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Proceedings of the 1999 Congress on Evolutionary Computation-CEC99 (Cat. No. 99TH8406)最新文献

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Neural networks robot controller trained with evolution strategies 进化策略训练的神经网络机器人控制器
A. Berlanga, P. I. Viñuela, A. Sanchis, J. M. Molina
Neural networks (NN) can be used as controllers in autonomous robots. The specific features of the navigation problem in robotics make generation of good training sets for the NN difficult. An evolution strategy (ES) is introduced to learn the weights of the NN instead of the learning method of the network. The ES is used to learn high performance reactive behavior for navigation and collision avoidance. No subjective information about "how to accomplish the task" has been included in the fitness function. The learned behaviors are able to solve the problem in different environments; therefore, the learning process has the proven ability to obtain a specialized behavior. All the behaviors obtained have been tested in a set of environments and the capability of generalization is shown for each learned behavior. A simulator based on the mini-robot, Khepera, has been used to learn each behavior.
神经网络(NN)可以作为自主机器人的控制器。机器人导航问题的特殊性使得神经网络难以生成好的训练集。引入进化策略(ES)来学习神经网络的权值,取代网络的学习方法。ES用于学习导航和避碰的高性能反应行为。适应度函数中没有包含关于“如何完成任务”的主观信息。学习行为能够在不同的环境中解决问题;因此,在学习过程中有经过验证的能力获得一种专门的行为。所有得到的行为都在一组环境中进行了测试,并显示了每个学习行为的泛化能力。一个基于微型机器人Khepera的模拟器被用来学习每一种行为。
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引用次数: 24
Generation of dual missile strategies using genetic algorithms 利用遗传算法生成双导弹策略
P. A. Creaser, B. A. Stacey
The use of multiple missiles in order to improve the kill probability of a target is studied. The use of the same guidance law or strategy for two missiles fired from approximately the same position does not make the best use of the two to one numerical advantage during the engagement. The use of different guidance strategies is put forward as a method to improve the kill probability. The objective is to produce different intercept trajectories for the two missiles. In this study a medium to short range air-to-air engagement scenario using two active mono-pulse radar based homing missiles is considered. A genetic algorithm (GA) is used to generate two guidance laws which produce different trajectories for intercept and also improve the overall performance of the two missile system. The individual guidance laws produced by the GA are implemented using radial basis function neural networks (RBFN). The laws generate significantly different trajectories for the two missiles, producing a combination of side on and head on intercepts in some scenarios. Their performance and robustness is demonstrated and compared to two modern guidance laws by simulation. The dual RBFN laws are shown to outperform the two analytical laws and have a similar level of robustness.
研究了利用多导弹提高目标杀伤概率的方法。使用相同的制导律或策略从大致相同的位置发射的两枚导弹不能在交战期间最好地利用二比一的数字优势。提出了采用不同制导策略来提高杀伤概率的方法。目标是为两种导弹制造不同的拦截轨迹。本文研究了一种采用双主动单脉冲雷达制导导弹的中短程空对空交战方案。采用遗传算法生成两种制导律,产生不同的拦截轨迹,提高了两种导弹系统的综合性能。利用径向基函数神经网络(RBFN)实现遗传算法生成的个体制导律。这些定律为两种导弹产生了明显不同的轨迹,在某些情况下产生了侧面和正面拦截的组合。仿真验证了该制导律的性能和鲁棒性,并与两种现代制导律进行了比较。双RBFN定律被证明优于两个分析定律,并且具有相似的鲁棒性水平。
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引用次数: 5
Staged training of Neocognitron by evolutionary algorithms 基于进化算法的Neocognitron分级训练
Z. Pan, T. Sabisch, R. Adams, H. Bolouri
The Neocognitron, inspired by the mammalian visual system, is a complex neural network with numerous parameters and weights which should be trained in order to utilise it for pattern recognition. However, it is not easy to optimise these parameters and weights by gradient decent algorithms. We present a staged training approach using evolutionary algorithms. The experiments demonstrate that evolutionary algorithms can successfully train the Neocognitron to perform image recognition on real world problems.
Neocognitron受哺乳动物视觉系统的启发,是一个复杂的神经网络,具有许多参数和权重,需要训练才能利用它进行模式识别。然而,通过梯度优化算法来优化这些参数和权重并不容易。我们提出了一种使用进化算法的分阶段训练方法。实验表明,进化算法可以成功地训练Neocognitron对现实世界的问题进行图像识别。
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引用次数: 8
Evolution of logic programs: part-of-speech tagging 逻辑程序的演化:词性标注
Philip G. K. Reiser, Patricia J. Riddle
An algorithm is presented for learning concept classification rules. It is a hybrid between evolutionary computing and inductive logic programming (ILP). Given input of positive and negative examples, the algorithm constructs a logic program to classify these examples. The algorithm has several attractive features, including the ability to use explicit background (user-supplied) knowledge and to produce comprehensible output. We present results of using the algorithm to a natural language processing problem, part-of-speech tagging. The results indicate that using an evolutionary algorithm to direct a population of ILP learners can increase accuracy. This result is further improved when crossover is used to exchange rules at intermediate stages in learning. The improvement over Progol, a greedy ILP algorithm, is statistically significant (P<0.005).
提出了一种学习概念分类规则的算法。它是进化计算和归纳逻辑规划(ILP)的混合体。给定输入的正例和反例,该算法构建一个逻辑程序对这些例进行分类。该算法有几个吸引人的特点,包括使用明确的背景(用户提供)知识和产生可理解输出的能力。我们给出了将该算法应用于自然语言处理问题词性标注的结果。结果表明,使用进化算法来指导ILP学习者群体可以提高准确性。在学习的中间阶段,使用交叉来交换规则,可以进一步改善这一结果。与贪婪ILP算法Progol相比,改进有统计学意义(P<0.005)。
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引用次数: 10
On evolution strategy optimization in dynamic environments 动态环境下进化策略优化研究
Karsten Weicker, N. Weicker
The article analyzes the behavior of evolution strategies and their current mutation variants on a simple rotating dynamic problem. The degree of rotation is a parameter for the involved dynamism which enables systematic examinations. As a result, the complex covariance matrix adaptation proves to be superior with slow rotation but with increasing dynamism whose adaptation mechanism seldom finds the optimum where the simple uniform adaptation produces stable results. Moreover, this examination gives rise to questioning the principle of small mutation changes with high probability in the dynamic context.
在一个简单的旋转动力学问题上,分析了进化策略及其当前变异的行为。旋转的程度是所涉及的动力的一个参数,使系统的检查。结果表明,在旋转缓慢但动态增加的情况下,复杂协方差矩阵自适应具有优势,但在简单均匀自适应产生稳定结果的情况下,其自适应机制很少找到最优。此外,这一检验对动态环境下小突变高概率变化的原理提出了质疑。
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引用次数: 63
Learning Nash equilibria by coevolving distributed classifier systems 协同进化分布式分类器系统学习纳什均衡
F. Seredyński, C. Janikow
We consider a team of classifier systems (CSs), operating in a distributed environment of a game-theoretic model. This distributed model, a game with limited interaction, is a variant of N-person Prisoner Dilemma game. A payoff of each CS in this model depends only on its action and on actions of limited number of its neighbors in the game. CSs coevolve while competing for their payoffs. We show how such classifiers learn Nash equilibria, and what variety of behavior is generated: from pure competition to pure cooperation.
我们考虑一组分类器系统(CSs),在博弈论模型的分布式环境中运行。这种有限互动的分布式博弈模型是n人囚徒困境博弈的一种变体。在这个模型中,每个CS的收益只取决于自己的行为以及游戏中有限数量的邻居的行为。CSs在竞争回报的同时共同进化。我们展示了这些分类器是如何学习纳什均衡的,以及产生了什么样的行为:从纯粹的竞争到纯粹的合作。
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引用次数: 8
LamBaDa: an artificial environment to study the interaction between evolution and learning LamBaDa:研究进化和学习之间相互作用的人工环境
Marília Oliveira, J. Barreiros, E. Costa, F. B. Pereira
The study of evolutionary processes presents a major challenge due to its physical and temporal scales. Artificial life systems allow the realization of experiments concerning evolution that overcome these constraints. One aspect of the evolution of species that has been widely discussed is the role played by learning in the evolutionary process. We developed an artificial environment, LamBaDa, whose main purpose is the experimental study of interactions between learning in individual agents and evolution of populations. Agents have an internal state and a neural network that can empower them with learning faculties through a reinforcement learning algorithm. The modeling of the evolution of populations is achieved through genetic mechanisms applied during the reproduction process to the neural network weights. In this paper we describe LamBaDa, its architecture and dynamics. We present the simulation settings and discuss the results obtained, with special emphasis on the comparison of populations of agents with and without learning capabilities. The analysis of the results we obtained shows that populations of agents with learning capabilities are in advantage when compared to populations where agents can not learn, even though learned characteristics are not genetically codified. We also observed that this advantage is significant if the agents lived long enough to learn anything useful!.
由于其物理和时间尺度,进化过程的研究提出了一个重大挑战。人工生命系统使克服这些限制的有关进化的实验得以实现。被广泛讨论的物种进化的一个方面是学习在进化过程中所起的作用。我们开发了一个人工环境LamBaDa,其主要目的是实验研究个体智能体的学习与群体进化之间的相互作用。智能体有一个内部状态和一个神经网络,可以通过强化学习算法赋予它们学习能力。种群进化的建模是通过在繁殖过程中对神经网络权值施加遗传机制来实现的。在本文中,我们描述了LamBaDa,它的结构和动态。我们给出了模拟设置并讨论了获得的结果,特别强调了具有和不具有学习能力的智能体群体的比较。对我们获得的结果的分析表明,具有学习能力的智能体群体比没有学习能力的智能体群体更有优势,即使学习的特征不是遗传编码的。我们还观察到,如果智能体活得足够长,能够学到有用的东西,那么这种优势是显著的。
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引用次数: 1
A hybrid method of evolutionary algorithms for mixed-integer nonlinear optimization problems 混合整数非线性优化问题的进化算法的混合方法
Yung-Chien Lin, Feng-Sheng Wang, Kao-Shing Hwang
A hybrid method of evolutionary algorithms, called mixed-integer hybrid differential evolution (MIHDE), is proposed in this study. In the hybrid method, a mixed coding is used to represent the continuous and discrete variables. A rounding operation in the mutation is introduced to handle the integer variables so that the method is not only used to solve mixed-integer nonlinear optimization problems, but also used to solve the real or integer nonlinear optimization problems. The accelerated phase and migrating phase are implemented in MIHDE. These two phases acted as a balancing operator are used to explore the search space and to exploit the best solution. Both examples of mechanical design are tested by the MIHDE. The computation results demonstrate that the MIHDE is superior to other methods in terms of solution quality and robustness property.
本文提出了一种混合进化算法,称为混合整数混合差分进化(MIHDE)。在混合方法中,使用混合编码来表示连续变量和离散变量。在变异过程中引入舍入运算来处理整数变量,使该方法不仅可用于求解混合整数非线性优化问题,而且可用于求解实数或整数非线性优化问题。加速相位和迁移相位在MIHDE中实现。这两个阶段作为一种平衡算子,用于探索搜索空间并找出最佳解决方案。机械设计的两个例子都通过MIHDE进行了测试。计算结果表明,该方法在求解质量和鲁棒性方面均优于其他方法。
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引用次数: 64
Adaptive architecture of polynomial artificial neural network to forecast nonlinear time series 非线性时间序列预测的多项式人工神经网络自适应结构
E. Gómez-Ramírez, A. Poznyak, A. Gonzalez-Yunes, M. Avila-Alvarez
There are two important ways in which artificial neural networks are applied for dynamic system identification: preprocessing the training values, and adapting the architecture of the network. The article describes an adaptive process of the architecture of Polynomial Artificial Neural Network (PANN) using a genetic algorithm (GA) to improve the learning process. The optimal structure is obtained without previous knowledge of the behavior of the system to be identified. Due to the nature of the structure of PANN, it is possible to extract the necessary information of the nonlinear time series in order to minimize the training error. The importance of this work lies on adapting the architecture of PANN and processing the necessary inputs to minimize this error at the same time. The training error is compared with other networks used in the field to forecast chaotic time series.
将人工神经网络应用于动态系统辨识有两种重要的方法:对训练值进行预处理和对网络结构进行自适应。本文描述了多项式人工神经网络(PANN)结构的自适应过程,利用遗传算法(GA)来改进学习过程。在不知道待识别系统的行为的情况下获得最优结构。由于泛神经网络的结构性质,它可以提取非线性时间序列的必要信息,以最小化训练误差。这项工作的重要性在于调整PANN的体系结构,同时处理必要的输入以最小化这种误差。将训练误差与其他用于混沌时间序列预测的网络进行了比较。
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引用次数: 18
Evolution of neighborly relations in a spatial IPD game with cooperative players and hostile players 具有合作玩家和敌对玩家的空间IPD游戏中睦邻关系的演化
H. Ishibuchi, Tatsuo Nakari, T. Nakashima
We discuss the evolution of cooperative behavior among neighboring players in a spatial IPD (Iterated Prisoner's Dilemma) game where every player is located in a cell of a two-dimensional grid-world. In our game, a player in a cell plays against players in its neighboring cells. A game strategy of a player is denoted by a bit string, which determines the next action based on a finite history of previous rounds of the IPD game. Genetic operations for generating a new strategy of a player are also performed within its neighborhood. We first compare the evolution of cooperative behavior in the spatial IPD game with that in the standard non-spatial IPD game. Next, we examine the effect of the existence of cooperative (or hostile) players on the evolution of cooperative behavior. For representing such players with high flexibility, we use a generalized fitness function defined as a weighted sum of the player's payoff and its opponent's payoff. The fitness of a player depends on not only its payoff but also its opponent's payoff. Every player has its own weight vector in the generalized fitness function. This means that every player is characterized by its weight vector. Then we consider a more general situation where every player has a different weight vector for each of its neighbors. In this situation, we can examine the evolution of a neighborly relation between every pair of neighboring players. A weight vector of a player for a neighbor is updated based on the result of the IPD game between them. Finally, we examine the spatial IPD game with a different matchmaking scheme where the opponent of a player is randomly selected from its neighbors at every round of the IPD game. In such a spatial IPD game, the next action of a player is determined by its strategy (i.e., bit string) based on a finite history of previous rounds of the IPD game with different opponents.
我们讨论了空间IPD(迭代囚徒困境)博弈中相邻玩家之间合作行为的进化,其中每个玩家都位于二维网格世界的一个单元中。在我们的游戏中,一个单元格中的玩家与相邻单元格中的玩家对战。玩家的游戏策略由一个位串表示,该位串根据前几轮IPD游戏的有限历史来确定下一个动作。生成玩家新策略的遗传操作也在其邻近区域内执行。我们首先比较了空间IPD博弈和标准非空间IPD博弈中合作行为的演化。接下来,我们考察了合作(或敌对)参与者的存在对合作行为进化的影响。为了表示具有高灵活性的玩家,我们使用广义适应度函数定义为玩家收益与其对手收益的加权和。玩家的适应性不仅取决于自己的收益,也取决于对手的收益。在广义适应度函数中,每个参与者都有自己的权向量。这意味着每个玩家都有自己的权重向量。然后我们考虑一种更一般的情况,即每个玩家对其每个邻居都有不同的权重向量。在这种情况下,我们可以检查每一对相邻玩家之间的邻居关系的演变。基于玩家与邻居之间的IPD游戏结果更新玩家的权重向量。最后,我们用一种不同的配对方案来研究空间IPD游戏,其中玩家的对手是在每一轮IPD游戏中随机从其邻居中选择的。在这种空间IPD游戏中,玩家的下一个行动是由其策略(即位串)决定的,该策略是基于与不同对手的前几轮IPD游戏的有限历史。
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引用次数: 9
期刊
Proceedings of the 1999 Congress on Evolutionary Computation-CEC99 (Cat. No. 99TH8406)
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