Acquisition of a state transition graph using genetic network programming techniques

H. Ueda, N. Iwane, K. Takahashi, T. Miyahara
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引用次数: 6

Abstract

We present a method that acquires a state transition graph (STG) from input/output sequences (training sequences) of an unknown finite state machine (FSM). Our method is based on the genetic network programming (GNP) framework. Here, STGs as individuals are evolved by applying genetic operations such as crossover and mutation. The goal of the method is acquisition of an STG that is consistent with training sequences, and the number of states is as small as possible. Next, we modify our method such that the method acquires rules for an agent's decision making. In the modified method, a directed graph is used to represent rules, where nodes indicate situations that an agent is placed in, and edges represent state transitions. Each edge has two sets of information - percepts and actions. An agent first refers to the initial node, and an edge is adopted according to its percepts. The agent does the actions associated with the edges and the next state is decided. Directed graphs are used as individuals and genetic operations are applied to them to obtain good rules. These methods have been implemented and some experimental results are shown.
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使用遗传网络编程技术获取状态转移图
提出了一种从未知有限状态机(FSM)的输入/输出序列(训练序列)中获取状态转移图(STG)的方法。我们的方法是基于遗传网络规划(GNP)框架。在这里,作为个体的STGs是通过交叉和突变等遗传操作而进化的。该方法的目标是获取与训练序列一致的STG,状态数尽可能少。接下来,我们修改我们的方法,使该方法获得代理决策的规则。在修改后的方法中,使用有向图来表示规则,其中节点表示放置代理的情况,边缘表示状态转换。每条边都有两组信息——感知和动作。agent首先引用初始节点,并根据其感知值采用边缘。代理执行与边相关的操作,并确定下一个状态。将有向图作为个体,对其进行遗传运算,得到较好的规则。这些方法已经实现,并给出了一些实验结果。
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