics engine, which can differentiate control parameters. This engine is implemented for both CPU and GPU. Firstly, this paper shows how such an engine speeds up the optimization process, even for small problems. Furthermore, it explains why this is an alternative approach to deep Q-learning, for using deep learning in robotics. Finally, we argue that this is a big step for deep learning in robotics, as it opens up new possibilities to optimize robots, both in hardware and software.
An important question in evolutionary computation is how good solutions evolutionary algorithms can produce. This paper aims to provide an analytic analysis of solution quality in terms of the relative approximation error, which is defined by the error between 1 and the approximation ratio of the solution found by an evolutionary algorithm. Since evolutionary algorithms are iterative methods, the relative approximation error is a function of generations. With the help of matrix analysis, it is possible to obtain an exact expression of such a function. In this paper, an analytic expression for calculating the relative approximation error is presented for a class of evolutionary algorithms, that is, (1+1) strictly elitist evolution algorithms. Furthermore, analytic expressions of the fitness value and the average convergence rate in each generation are also derived for this class of evolutionary algorithms. The approach is promising, and it can be extended to non-elitist or population-based algorithms too.
In this paper, we are concerned with a branch of evolutionary algorithms termed estimation of distribution (EDA), which has been successfully used to tackle derivative-free global optimization problems. For existent EDA algorithms, it is a common practice to use a Gaussian distribution or a mixture of Gaussian components to represent the statistical property of available promising solutions found so far. Observing that the Student's t distribution has heavier and longer tails than the Gaussian, which may be beneficial for exploring the solution space, we propose a novel EDA algorithm termed ESTDA, in which the Student's t distribution, rather than Gaussian, is employed. To address hard multimodal and deceptive problems, we extend ESTDA further by substituting a single Student's t distribution with a mixture of Student's t distributions. The resulting algorithm is named as estimation of mixture of Student's t distribution algorithm (EMSTDA). Both ESTDA and EMSTDA are evaluated through extensive and in-depth numerical experiments using over a dozen of benchmark objective functions. Empirical results demonstrate that the proposed algorithms provide remarkably better performance than their Gaussian counterparts.
Testing provides means pertaining to assuring software performance. The total aim of software industry is actually to make a certain start associated with high quality software for the end user. However, associated with software testing has quite a few underlying concerns, which are very important and need to pay attention on these issues. These issues are effectively generating, prioritization of test cases, etc. These issues can be overcome by paying attention and focus. Solitary of the greatest Problems in the software testing area is usually how to acquire a great proper set associated with cases to confirm software. Some other strategies and also methodologies are proposed pertaining to shipping care of most of these issues. Genetic Algorithm (GA) belongs to evolutionary algorithms. Evolutionary algorithms have a significant role in the automatic test generation and many researchers are focusing on it. In this study explored software testing related issues by using the GA approach. In addition to right after applying some analysis, better solution produced, that is feasible and reliable. The particular research presents the implementation of GAs because of its generation of optimized test cases. Along these lines, this paper gives proficient system for the optimization of test case generation using genetic algorithm.
Quantum inspired Evolutionary Algorithms were proposed more than a decade ago and have been employed for solving a wide range of difficult search and optimization problems. A number of changes have been proposed to improve performance of canonical QEA. However, canonical QEA is one of the few evolutionary algorithms, which uses a search operator with relatively large number of parameters. It is well known that performance of evolutionary algorithms is dependent on specific value of parameters for a given problem. The advantage of having large number of parameters in an operator is that the search process can be made more powerful even with a single operator without requiring a combination of other operators for exploration and exploitation. However, the tuning of operators with large number of parameters is complex and computationally expensive. This paper proposes a novel heuristic method for tuning parameters of canonical QEA. The tuned QEA outperforms canonical QEA on a class of discrete combinatorial optimization problems which, validates the design of the proposed parameter tuning framework. The proposed framework can be used for tuning other algorithms with both large and small number of tunable parameters.
In distributed evolutionary algorithms, migration interval is used to decide migration moments. Nevertheless, migration moments predetermined by intervals cannot match the dynamic situation of evolution. In this paper, a scheme of setting the success rate of migration based on subpopulation diversity at each interval is proposed. With the scheme, migration still occurs at intervals, but the probability of immigrants entering the target subpopulation will be determined by the diversity of this subpopulation according to a proposed formula. An analysis shows that the time consumption of our scheme is acceptable. In our experiments, the basement of parallelism is an evolutionary algorithm for the traveling salesman problem. Under different value combinations of parameters for the formula, outcomes for eight benchmark instances of the distributed evolutionary algorithm with the proposed scheme are compared with those of a traditional one, respectively. Results show that the distributed evolutionary algorithm based on our scheme has a significant advantage on solutions especially for high difficulty instances. Moreover, it can be seen that the algorithm with the scheme has the most outstanding performance under three value combinations of above-mentioned parameters for the formula.
Over the last three decades, a large number of evolutionary algorithms have been developed for solving multiobjective optimization problems. However, there lacks an up-to-date and comprehensive software platform for researchers to properly benchmark existing algorithms and for practitioners to apply selected algorithms to solve their real-world problems. The demand of such a common tool becomes even more urgent, when the source code of many proposed algorithms has not been made publicly available. To address these issues, we have developed a MATLAB platform for evolutionary multi-objective optimization in this paper, called PlatEMO, which includes more than 50 multi-objective evolutionary algorithms and more than 100 multi-objective test problems, along with several widely used performance indicators. With a user-friendly graphical user interface, PlatEMO enables users to easily compare several evolutionary algorithms at one time and collect statistical results in Excel or LaTeX files. More importantly, PlatEMO is completely open source, such that users are able to develop new algorithms on the basis of it. This paper introduces the main features of PlatEMO and illustrates how to use it for performing comparative experiments, embedding new algorithms, creating new test problems, and developing performance indicators. Source code of PlatEMO is now available at: http://bimk.ahu.edu.cn/index.php?s=/Index/Software/index.html.
Evolutionary algorithms have recently been used to create a wide range of artistic work. In this paper, we propose a new approach for the composition of new images from existing ones, that retain some salient features of the original images. We introduce evolutionary algorithms that create new images based on a fitness function that incorporates feature covariance matrices associated with different parts of the images. This approach is very flexible in that it can work with a wide range of features and enables targeting specific regions in the images. For the creation of the new images, we propose a population-based evolutionary algorithm with mutation and crossover operators based on random walks. Our experimental results reveal a spectrum of aesthetically pleasing images that can be obtained with the aid of our evolutionary process.
Quantum computing is a new way of data processing based on the concept of quantum mechanics. Quantum circuit design is a process of converting a quantum gate to a series of basic gates and is divided into two general categories based on the decomposition and composition. In the second group, using evolutionary algorithms and especially genetic algorithms, multiplication of matrix gates was used to achieve the final characteristic of quantum circuit. Genetic programming is a subfield of evolutionary computing in which computer programs evolve to solve studied problems. In past research that has been done in the field of quantum circuits design, only one cost metrics (usually quantum cost) has been investigated. In this paper for the first time, a multi-objective approach has been provided to design quantum circuits using genetic programming that considers the depth and the cost of nearest neighbor metrics in addition to quantum cost metric. Another innovation of this article is the use of two-step fitness function and taking into account the equivalence of global phase in quantum gates. The results show that the proposed method is able to find a good answer in a short time.
In the evolutionary computation research community, the performance of most evolutionary algorithms (EAs) depends strongly on their implemented coordinate system. However, the commonly used coordinate system is fixed and not well suited for different function landscapes, EAs thus might not search efficiently. To overcome this shortcoming, in this paper we propose a framework, named ACoS, to adaptively tune the coordinate systems in EAs. In ACoS, an Eigen coordinate system is established by making use of the cumulative population distribution information, which can be obtained based on a covariance matrix adaptation strategy and an additional archiving mechanism. Since the population distribution information can reflect the features of the function landscape to some extent, EAs in the Eigen coordinate system have the capability to identify the modality of the function landscape. In addition, the Eigen coordinate system is coupled with the original coordinate system, and they are selected according to a probability vector. The probability vector aims to determine the selection ratio of each coordinate system for each individual, and is adaptively updated based on the collected information from the offspring. ACoS has been applied to two of the most popular EA paradigms, i.e., particle swarm optimization (PSO) and differential evolution (DE), for solving 30 test functions with 30 and 50 dimensions at the 2014 IEEE Congress on Evolutionary Computation. The experimental studies demonstrate its effectiveness.
This paper uses the recent idea that the fundamental haploid-diploid lifecycle of eukaryotic organisms implements a rudimentary form of learning within evolution. A general approach for evolutionary computation is here derived that differs from all previous known work using diploid representations. The primary role of recombination is also changed from that previously considered in both natural and artificial evolution under the new view. Using well-known abstract tuneable models it is shown that varying fitness landscape ruggedness varies the benefit of the new approach.
In this paper we systematically study the importance, i.e., the influence on performance, of the main design elements that differentiate scalarizing functions-based multiobjective evolutionary algorithms (MOEAs). This class of MOEAs includes Multiobjecitve Genetic Local Search (MOGLS) and Multiobjective Evolutionary Algorithm Based on Decomposition (MOEA/D) and proved to be very successful in multiple computational experiments and practical applications. The two algorithms share the same common structure and differ only in two main aspects. Using three different multiobjective combinatorial optimization problems, i.e., the multiobjective symmetric traveling salesperson problem, the traveling salesperson problem with profits, and the multiobjective set covering problem, we show that the main differentiating design element is the mechanism for parent selection, while the selection of weight vectors, either random or uniformly distributed, is practically negligible if the number of uniform weight vectors is sufficiently large.
The $(1+(\lambda,\lambda))$ genetic algorithm, first proposed at GECCO 2013, showed a surprisingly good performance on so me optimization problems. The theoretical analysis so far was restricted to the OneMax test function, where this GA profited from the perfect fitness-distance correlation. In this work, we conduct a rigorous runtime analysis of this GA on random 3-SAT instances in the planted solution model having at least logarithmic average degree, which are known to have a weaker fitness distance correlation. We prove that this GA with fixed not too large population size again obtains runtimes better than $\Theta(n \log n)$, which is a lower bound for most evolutionary algorithms on pseudo-Boolean problems with unique optimum. However, the self-adjusting version of the GA risks reaching population sizes at which the intermediate selection of the GA, due to the weaker fitness-distance correlation, is not able to distinguish a profitable offspring from others. We show that this problem can be overcome by equipping the self-adjusting GA with an upper limit for the population size. Apart from sparse instances, this limit can be chosen in a way that the asymptotic performance does not worsen compared to the idealistic OneMax case. Overall, this work shows that the $(1+(\lambda,\lambda))$ GA can provably have a good performance on combinatorial search and optimization problems also in the presence of a weaker fitness-distance correlation.
Monte Carlo Tree Search techniques have generally dominated General Video Game Playing, but recent research has started looking at Evolutionary Algorithms and their potential at matching Tree Search level of play or even outperforming these methods. Online or Rolling Horizon Evolution is one of the options available to evolve sequences of actions for planning in General Video Game Playing, but no research has been done up to date that explores the capabilities of the vanilla version of this algorithm in multiple games. This study aims to critically analyse the different configurations regarding population size and individual length in a set of 20 games from the General Video Game AI corpus. Distinctions are made between deterministic and stochastic games, and the implications of using superior time budgets are studied. Results show that there is scope for the use of these techniques, which in some configurations outperform Monte Carlo Tree Search, and also suggest that further research in these methods could boost their performance.
While Monte Carlo Tree Search and closely related methods have dominated General Video Game Playing, recent research has demonstrated the promise of Rolling Horizon Evolutionary Algorithms as an interesting alternative. However, there is little attention paid to population initialization techniques in the setting of general real-time video games. Therefore, this paper proposes the use of population seeding to improve the performance of Rolling Horizon Evolution and presents the results of two methods, One Step Look Ahead and Monte Carlo Tree Search, tested on 20 games of the General Video Game AI corpus with multiple evolution parameter values (population size and individual length). An in-depth analysis is carried out between the results of the seeding methods and the vanilla Rolling Horizon Evolution. In addition, the paper presents a comparison to a Monte Carlo Tree Search algorithm. The results are promising, with seeding able to boost performance significantly over baseline evolution and even match the high level of play obtained by the Monte Carlo Tree Search.
Rapid development of evolutionary algorithms in handling many-objective optimization problems requires viable methods of visualizing a high-dimensional solution set. Parallel coordinates which scale well to high-dimensional data are such a method, and have been frequently used in evolutionary many-objective optimization. However, the parallel coordinates plot is not as straightforward as the classic scatter plot to present the information contained in a solution set. In this paper, we make some observations of the parallel coordinates plot, in terms of comparing the quality of solution sets, understanding the shape and distribution of a solution set, and reflecting the relation between objectives. We hope that these observations could provide some guidelines as to the proper use of parallel coordinates in evolutionary many-objective optimization.
Feature selection has always been a critical step in pattern recognition, in which evolutionary algorithms, such as the genetic algorithm (GA), are most commonly used. However, the individual encoding scheme used in various GAs would either pose a bias on the solution or require a pre-specified number of features, and hence may lead to less accurate results. In this paper, a tribe competition-based genetic algorithm (TCbGA) is proposed for feature selection in pattern classification. The population of individuals is divided into multiple tribes, and the initialization and evolutionary operations are modified to ensure that the number of selected features in each tribe follows a Gaussian distribution. Thus each tribe focuses on exploring a specific part of the solution space. Meanwhile, tribe competition is introduced to the evolution process, which allows the winning tribes, which produce better individuals, to enlarge their sizes, i.e. having more individuals to search their parts of the solution space. This algorithm, therefore, avoids the bias on solutions and requirement of a pre-specified number of features. We have evaluated our algorithm against several state-of-the-art feature selection approaches on 20 benchmark datasets. Our results suggest that the proposed TCbGA algorithm can identify the optimal feature subset more effectively and produce more accurate pattern classification.