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Proceedings of the 2014 Annual Conference on Genetic and Evolutionary Computation最新文献

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Evolving joint-level control with digital muscles 用数字肌肉进化关节水平控制
Jared M. Moore, P. McKinley
The neuromuscular systems of animals are governed by extremely complex networks of control signals, sensory feedback loops, and mechanical interactions. Morphology and control are inherently intertwined. In the case of animal joints, groups of muscles work together to provide power and stability to move limbs in a coordinated manner. In contrast, many robot controllers handle both high-level planning and low-level control of individual joints. In this paper, we propose a joint-level control method, called digital muscles, that operates in a manner analogous to biological muscles, yet is abstract enough to apply to conventional robotic joints. An individual joint is controlled by multiple muscle nodes, each of which responds to a control signal according to a node-specific activation function. Evolving the physical orientation of muscle nodes and their respective activation functions enables relatively complex and coordinated gaits to be realized with simple high-level control. Even using a sinusoid as the high-level control signal, we demonstrate the evolution of effective gaits for a simulated quadruped. The proposed model realizes a control strategy for governing the behavior of individual joints, and can be coupled with a high-level controller that focuses on decision making and planning.
动物的神经肌肉系统是由极其复杂的控制信号网络、感觉反馈回路和机械相互作用所控制的。形态和控制本质上是交织在一起的。在动物的关节中,肌肉群一起工作,以协调的方式提供力量和稳定性来移动四肢。相比之下,许多机器人控制器同时处理单个关节的高级规划和低级控制。在本文中,我们提出了一种关节级控制方法,称为数字肌肉,其操作方式类似于生物肌肉,但足够抽象,适用于传统的机器人关节。单个关节由多个肌肉节点控制,每个肌肉节点根据特定节点的激活函数响应控制信号。通过进化肌肉节点的物理方向及其各自的激活功能,可以通过简单的高级控制实现相对复杂和协调的步态。即使使用正弦波作为高级控制信号,我们也演示了模拟四足动物有效步态的演变。该模型实现了一种控制单个关节行为的控制策略,并且可以与一个专注于决策和规划的高级控制器相结合。
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引用次数: 3
A tribal ecosystem inspired algorithm (TEA) for global optimization 部落生态系统启发的全局优化算法(TEA)
Ying-biao Lin, Jingjing Li, Jun Zhang, Meng Wan
Evolution mechanisms of different biological and social systems have inspired a variety of evolutionary computation (EC) algorithms. However, most existing EC algorithms simulate the evolution procedure at the individual-level. This paper proposes a new EC mechanism inspired by the evolution procedure at the tribe-level, namely tribal ecosystem inspired algorithm (TEA). In TEA, the basic evolution unit is not an individual that represents a solution point, but a tribe that covers a subarea in the search space. More specifically, a tribe represents the solution set locating in a particular subarea with a coding structure composed of three elements: tribal chief, attribute diversity, and advancing history. The tribal chief represents the locally best-so-far solution, the attribute diversity measures the range of the subarea, and the advancing history records the local search experience. This way, the new evolution unit provides extra knowledge about neighborhood profiles and search history. Using this knowledge, TEA introduces four evolution operators, reforms, self-advance, synergistic combination, and augmentation, to simulate the evolution mechanisms in a tribal ecosystem, which evolves the tribes from potentially promising subareas to the global optimum. The proposed TEA is validated on benchmark functions. Comparisons with three representative EC algorithms confirm its promising performance.
不同生物和社会系统的进化机制激发了各种进化计算(EC)算法。然而,大多数现有的EC算法模拟的是个体层面的进化过程。本文提出了一种受部落层面进化过程启发的生态系统协同机制,即部落生态系统启发算法(TEA)。在TEA中,基本进化单元不是代表解点的个体,而是覆盖搜索空间中的子区域的部落。更具体地说,部落表示位于特定子区域的解决方案集,其编码结构由三个元素组成:部落酋长、属性多样性和前进的历史。部落首领代表了当地迄今为止最好的解决方案,属性多样性衡量了子区域的范围,推进历史记录了当地的搜索经验。通过这种方式,新的进化单元提供了关于社区概况和搜索历史的额外知识。利用这一知识,TEA引入了改革、自我推进、协同组合和增强四种进化算子,模拟了部落生态系统中部落从潜在的有前途的子区域进化到全局最优的进化机制。在基准函数上验证了所提出的TEA。通过与三种代表性的EC算法的比较,验证了其良好的性能。
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引用次数: 1
Monte Mario: platforming with MCTS 《蒙特马里奥》:基于MCTS的平台游戏
E. Jacobsen, R. Greve, J. Togelius
Monte Carlo Tree Search (MCTS) is applied to control the player character in a clone of the popular platform game Super Mario Bros. Standard MCTS is applied through search in state space with the goal of moving the furthest to the right as quickly as possible. Despite parameter tuning, only moderate success is reached. Several modifications to the algorithm are then introduced specifically to deal with the behavioural pathologies that were observed. Two of the modifications are to our best knowledge novel. A combination of these modifications is found to lead to almost perfect play on linear levels. Furthermore, when adding noise to the benchmark, MCTS outperforms the best known algorithm for these levels. The analysis and algorithmic innovations in this paper are likely to be useful when applying MCTS to other video games.
蒙特卡洛树搜索(Monte Carlo Tree Search, MCTS)被应用于控制热门平台游戏《超级马里奥兄弟》的克隆中的玩家角色。标准MCTS通过在状态空间中搜索来应用,目标是尽可能快地向右移动最远。尽管进行了参数调整,但只取得了中等程度的成功。然后对算法进行了一些修改,专门用于处理所观察到的行为病态。据我们所知,其中两个修改是最新颖的。我们发现,将这些修改结合在一起可以在线性关卡中获得近乎完美的玩法。此外,当向基准测试中添加噪声时,MCTS在这些级别上的性能优于最知名的算法。本文的分析和算法创新在将MCTS应用于其他视频游戏时可能是有用的。
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引用次数: 49
Word count as a traditional programming benchmark problem for genetic programming 字数统计是遗传编程的传统基准问题
Thomas Helmuth, L. Spector
The Unix utility program wc, which stands for "word count," takes any number of files and prints the number of newlines, words, and characters in each of the files. We show that genetic programming can find programs that replicate the core functionality of the wc utility, and propose this problem as a "traditional programming" benchmark for genetic programming systems. This "wc problem" features key elements of programming tasks that often confront human programmers, including requirements for multiple data types, a large instruction set, control flow, and multiple outputs. Furthermore, it mimics the behavior of a real-world utility program, showing that genetic programming can automatically synthesize programs with general utility. We suggest statistical procedures that should be used to compare performances of different systems on traditional programming problems such as the wc problem, and present the results of a short experiment using the problem. Finally, we give a short analysis of evolved solution programs, showing how they make use of traditional programming concepts.
Unix实用程序wc代表“单词计数”,它接受任意数量的文件,并打印每个文件中的换行符、单词和字符的数量。我们表明遗传编程可以找到复制wc实用程序核心功能的程序,并将此问题作为遗传编程系统的“传统编程”基准。这个“wc问题”的特点是编程人员经常面临的编程任务的关键要素,包括对多种数据类型、大型指令集、控制流和多种输出的需求。此外,它还模拟了一个现实世界的实用程序的行为,表明遗传编程可以自动合成具有一般效用的程序。我们建议使用统计程序来比较不同系统在传统编程问题(如wc问题)上的性能,并给出了使用该问题进行的简短实验的结果。最后,我们对进化的解决方案程序进行了简短的分析,展示了它们如何利用传统的编程概念。
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引用次数: 15
Hypervolume-based local search in multi-objective evolutionary optimization 多目标进化优化中基于超体积的局部搜索
M. Pilát, Roman Neruda
This paper describes a surrogate based multi-objective evolutionary algorithm with hyper-volume contribution-based local search. The algorithm switches between an NSGA-II phase and a local search phase. In the local search phase, a model for each of the objectives is trained and CMA-ES is used to optimize the hyper-volume contribution of each individual with respect to its two neighbors on the non-dominated front. The performance of the algorithm is evaluated using the well known ZDT and WFG benchmark suites.
本文描述了一种基于代理的多目标进化算法,该算法具有基于超容量贡献的局部搜索。算法在NSGA-II阶段和局部搜索阶段之间切换。在局部搜索阶段,为每个目标训练一个模型,并使用CMA-ES来优化每个个体相对于其非主导前沿的两个邻居的超体积贡献。使用众所周知的ZDT和WFG基准套件来评估算法的性能。
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引用次数: 13
Socially inspired algorithms for the travelling thief problem 旅行小偷问题的社会启发算法
M. Bonyadi, Z. Michalewicz, M. Przybylek, A. Wierzbicki
Many real-world problems are composed of two or more problems that are interdependent on each other. The interaction of such problems usually is quite complex and solving each problem separately cannot guarantee the optimal solution for the overall multi-component problem. In this paper we experiment with one particular 2-component problem, namely the Traveling Thief Problem (TTP). TTP is composed of the Traveling Salesman Problem (TSP) and the Knapsack Problem (KP). We investigate two heuristic methods to deal with TTP. In the first approach we decompose TTP into two sub-problems, solve them by separate modules/algorithms (that communicate with each other), and combine the solutions to obtain an overall approximated solution to TTP (this method is called CoSolver ). The second approach is a simple heuristic (called density-based heuristic, DH) method that generates a solution for the TSP component first (a version of Lin-Kernighan algorithm is used) and then, based on the fixed solution for the TSP component found, it generates a solution for the KP component (associated with the given TTP). In fact, this heuristic ignores the interdependency between sub-problems and tries to solve the sub-problems sequentially. These two methods are applied to some generated TTP instances of different sizes. Our comparisons show that CoSolver outperforms DH specially in large instances.
许多现实世界的问题都是由两个或多个相互依赖的问题组成的。这类问题的相互作用通常非常复杂,单独解决每个问题并不能保证整体多组件问题的最优解。在本文中,我们实验了一个特殊的2分量问题,即旅行小偷问题(TTP)。TTP由旅行商问题(TSP)和背包问题(KP)组成。我们研究了两种启发式方法来处理TTP。在第一种方法中,我们将TTP分解为两个子问题,通过单独的模块/算法(相互通信)求解它们,并将解组合以获得TTP的整体近似解(这种方法称为CoSolver)。第二种方法是一种简单的启发式(称为基于密度的启发式,DH)方法,它首先生成TSP组件的解决方案(使用Lin-Kernighan算法的一个版本),然后,基于所找到的TSP组件的固定解决方案,它生成KP组件的解决方案(与给定的TTP相关)。实际上,这种启发式方法忽略了子问题之间的相互依赖性,并试图依次解决子问题。这两种方法应用于一些不同大小的生成的TTP实例。我们的比较表明,CoSolver尤其在大型实例中优于DH。
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引用次数: 56
Controlling selection area of useful infeasible solutions and their archive for directed mating in evolutionary constrained multiobjective optimization 进化约束多目标优化中定向交配有用不可行解的选择区域控制及其档案
Minami Miyakawa, K. Takadama, Hiroyuki Sato
As an evolutionary approach to solve constrained multi-objective optimization problems (CMOPs), recently a MOEA using the two-stage non-dominated sorting and the directed mating (TNSDM) has been proposed. In TNSDM, the directed mating utilizes infeasible solutions dominating feasible solutions to generate offspring. Although the directed mating contributes to improve the search performance of TNSDM in CMOPs, there are two problems. First, since the number of infeasible solutions dominating feasible solutions in the population depends on each CMOP, the effectiveness of the directed mating also depends on each CMOP. Second, infeasible solutions utilized in the directed mating are discarded in the selection process of parents (elites) population and cannot be utilized in the next generation. To overcome these problems and further improve the effectiveness of the directed mating in TNSDM, in this work we propose an improved TNSDM introducing a method to control selection area of infeasible solutions and an archiving strategy of useful infeasible solutions for the directed mating. The experimental results on m objectives k knapsacks problems shows that the improved TNSDM improves the search performance by controlling the directionality of the directed mating and increasing the number of directed mating executions in the solution search.
作为求解约束多目标优化问题的一种进化方法,近年来提出了一种基于两阶段非支配排序和定向交配的多目标优化方法。在TNSDM中,定向交配利用不可行解优于可行解来产生子代。虽然定向匹配有助于提高CMOPs中TNSDM的搜索性能,但存在两个问题。首先,由于种群中不可行解的数量大于可行解的数量取决于每个CMOP,因此定向交配的有效性也取决于每个CMOP。其次,定向交配中使用的不可行的解决方案在亲本(精英)群体的选择过程中被抛弃,不能在下一代中使用。为了克服这些问题,进一步提高TNSDM中有向配对的有效性,本文提出了一种改进的TNSDM,引入了一种控制有向配对不可行解的选择区域的方法和一种有用的有向配对不可行解的存档策略。对m个目标k个背包问题的实验结果表明,改进的TNSDM通过控制有向匹配的方向性和增加求解过程中有向匹配的执行次数,提高了搜索性能。
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引用次数: 7
Eco-friendly reduction of travel times in european smart cities 欧洲智慧城市的环保出行时间缩短
Daniel Stolfi, E. Alba
This article proposes an innovative solution for reducing polluting gas emissions from road traffic in modern cities. It is based on our new Red Swarm architecture which is composed of a series of intelligent spots with WiFi connections that can suggest a customized route to drivers. We have tested our proposal in four different case studies corresponding to actual European smart cities. To this end, we first import the city information from OpenStreetMap into the SUMO road traffic micro-simulator, propose a Red Swarm architecture based on intelligent spots located at traffic lights, and then optimize the resulting system in terms of travel times and gas emissions by using an evolutionary algorithm. Our results show that an important quantitative reduction in gas emissions as well as in travel times can be achieved when vehicles are rerouted according to our Red Swarm indications. This represents a promising result for the low cost implementation of an idea that could engage the interest of both citizens and municipal authorities.
本文提出了一种减少现代城市道路交通污染气体排放的创新解决方案。它基于我们新的Red Swarm架构,该架构由一系列带有WiFi连接的智能点组成,可以为司机提供定制路线。我们已经在四个不同的案例研究中测试了我们的建议,这些案例对应于实际的欧洲智慧城市。为此,我们首先将OpenStreetMap中的城市信息导入到SUMO道路交通微模拟器中,提出了一种基于红绿灯智能点的Red Swarm架构,然后利用进化算法对生成的系统在出行时间和气体排放方面进行优化。我们的研究结果表明,当车辆根据我们的Red Swarm指示改变路线时,可以实现气体排放和行驶时间的重要定量减少。这代表了一个低成本实施的有希望的结果,这个想法可以吸引公民和市政当局的利益。
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引用次数: 12
Passive solar building design using genetic programming 利用遗传程序设计被动式太阳能建筑
M. Gholami, B. Ross
Passive solar building design considers the effect that sunlight has on energy usage. The goal is to reduce the need for artificial cooling and heating devices, thereby saving energy costs. A number of competing design objectives can arise. Window heat gain during winter requires large windows. These same windows, however, reduce energy efficiency during nights and summers. Other model requirements add further complications, which creates a challenging optimization problem. We use genetic programming for passive solar building design. The EnergyPlus system is used to evaluate energy consumption. It considers factors ranging from model construction (shape, windows, materials) to location particulars (latitude/longitude, weather, time of day/year). We use a strongly typed design language to build 3D models, and multi-objective fitness to evaluate the multiple design objectives. Experimental results showed that balancing window heat gain and total energy use is challenging, although our multi-objective strategy could find interesting compromises. Many factors (roof shape, material selection) were consistently optimized by evolution. We also found that geographic aspects of the location play a critical role in the final building design.
被动式太阳能建筑设计考虑了阳光对能源使用的影响。其目标是减少对人工冷却和加热设备的需求,从而节省能源成本。可能会出现许多相互竞争的设计目标。冬季窗户的热量增加需要大窗户。然而,这些窗户在夜间和夏季降低了能源效率。其他模型需求增加了进一步的复杂性,从而产生了一个具有挑战性的优化问题。我们使用遗传程序设计被动式太阳能建筑。EnergyPlus系统用于评估能源消耗。它考虑了从模型构造(形状、窗户、材料)到位置细节(纬度/经度、天气、一天/一年的时间)的各种因素。我们使用强类型设计语言来构建三维模型,并使用多目标适应度来评估多个设计目标。实验结果表明,平衡窗口热增益和总能源使用是具有挑战性的,尽管我们的多目标策略可以找到有趣的妥协。许多因素(屋顶形状、材料选择)在进化过程中不断优化。我们还发现,地理位置在最终的建筑设计中起着至关重要的作用。
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引用次数: 3
A theoretical analysis of volume based Pareto front approximations 基于体积的帕累托前近似的理论分析
P. Shukla, Nadja Doll, H. Schmeck
Many multi-objective algorithms use volume based quality indicators to approximate the Pareto front. Amongst these, the hypervolume is the most widely used. The distribution of solution sets of finite size μ that maximize the hypervolume have been investigated theoretically. But nearly all results are limited to the bi-objective case. In this paper, many of these results are extended to higher dimensions and a theoretical analysis and characterization of optimal $mu$-distributions is done. We investigate monotonic Pareto curves that are embedded in three and higher dimensions that keep the property of the bi-objective case that only few points are determining the hypervolume contribution of a point. For finite μ, we consider the influence of the choice of the reference point and determine sufficient conditions that assure the extreme points of the Pareto curves to be included in an optimal μ- distribution. We state conditions about the slope of the front that makes it impossible to include the extremes. Furthermore, we prove more specific results for three dimensional linear Pareto fronts. It is shown that the equispaced property of an optimal distribution for a line in two dimensions does not hold in higher dimensions. We additionally investigate hypervolume in general dimensions and problems with cone domination structures.
许多多目标算法使用基于体积的质量指标来近似帕累托前沿。其中,hypervolume是使用最广泛的。从理论上研究了使超体积最大化的有限大小μ解集的分布。但几乎所有的结果都局限于双目标情况。本文将这些结果推广到更高的维度,并对最优$mu$-分布进行了理论分析和表征。我们研究了嵌入在三维和更高维度的单调Pareto曲线,这些曲线保持了双目标情况下的性质,即只有几个点决定了一个点的超体积贡献。对于有限μ,我们考虑了参考点选择的影响,并确定了Pareto曲线的极值点包含在最优μ-分布中的充分条件。我们陈述关于锋面坡度的条件,使其不可能包括极端情况。此外,我们证明了三维线性Pareto前沿的更具体的结果。证明了二维直线的最优分布的均衡性在高维中不成立。我们还研究了一般维度上的超体积和锥体控制结构的问题。
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引用次数: 12
期刊
Proceedings of the 2014 Annual Conference on Genetic and Evolutionary Computation
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