The performance of image classification is highly dependent on the quality of the extracted features that are used to build a model. Designing such features usually requires prior knowledge of the domain and is often undertaken by a domain expert who, if available, is very costly to employ. Automating the process of designing such features can largely reduce the cost and efforts associated with this task. Image descriptors, such as local binary patterns, have emerged in computer vision, and aim at detecting keypoints, for example, corners, line-segments, and shapes, in an image and extracting features from those keypoints. In this article, genetic programming (GP) is used to automatically evolve an image descriptor using only two instances per class by utilising a multitree program representation. The automatically evolved descriptor operates directly on the raw pixel values of an image and generates the corresponding feature vector. Seven well-known datasets were adapted to the few-shot setting and used to assess the performance of the proposed method and compared against six handcrafted and one evolutionary computation-based image descriptor as well as three convolutional neural network (CNN) based methods. The experimental results show that the new method has significantly outperformed the competitor image descriptors and CNN-based methods. Furthermore, different patterns have been identified from analysing the evolved programs.
A fundamental aspect of learning in biological neural networks is the plasticity property which allows them to modify their configurations during their lifetime. Hebbian learning is a biologically plausible mechanism for modeling the plasticity property in artificial neural networks (ANNs), based on the local interactions of neurons. However, the emergence of a coherent global learning behavior from local Hebbian plasticity rules is not very well understood. The goal of this work is to discover interpretable local Hebbian learning rules that can provide autonomous global learning. To achieve this, we use a discrete representation to encode the learning rules in a finite search space. These rules are then used to perform synaptic changes, based on the local interactions of the neurons. We employ genetic algorithms to optimize these rules to allow learning on two separate tasks (a foraging and a prey-predator scenario) in online lifetime learning settings. The resulting evolved rules converged into a set of well-defined interpretable types, that are thoroughly discussed. Notably, the performance of these rules, while adapting the ANNs during the learning tasks, is comparable to that of offline learning methods such as hill climbing.
Interaction-Transformation (IT) is a new representation for Symbolic Regression that reduces the space of solutions to a set of expressions that follow a specific structure. The potential of this representation was illustrated in prior work with the algorithm called SymTree. This algorithm starts with a simple linear model and incrementally introduces new transformed features until a stop criterion is met. While the results obtained by this algorithm were competitive with the literature, it had the drawback of not scaling well with the problem dimension. This article introduces a mutation-only Evolutionary Algorithm, called ITEA, capable of evolving a population of IT expressions. One advantage of this algorithm is that it enables the user to specify the maximum number of terms in an expression. In order to verify the competitiveness of this approach, ITEA is compared to linear, nonlinear, and Symbolic Regression models from the literature. The results indicate that ITEA is capable of finding equal or better approximations than other Symbolic Regression models while being competitive to state-of-the-art nonlinear models. Additionally, since this representation follows a specific structure, it is possible to extract the importance of each original feature of a data set as an analytical function, enabling us to automate the explanation of any prediction. In conclusion, ITEA is competitive when comparing to regression models with the additional benefit of automating the extraction of additional information of the generated models.
The two-machine permutation flow shop scheduling problem with buffer is studied for the special case that all processing times on one of the two machines are equal to a constant c. This case is interesting because it occurs in various applications, for example, when one machine is a packing machine or when materials have to be transported. Different types of buffers and buffer usage are considered. It is shown that all considered buffer flow shop problems remain NP-hard for the makespan criterion even with the restriction to equal processing times on one machine. However, the special case where the constant c is larger or smaller than all processing times on the other machine is shown to be polynomially solvable by presenting an algorithm (2BF-OPT) that calculates optimal schedules in O(nlogn) steps. Two heuristics for solving the NP-hard flow shop problems are proposed: (i) a modification of the commonly used NEH heuristic (mNEH) and (ii) an Iterated Local Search heuristic (2BF-ILS) that uses the mNEH heuristic for computing its initial solution. It is shown experimentally that the proposed 2BF-ILS heuristic obtains better results than two state-of-the-art algorithms for buffered flow shop problems from the literature and an Ant Colony Optimization algorithm. In addition, it is shown experimentally that 2BF-ILS obtains the same solution quality as the standard NEH heuristic, however, with a smaller number of function evaluations.
A decent number of lower bounds for non-elitist population-based evolutionary algorithms has been shown by now. Most of them are technically demanding due to the (hard to avoid) use of negative drift theorems-general results which translate an expected movement away from the target into a high hitting time. We propose a simple negative drift theorem for multiplicative drift scenarios and show that it can simplify existing analyses. We discuss in more detail Lehre's (2010) negative drift in populations method, one of the most general tools to prove lower bounds on the runtime of non-elitist mutation-based evolutionary algorithms for discrete search spaces. Together with other arguments, we obtain an alternative and simpler proof of this result, which also strengthens and simplifies this method. In particular, now only three of the five technical conditions of the previous result have to be verified. The lower bounds we obtain are explicit instead of only asymptotic. This allows us to compute concrete lower bounds for concrete algorithms, but also enables us to show that super-polynomial runtimes appear already when the reproduction rate is only a (1-ω(n-1/2)) factor below the threshold. For the special case of algorithms using standard bit mutation with a random mutation rate (called uniform mixing in the language of hyper-heuristics), we prove the result stated by Dang and Lehre (2016b) and extend it to mutation rates other than Θ(1/n), which includes the heavy-tailed mutation operator proposed by Doerr et al. (2017). We finally use our method and a novel domination argument to show an exponential lower bound for the runtime of the mutation-only simple genetic algorithm on OneMax for arbitrary population size.
A sequence-based selection hyper-heuristic with online learning is used to optimise 12 water distribution networks of varying sizes. The hyper-heuristic results are compared with those produced by five multiobjective evolutionary algorithms. The comparison demonstrates that the hyper-heuristic is a computationally efficient alternative to a multiobjective evolutionary algorithm. An offline learning algorithm is used to enhance the optimisation performance of the hyper-heuristic. The optimisation results of the offline trained hyper-heuristic are analysed statistically, and a new offline learning methodology is proposed. The new methodology is evaluated, and shown to produce an improvement in performance on each of the 12 networks. Finally, it is demonstrated that offline learning can be usefully transferred from small, computationally inexpensive problems, to larger computationally expensive ones, and that the improvement in optimisation performance is statistically significant, with 99% confidence.
The Gene-pool Optimal Mixing Evolutionary Algorithm (GOMEA) is a model-based EA framework that has been shown to perform well in several domains, including Genetic Programming (GP). Differently from traditional EAs where variation acts blindly, GOMEA learns a model of interdependencies within the genotype, that is, the linkage, to estimate what patterns to propagate. In this article, we study the role of Linkage Learning (LL) performed by GOMEA in Symbolic Regression (SR). We show that the non-uniformity in the distribution of the genotype in GP populations negatively biases LL, and propose a method to correct for this. We also propose approaches to improve LL when ephemeral random constants are used. Furthermore, we adapt a scheme of interleaving runs to alleviate the burden of tuning the population size, a crucial parameter for LL, to SR. We run experiments on 10 real-world datasets, enforcing a strict limitation on solution size, to enable interpretability. We find that the new LL method outperforms the standard one, and that GOMEA outperforms both traditional and semantic GP. We also find that the small solutions evolved by GOMEA are competitive with tuned decision trees, making GOMEA a promising new approach to SR.