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OneMax Is Not the Easiest Function for Fitness Improvements OneMax 并非改善体能的最简单功能。
IF 4.6 2区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-15 DOI: 10.1162/evco_a_00348
Marc Kaufmann;Maxime Larcher;Johannes Lengler;Xun Zou
We study the (1:s+1) success rule for controlling the population size of the (1,λ)-EA. It was shown by Hevia Fajardo and Sudholt that this parameter control mechanism can run into problems for large s if the fitness landscape is too easy. They conjectured that this problem is worst for the OneMax benchmark, since in some well-established sense OneMax is known to be the easiest fitness landscape. In this paper, we disprove this conjecture. We show that there exist s and ɛ such that the self-adjusting (1,λ)-EA with the (1:s+1)-rule optimizes OneMax efficiently when started with ɛn zero-bits, but does not find the optimum in polynomial time on Dynamic BinVal. Hence, we show that there are landscapes where the problem of the (1:s+1)-rule for controlling the population size of the (1,λ)-EA is more severe than for OneMax. The key insight is that, while OneMax is the easiest function for decreasing the distance to the optimum, it is not the easiest fitness landscape with respect to finding fitness-improving steps.
我们研究了控制 (1,λ)- EA 种群规模的 (1:s+1) 成功规则。Hevia Fajardo 和 Sudholt 的研究表明,如果适配景观过于简单,这种参数控制机制在 s 较大时可能会出现问题。他们推测,这个问题在 ONEMAX 基准中最为严重,因为从某种既定的意义上讲,ONEMAX 是已知的最简单的适配景观。在本文中,我们推翻了这一猜想。我们证明,存在 s 和 ɛ 这样的情况:采用 (1:s+1) 规则的自调整 (1,λ)-EA 在从ɛn 个零位开始时能高效优化 ONEMAX,但在动态 BINVAL 上却不能在多项式时间内找到最优。因此,我们证明,在有些地形中,控制 (1,λ)-EA 种群规模的 (1:s+1)- 规则的问题比 ONEMAX 更严重。关键之处在于,虽然ONEMAX 是最容易减小与最优值距离的函数,但它并不是最容易找到改善适应性步骤的适应性景观。
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引用次数: 0
Synthesising Diverse and Discriminatory Sets of Instances Using Novelty Search in Combinatorial Domains 在组合领域利用新颖性搜索合成多样化和辨别性实例集。
IF 4.6 2区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-15 DOI: 10.1162/evco_a_00350
Alejandro Marrero;Eduardo Segredo;Coromoto León;Emma Hart
Gathering sufficient instance data to either train algorithm-selection models or understand algorithm footprints within an instance space can be challenging. We propose an approach to generating synthetic instances that are tailored to perform well with respect to a target algorithm belonging to a predefined portfolio but are also diverse with respect to their features. Our approach uses a novelty search algorithm with a linearly weighted fitness function that balances novelty and performance to generate a large set of diverse and discriminatory instances in a single run of the algorithm. We consider two definitions of novelty: (1) with respect to discriminatory performance within a portfolio of solvers; (2) with respect to the features of the evolved instances. We evaluate the proposed method with respect to its ability to generate diverse and discriminatory instances in two domains (knapsack and bin-packing), comparing to another well-known quality diversity method, Multi-dimensional Archive of Phenotypic Elites (MAP-Elites) and an evolutionary algorithm that only evolves for discriminatory behaviour. The results demonstrate that the novelty search method outperforms its competitors in terms of coverage of the space and its ability to generate instances that are diverse regarding the relative size of the “performance gap” between the target solver and the remaining solvers in the portfolio. Moreover, for the Knapsack domain, we also show that we are able to generate novel instances in regions of an instance space not covered by existing benchmarks using a portfolio of state-of-the-art solvers. Finally, we demonstrate that the method is robust to different portfolios of solvers (stochastic approaches, deterministic heuristics, and state-of-the-art methods), thereby providing further evidence of its generality.
为训练算法选择模型或了解算法在实例空间中的足迹而收集足够的实例数据是一项挑战。我们提出了一种生成合成实例的方法,这些实例经过定制,在属于预定义组合的目标算法方面表现良好,但在特征方面也具有多样性。我们的方法使用一种新颖性搜索算法,其线性加权适配函数可在新颖性和性能之间取得平衡,从而在算法的单次运行中生成大量具有多样性和鉴别性的实例。我们考虑了新颖性的两种定义:(1) 与求解器组合中的判别性能有关;(2) 与演化实例的特征有关。我们评估了所提出的方法在两个领域(knapsack 和 bin-packing)中生成多样化和辨别性实例的能力,并将其与另一种著名的质量多样化方法--表型精英多维档案(MAP-Elites)和一种只为辨别行为而进化的进化算法进行了比较。结果表明,新颖性搜索方法在空间覆盖率和生成实例的能力方面优于其竞争对手,而在目标求解器与组合中其余求解器之间 "性能差距 "的相对大小方面,新颖性搜索方法也具有多样性。此外,对于 Knapsack 领域,我们还证明了我们能够使用最先进的求解器组合,在现有基准未覆盖的实例空间区域生成新实例。最后,我们证明了该方法对不同求解器组合(随机方法、确定性启发式方法和最先进方法)的鲁棒性,从而进一步证明了该方法的通用性。
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引用次数: 0
Drift Analysis with Fitness Levels for Elitist Evolutionary Algorithms 精英进化算法的漂移分析与适合度分析
IF 4.6 2区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-15 DOI: 10.1162/evco_a_00349
Jun He;Yuren Zhou
The fitness level method is a popular tool for analyzing the hitting time of elitist evolutionary algorithms. Its idea is to divide the search space into multiple fitness levels and estimate lower and upper bounds on the hitting time using transition probabilities between fitness levels. However, the lower bound generated by this method is often loose. An open question regarding the fitness level method is what are the tightest lower and upper time bounds that can be constructed based on transition probabilities between fitness levels. To answer this question, we combine drift analysis with fitness levels and define the tightest bound problem as a constrained multiobjective optimization problem subject to fitness levels. The tightest metric bounds by fitness levels are constructed and proven for the first time. Then linear bounds are derived from metric bounds and a framework is established that can be used to develop different fitness level methods for different types of linear bounds. The framework is generic and promising, as it can be used to draw tight time bounds on both fitness landscapes with and without shortcuts. This is demonstrated in the example of the (1+1) EA maximizing the TwoMax1 function.
适应度方法是分析精英进化算法命中时间的常用工具。其原理是将搜索空间划分为多个适合度等级,并利用适合度等级之间的过渡概率估算出命中时间的下限和上限。然而,这种方法产生的下限往往比较宽松。关于适合度方法的一个悬而未决的问题是,根据适合度之间的过渡概率,可以构建出最严格的时间下限和上限。为了回答这个问题,我们将漂移分析与适应度水平相结合,并将最严格约束问题定义为受限于适应度水平的多目标优化问题。我们首次构建并证明了适应度水平的最严格度量边界。然后,从度量约束推导出线性约束,并建立了一个框架,可用于为不同类型的线性约束开发不同的适度水平方法。该框架具有通用性和广阔前景,因为它既可以用于绘制有捷径的适度景观,也可以用于绘制无捷径的适度景观。(1+1) EA 最大化 TwoMax1 函数的例子就证明了这一点。
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引用次数: 0
A Layered Learning Approach to Scaling in Learning Classifier Systems for Boolean Problems 布尔问题分类器学习系统中的分层学习扩展方法。
IF 4.6 2区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-15 DOI: 10.1162/evco_a_00351
Isidro M. Alvarez;Trung B. Nguyen;Will N. Browne;Mengjie Zhang
Evolutionary Computation (EC) often throws away learned knowledge as it is reset for each new problem addressed. Conversely, humans can learn from small-scale problems, retain this knowledge (plus functionality), and then successfully reuse them in larger-scale and/or related problems. Linking solutions to problems has been achieved through layered learning, where an experimenter sets a series of simpler related problems to solve a more complex task. Recent works on Learning Classifier Systems (LCSs) has shown that knowledge reuse through the adoption of Code Fragments, GP-like tree-based programs, is plausible. However, random reuse is inefficient. Thus, the research question is how LCS can adopt a layered-learning framework, such that increasingly complex problems can be solved efficiently. An LCS (named XCSCF*) has been developed to include the required base axioms necessary for learning, refined methods for transfer learning and learning recast as a decomposition into a series of subordinate problems. These subordinate problems can be set as a curriculum by a teacher, but this does not mean that an agent can learn from it; especially if it only extracts over-fitted knowledge of each problem rather than the underlying scalable patterns and functions. Results show that from a conventional tabula rasa, with only a vague notion of which subordinate problems might be relevant, XCSCF* captures the general logic behind the tested domains and therefore can solve any n-bit Multiplexer, n-bit Carry-one, n-bit Majority-on, and n-bit Even-parity problems. This work demonstrates a step towards continual learning as learned knowledge is effectively reused in subsequent problems.
进化计算(EC)通常会丢弃已学知识,因为每解决一个新问题,都要重新设置这些知识。相反,人类可以从小规模的问题中学习,保留这些知识(以及功能),然后成功地在更大规模和/或相关的问题中重复使用。通过分层学习,实验者可以设置一系列较简单的相关问题来解决较复杂的任务,从而将问题的解决方案联系在一起。最近关于学习分类器系统(LCS)的研究表明,通过采用代码片段(类似于 GP 的树状程序)进行知识重用是可行的。然而,随机重用的效率很低。因此,研究的问题是学习分类系统如何采用分层学习框架,从而高效地解决日益复杂的问题?我们开发了一种 LCS(名为 XCSCF*),其中包括学习所需的基本公理、迁移学习的精炼方法以及分解为一系列下级问题的学习重构。这些下属问题可以由教师设置为课程,但这并不意味着代理可以从中学习。特别是如果它只是提取每个问题的过度拟合知识,而不是潜在的可扩展模式和函数。结果表明,XCSCF*能从传统的表格中捕捉到测试领域背后的一般逻辑,因此能解决任何n位多路复用器、n位携带一、n位多数开和n位偶奇偶问题。这项工作展示了向持续学习迈出的一步,因为学到的知识可以在后续问题中有效地重复使用。
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引用次数: 0
Beyond Landscape Analysis: DynamoRep Features For Capturing Algorithm-Problem Interaction In Single-Objective Continuous Optimization. 超越景观分析:单目标连续优化中捕捉算法问题交互的DynamoRep特征。
IF 4.6 2区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-07 DOI: 10.1162/evco_a_00370
Gjorgjina Cenikj, Gašper Petelin, Carola Doerr, Peter Korošec, Tome Eftimov

The representation of optimization problems and algorithms in terms of numerical features is a well-established tool for comparing optimization problem instances, for analyzing the behavior of optimization algorithms, and the quality of existing problem benchmarks, as well as for automated per-instance algorithm selection and configuration approaches. Extending purely problem-centered feature collections, our recently proposed DynamoRep features provide a simple and inexpensive representation of the algorithmproblem interaction during the optimization process. In this paper, we conduct a comprehensive analysis of the predictive power of the DynamoRep features for the problem classification, algorithm selection, and algorithm classification tasks. In particular, the features are evaluated for the classification of problem instances into problem classes from the BBOB (Black Box Optimization Benchmarking) suite, selecting the best algorithm to solve a given problem from a portfolio of three algorithms (Differential Evolution, Evolutionary Strategy, and Particle Swarm Optimization), as well as distinguishing these algorithms based on their trajectories. We show that, despite being much cheaper to compute, they can yield results comparable to those using state-ofthe-art Exploratory Landscape Analysis features.

优化问题和算法的数值特征表示是比较优化问题实例、分析优化算法的行为和现有问题基准的质量以及自动的每个实例算法选择和配置方法的成熟工具。扩展纯粹以问题为中心的特征集合,我们最近提出的DynamoRep特征提供了优化过程中算法与问题交互的简单而廉价的表示。在本文中,我们对DynamoRep特征在问题分类、算法选择和算法分类任务中的预测能力进行了全面的分析。特别是,这些特征被评估用于从BBOB(黑盒优化基准)套件中将问题实例分类为问题类别,从三种算法(差分进化,进化策略和粒子群优化)组合中选择最佳算法来解决给定问题,以及根据它们的轨迹区分这些算法。我们表明,尽管计算成本更低,但它们可以产生与使用最先进的探索性景观分析功能相当的结果。
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引用次数: 0
Survey of interactive evolutionary decomposition-based multiobjective optimization methods. 基于交互进化分解的多目标优化方法综述。
IF 4.6 2区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-01-14 DOI: 10.1162/evco_a_00366
Giomara Lárraga, Kaisa Miettinen

Interactive methods support decision-makers in finding the most preferred solution for multiobjective optimization problems, where multiple conflicting objective functions must be optimized simultaneously. These methods let a decision-maker provide preference information iteratively during the solution process to find solutions of interest, allowing them to learn about the trade-offs in the problem and the feasibility of the preferences. Several interactive evolutionary multiobjective optimization methods have been proposed in the literature. In the evolutionary computation community, the so-called decomposition-basedmethods have been increasingly popular because of their good performance in problems with many objective functions. They decompose the multiobjective optimization problem into multiple sub-problems to be solved collaboratively. Various interactive versions of decomposition-based methods have been proposed. However, most of them do not consider the desirable properties of real interactive solution processes, such as avoiding imposing a high cognitive burden on the decision-maker, allowing them to decide when to interact with the method, and supporting them in selecting a final solution. This paper reviews interactive evolutionary decomposition-based multiobjective optimization methods and different methodologies utilized to incorporate interactivity in them. Additionally, desirable properties of interactive decomposition-based multiobjective evolutionary optimization methods are identified, aiming to make them easier to be applied in real-world problems.

在多目标优化问题中,多个相互冲突的目标函数必须同时优化,交互式方法支持决策者找到最优解。这些方法允许决策者在求解过程中迭代地提供偏好信息,以找到感兴趣的解决方案,使他们能够了解问题中的权衡和偏好的可行性。文献中提出了几种交互式进化多目标优化方法。在进化计算界,所谓的基于分解的方法因其在具有许多目标函数的问题上的良好性能而越来越受欢迎。它们将多目标优化问题分解为多个子问题,并协同求解。已经提出了各种基于分解的交互式方法。然而,它们中的大多数都没有考虑到真正的交互式解决方案过程的理想特性,例如避免给决策者施加高认知负担,允许他们决定何时与方法交互,并支持他们选择最终解决方案。本文综述了基于交互进化分解的多目标优化方法,以及将交互性纳入其中的各种方法。此外,本文还确定了基于交互分解的多目标进化优化方法的理想特性,使其更容易应用于实际问题。
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引用次数: 0
Runtime Analysis of Typical Decomposition Approaches in MOEA/D for Many-Objective Optimization Problems. 多目标优化问题MOEA/D典型分解方法的运行时分析
IF 4.6 2区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-01-14 DOI: 10.1162/evco_a_00364
Zhengxin Huang, Yunren Zhou, Zefeng Chen, Qianlong Dang

Decomposition-based multi-objective evolutionary algorithms (MOEAs) are popular methods utilized to address many-objective optimization problems (MaOPs). These algorithms decompose the original MaOP into several scalar optimization subproblems, and solve them to obtain a set of solutions to approximate the Pareto front (PF). The decomposition approach is an important component in them. This paper presents a runtime analysis of a MOEA based on the classic decomposition framework using the typical weighted sum (WS), Tchebycheff (TCH), and penalty-based boundary intersection (PBI) approaches to obtain an optimal solution for any subproblem of two pseudo-Boolean benchmark MaOPs, namely mLOTZ and mCOCZ. Due to the complexity and limitation of the theoretical analysis techniques, the analyzed algorithm employs one-bit mutation to generate offspring individuals. The results indicate that when using WS, the analyzed algorithm can consistently find an optimal solution for every subproblem, which is located in the PF, in polynomial expected runtime. In contrast, the algorithm requires at least exponential expected runtime (with respect to the number of objectives m) for certain subproblems when using TCH or PBI, even though the landscapes of all objective functions in the two benchmarks are strictly monotone. Moreover, this analysis reveals a drawback of using WS: the optimal solutions obtained by solving subproblems are more easily mapped to the same point in the PF, compared to the case of using TCH. When using PBI, a smaller value of the penalty parameter is a good choice for faster convergence to the PF but may compromise diversity. To further understand the impact of these approaches in practical algorithms, numerical experiments on using bit-wise mutation to generate offspring individuals are conducted. The findings of this study may be helpful for designing more efficient decomposition approaches for MOEAs in future research.

基于分解的多目标进化算法(moea)是解决多目标优化问题的常用方法。这些算法将原MaOP分解为多个标量优化子问题,并对其进行求解,得到一组近似Pareto front (PF)的解。分解方法是其中的一个重要组成部分。本文基于经典分解框架,利用典型加权和(WS)、tchbycheff (TCH)和基于惩罚的边界交集(PBI)方法对MOEA进行了运行时分析,得到了两个伪布尔基准MaOPs (mLOTZ和mCOCZ)的任意子问题的最优解。由于理论分析技术的复杂性和局限性,所分析的算法采用1位突变产生子代个体。结果表明,当使用WS时,所分析的算法能够在多项式期望运行时间内一致地找到位于PF中的每个子问题的最优解。相比之下,当使用TCH或PBI时,对于某些子问题,该算法至少需要指数级的预期运行时间(相对于目标的数量m),即使两个基准中的所有目标函数的景观都是严格单调的。此外,该分析揭示了使用WS的一个缺点:与使用TCH相比,通过求解子问题获得的最优解更容易映射到PF中的同一点。当使用PBI时,较小的惩罚参数值是一个很好的选择,可以更快地收敛到PF,但可能会损害多样性。为了进一步了解这些方法在实际算法中的影响,进行了使用逐位突变产生后代个体的数值实验。本研究结果可能有助于在未来的研究中设计更有效的moea分解方法。
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引用次数: 0
Quality Diversity under Sparse Interaction and Sparse Reward: Application to Grasping in Robotics. 稀疏交互和稀疏奖励下的质量多样性:在机器人抓取中的应用。
IF 4.6 2区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-01-14 DOI: 10.1162/evco_a_00363
Johann Huber, François Helenon, Miranda Coninx, Faïz Ben Amar, Stéphane Doncieux

Quality-Diversity (QD) methods are algorithms that aim to generate a set of diverse and highperforming solutions to a given problem. Originally developed for evolutionary robotics, most QD studies are conducted on a limited set of domains'mainly applied to locomotion, where the fitness and the behavior signal are dense. Grasping is a crucial task for manipulation in robotics. Despite the efforts of many research communities, this task is yet to be solved. Grasping cumulates unprecedented challenges in QD literature: it suffers from reward sparsity, behavioral sparsity, and behavior space misalignment. The present work studies how QD can address grasping. Experiments have been conducted on 15 different methods on 10 grasping domains, corresponding to 2 different robot-gripper setups and 5 standard objects. The obtained results show that MAP-Elites variants that select successful solutions in priority outperform all the compared methods on the studied metrics by a large margin. We also found experimental evidence that sparse interaction can lead to deceptive novelty. To our knowledge, the ability to efficiently produce examples of grasping trajectories demonstrated in this work has no precedent in the literature.

质量多样性(QD)方法是一种旨在为给定问题生成一组不同且高性能的解决方案的算法。QD研究最初是为进化机器人技术而开发的,大多数QD研究都是在有限的域集上进行的,主要应用于运动,其中适应度和行为信号是密集的。抓取是机器人操作的一个关键任务。尽管许多研究团体做出了努力,但这一任务尚未得到解决。抓取在量子点文献中积累了前所未有的挑战:它受到奖励稀疏性、行为稀疏性和行为空间错位的影响。本文研究QD如何解决抓握问题。在10个抓取领域,对应2种不同的机器人抓取装置和5个标准对象,进行了15种不同方法的实验。得到的结果表明,在优先级上选择成功解的MAP-Elites变体在研究指标上比所有比较的方法都要好得多。我们还发现实验证据表明,稀疏的相互作用会导致欺骗性的新颖性。据我们所知,在这项工作中有效地产生抓取轨迹示例的能力在文献中没有先例。
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引用次数: 0
Informed Down-Sampled Lexicase Selection: Identifying Productive Training Cases for Efficient Problem Solving 知情下采样词库选择:为高效解决问题识别富有成效的训练案例。
IF 4.6 2区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-12-02 DOI: 10.1162/evco_a_00346
Ryan Boldi;Martin Briesch;Dominik Sobania;Alexander Lalejini;Thomas Helmuth;Franz Rothlauf;Charles Ofria;Lee Spector
Genetic Programming (GP) often uses large training sets and requires all individuals to be evaluated on all training cases during selection. Random down-sampled lexicase selection evaluates individuals on only a random subset of the training cases, allowing for more individuals to be explored with the same number of program executions. However, sampling randomly can exclude important cases from the down-sample for a number of generations, while cases that measure the same behavior (synonymous cases) may be overused. In this work, we introduce Informed Down-Sampled Lexicase Selection. This method leverages population statistics to build down-samples that contain more distinct and therefore informative training cases. Through an empirical investigation across two different GP systems (PushGP and Grammar-Guided GP), we find that informed down-sampling significantly outperforms random down-sampling on a set of contemporary program synthesis benchmark problems. Through an analysis of the created down-samples, we find that important training cases are included in the down-sample consistently across independent evolutionary runs and systems. We hypothesize that this improvement can be attributed to the ability of Informed Down-Sampled Lexicase Selection to maintain more specialist individuals over the course of evolution, while still benefiting from reduced per-evaluation costs.
遗传编程(GP)通常使用大型训练集,并要求在选择过程中对所有训练案例中的所有个体进行评估。随机向下抽样的词法选择只在训练案例的随机子集上对个体进行评估,这样就能在执行相同数量程序的情况下探索出更多个体。然而,随机抽样可能会在若干代内将重要的案例排除在向下抽样之外,而测量相同行为的案例(同义案例)可能会被过度使用。在这项工作中,我们引入了 "知情向下抽样词库选择"(Informed Down-Sampled Lexicase Selection)。这种方法利用群体统计来建立向下样本,这些样本包含更多不同的训练案例,因此信息量更大。通过对两个不同的 GP 系统(PushGP 和语法引导 GP)进行实证调查,我们发现在一组当代程序合成基准问题上,有信息的向下采样明显优于随机向下采样。通过对所创建的下采样进行分析,我们发现重要的训练案例在不同的进化运行和系统中都会被一致地纳入下采样中。我们假设,这种改进可归因于知情下采样词库选择(Informed Down-Sampled Lexicase Selection)在进化过程中保持更多专业个体的能力,同时还能从降低每次评估成本中获益。
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引用次数: 0
Estimation of Distribution Algorithm for Grammar-Guided Genetic Programming 语法引导遗传编程的分布算法估算。
IF 4.6 2区 计算机科学 Q2 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2024-12-02 DOI: 10.1162/evco_a_00345
Pablo Ramos Criado;D. Barrios Rolanía;David de la Hoz;Daniel Manrique
Genetic variation operators in grammar-guided genetic programming are fundamental to guide the evolutionary process in search and optimization problems. However, they show some limitations, mainly derived from an unbalanced exploration and local-search trade-off. This paper presents an estimation of distribution algorithm for grammar-guided genetic programming to overcome this difficulty and thus increase the performance of the evolutionary algorithm. Our proposal employs an extended dynamic stochastic context-free grammar to encode and calculate the estimation of the distribution of the search space from some promising individuals in the population. Unlike traditional estimation of distribution algorithms, the proposed approach improves exploratory behavior by smoothing the estimated distribution model. Therefore, this algorithm is referred to as SEDA, smoothed estimation of distribution algorithm. Experiments have been conducted to compare overall performance using a typical genetic programming crossover operator, an incremental estimation of distribution algorithm, and the proposed approach after tuning their hyperparameters. These experiments involve challenging problems to test the local search and exploration features of the three evolutionary systems. The results show that grammar-guided genetic programming with SEDA achieves the most accurate solutions with an intermediate convergence speed.
语法引导遗传编程中的遗传变异算子是引导搜索和优化问题进化过程的基础。然而,它们也存在一些局限性,主要是探索和局部搜索权衡不平衡。本文提出了一种语法引导遗传编程的分布估计算法,以克服这一困难,从而提高进化算法的性能。我们的建议采用一种扩展的动态随机无上下文语法来编码和计算种群中一些有希望的个体对搜索空间分布的估计。与传统的分布估计算法不同,我们提出的方法通过平滑估计分布模型来改善探索行为。因此,这种算法被称为 SEDA,即平滑估计分布算法。通过实验,比较了使用典型遗传编程交叉算子、增量估计分布算法和调整超参数后的拟议方法的整体性能。这些实验涉及具有挑战性的问题,以测试这三种进化系统的局部搜索和探索功能。结果表明,语法引导的遗传编程与 SEDA 以中等收敛速度获得了最准确的解决方案。
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引用次数: 0
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Evolutionary Computation
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