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Genetic Algorithms

Genetic Algorithms. Chapter 9, Complexity: A Guided Tour. Evolution by Natural Selection. Charles Darwin. Evolution by Natural Selection. Organisms inherit traits from parents. Charles Darwin. Evolution by Natural Selection. Organisms inherit traits from parents

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Genetic Algorithms

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  1. Genetic Algorithms Chapter 9, Complexity: A Guided Tour

  2. Evolution by Natural Selection Charles Darwin

  3. Evolution by Natural Selection • Organisms inherit traits from parents Charles Darwin

  4. Evolution by Natural Selection • Organisms inherit traits from parents • Traits are inherited with some variation, via mutation and sexual recombination Charles Darwin

  5. Evolution by Natural Selection • Organisms inherit traits from parents • Traits are inherited with some variation, via mutation and sexual recombination • Due to competition for limited resources, the organisms best adapted to the environment tend to produce the most offspring. Charles Darwin

  6. Evolution by Natural Selection • Organisms inherit traits from parents • Traits are inherited with some variation, via mutation and sexual recombination • Due to competition for limited resources, the organisms best adapted to the environment tend to produce the most offspring. • This way traits producing adapted individuals spread in the population Charles Darwin

  7. Evolution by Natural Selection in computers • Organisms inherit traits from parents • Traits are inherited with some variation, via mutation and sexual recombination • Due to competition for limited resources, the organisms best adapted to the environment tend to produce the most offspring. • This way traits producing adapted individuals spread in the population Computer (e.g., programs) Charles Darwin

  8. Evolution by Natural Selection in computers • Organisms inherit traits from parents • Traits are inherited with some variation, via mutation and sexual recombination • Due to competition for limited resources, the organisms best adapted to the environment tend to produce the most offspring. • This way traits producing adapted individuals spread in the population Computer (e.g., programs) Charles Darwin John Holland

  9. Evolution by Natural Selection in computers • Organisms inherit traits from parents • Traits are inherited with some variation, via mutation and sexual recombination • Due to competition for limited resources, the organisms best adapted to the environment tend to produce the most offspring. • This way traits producing adapted individuals spread in the population Computer (e.g., programs) Charles Darwin Genetic Algorithms (GAs) John Holland

  10. Some real-world uses of genetic algorithms

  11. Some real-world uses of genetic algorithms • Used by GE to automate parts of aircraft design

  12. Some real-world uses of genetic algorithms • Used by GE to automate parts of aircraft design • Used by pharmaceutical companies to discover new drugs

  13. Some real-world uses of genetic algorithms • Used by GE to automate parts of aircraft design • Used by pharmaceutical companies to discover new drugs • Used by the London Stock Exchange to automatically detect fraudulent trades

  14. Some real-world uses of genetic algorithms • Used by GE to automate parts of aircraft design • Used by pharmaceutical companies to discover new drugs • Used by the London Stock Exchange to automatically detect fraudulent trades • Used to generate realistic computer animation in the movies Lord of the Rings: The Return of the King and Troy

  15. Some real-world uses of genetic algorithms • Used by GE to automate parts of aircraft design • Used by pharmaceutical companies to discover new drugs • Used by the London Stock Exchange to automatically detect fraudulent trades • Used to generate realistic computer animation in the movies Lord of the Rings: The Return of the King and Troy • Used to model and understand evolution in nature!

  16. Example: Evolving Strategies for Robby the Robot

  17. Example: Evolving Strategies for Robby the Robot Input: Contents of N, S, E, W, C(Current)

  18. Example: Evolving Strategies for Robby the Robot Input: Contents of N, S, E, W, C(Current) Possible actions: Move N Move S Move E Move W Move random Stay put Try to pick up can

  19. Example: Evolving Strategies for Robby the Robot Input: Contents of N, S, E, W, C(Current) Possible actions: Move N Move S Move E Move W Move random Stay put Try to pick up can Rewards/Penalties (points): Picks up can: 10 Tries to pick up can on empty site: -1 Crashes into wall: -5

  20. Example Strategy

  21. Encoding a Strategy Code: MoveNorth = 0 MoveSouth = 1 MoveEast = 2 MoveWest = 3 StayPut = 4 PickUpCan = 5 MoveRandom = 6

  22. Encoding a Strategy Code: MoveNorth = 0 MoveSouth = 1 MoveEast = 2 MoveWest = 3 StayPut = 4 PickUpCan = 5 MoveRandom = 6

  23. Encoding a Strategy 0 Code: MoveNorth = 0 MoveSouth = 1 MoveEast = 2 MoveWest = 3 StayPut = 4 PickUpCan = 5 MoveRandom = 6

  24. Encoding a Strategy 0 2 Code: MoveNorth = 0 MoveSouth = 1 MoveEast = 2 MoveWest = 3 StayPut = 4 PickUpCan = 5 MoveRandom = 6

  25. Encoding a Strategy 0 2 6 Code: MoveNorth = 0 MoveSouth = 1 MoveEast = 2 MoveWest = 3 StayPut = 4 PickUpCan = 5 MoveRandom = 6

  26. Encoding a Strategy 0 2 6 5 . . . 3 . . . 4 Code: MoveNorth = 0 MoveSouth = 1 MoveEast = 2 MoveWest = 3 StayPut = 4 PickUpCan = 5 MoveRandom = 6

  27. Encoding a Strategy 243 values 0 2 6 5 . . . 3 . . . 4 Code: MoveNorth = 0 MoveSouth = 1 MoveEast = 2 MoveWest = 3 StayPut = 4 PickUpCan = 5 MoveRandom = 6

  28. Genetic algorithm for evolving strategies for Robby

  29. Genetic algorithm for evolving strategies for Robby • Generate 200 random strategies (i.e., programs for controlling Robby)

  30. Random Initial Population

  31. Genetic algorithm for evolving strategies for Robby • Generate 200 random strategies (i.e., programs for controlling Robby) • For each strategy, calculate fitness (average reward minus penalties earned on random environments)

  32. Genetic algorithm for evolving strategies for Robby • Generate 200 random strategies (i.e., programs for controlling Robby) • For each strategy, calculate fitness (average reward minus penalties earned on random environments) • The strategies pair up and create offspring via “sexual recombination” with random mutations ― the fitter the parents, the more offspring they create.

  33. Parent 1: Parent 2:

  34. Parent 1: Parent 2:

  35. Parent 1: Parent 2: Child:

  36. Genetic algorithm for evolving strategies for Robby • Generate 200 random strategies (i.e., programs for controlling Robby) • For each strategy, calculate fitness (average reward minus penalties earned on random environments) • The strategies pair up and create offspring via “sexual recombination” with random mutations ― the fitter the parents, the more offspring they create. • Keep going back to step 2 until a good-enough strategy is found!

  37. My hand-designed strategy:

  38. My hand-designed strategy: “If there is a can in the current site, pick it up.”

  39. My hand-designed strategy: “If there is a can in the current site, pick it up.” “Otherwise, if there is a can in one of the adjacent sites, move to that site.”

  40. My hand-designed strategy: “If there is a can in the current site, pick it up.” “Otherwise, if there is a can in one of the adjacent sites, move to that site.” “Otherwise, choose a random direction to move in.”

  41. My hand-designed strategy: “If there is a can in the current site, pick it up.” “Otherwise, if there is a can in one of the adjacent sites, move to that site.” “Otherwise, choose a random direction to move in.” Average fitness of this strategy: 346 (out of max possible  500)

  42. My hand-designed strategy: “If there is a can in the current site, pick it up.” “Otherwise, if there is a can in one of the adjacent sites, move to that site.” “Otherwise, choose a random direction to move in.” Average fitness of this strategy: 346 (out of max possible  500) Average fitness of GA evolved strategy: 486 (out of max possible  500)

  43. My hand-designed strategy: “If there is a can in the current site, pick it up.” “Otherwise, if there is a can in one of the adjacent sites, move to that site.” “Otherwise, choose a random direction to move in.” Average fitness of this strategy: 346 (out of max possible  500) Average fitness of GA evolved strategy: 486 (out of max possible  500) ???

  44. One Run of the Genetic Algorithm Best fitness in population Generation number

  45. Generation 1 Best average score = 81

  46. Time: 0 Score: 0 0 1 23 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9

  47. Time: 1 Score: 0 0 1 23 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9

  48. Time: 2 Score: 5 0 1 23 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9

  49. Time: 2 Score: 5 0 1 23 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9

  50. Time: 3 Score: 10 0 1 23 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9

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