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.
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.
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.
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.


