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Evolutionary Programming
Evolutionary programming is one of the four major evolutionary algorithm paradigms. It is similar to genetic programming, but the structure of the program to be optimized is fixed, while its numerical parameters are allowed to evolve. It was first used by Lawrence J. Fogel in the US in 1960 in order to use simulated evolution as a learning process aiming to generate artificial intelligence. Fogel used finite-state machines as predictors and evolved them. Currently evolutionary programming is a wide evolutionary computing dialect with no fixed structure or ( representation), in contrast with some of the other dialects. It has become harder to distinguish from evolutionary strategies. Its main variation operator is mutation; members of the population are viewed as part of a specific species rather than members of the same species therefore each parent generates an offspring, using a (μ + μ) survivor selection. See also * Artificial intelligence * Genetic algorithm In com ...
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Evolutionary Algorithm
In computational intelligence (CI), an evolutionary algorithm (EA) is a subset of evolutionary computation, a generic population-based metaheuristic optimization algorithm. An EA uses mechanisms inspired by biological evolution, such as reproduction, mutation, recombination, and selection. Candidate solutions to the optimization problem play the role of individuals in a population, and the fitness function determines the quality of the solutions (see also loss function). Evolution of the population then takes place after the repeated application of the above operators. Evolutionary algorithms often perform well approximating solutions to all types of problems because they ideally do not make any assumption about the underlying fitness landscape. Techniques from evolutionary algorithms applied to the modeling of biological evolution are generally limited to explorations of microevolutionary processes and planning models based upon cellular processes. In most real applications o ...
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Evolution Strategy
In computer science, an evolution strategy (ES) is an optimization technique based on ideas of evolution. It belongs to the general class of evolutionary computation or artificial evolution methodologies. History The 'evolution strategy' optimization technique was created in the early 1960s and developed further in the 1970s and later by Ingo Rechenberg, Hans-Paul Schwefel and their co-workers. Methods Evolution strategies use natural problem-dependent representations, and primarily mutation and selection, as search operators. In common with evolutionary algorithms, the operators are applied in a loop. An iteration of the loop is called a generation. The sequence of generations is continued until a termination criterion is met. For real-valued search spaces, mutation is performed by adding a normally distributed random vector. The step size or mutation strength (i.e. the standard deviation of the normal distribution) is often governed by self-adaptation (see evolution window) ...
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Evolutionary Algorithms
In computational intelligence (CI), an evolutionary algorithm (EA) is a subset of evolutionary computation, a generic population-based metaheuristic optimization algorithm. An EA uses mechanisms inspired by biological evolution, such as reproduction, mutation, recombination, and selection. Candidate solutions to the optimization problem play the role of individuals in a population, and the fitness function determines the quality of the solutions (see also loss function). Evolution of the population then takes place after the repeated application of the above operators. Evolutionary algorithms often perform well approximating solutions to all types of problems because they ideally do not make any assumption about the underlying fitness landscape. Techniques from evolutionary algorithms applied to the modeling of biological evolution are generally limited to explorations of microevolutionary processes and planning models based upon cellular processes. In most real applications of ...
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Genetic Operator
A genetic operator is an operator used in genetic algorithms to guide the algorithm towards a solution to a given problem. There are three main types of operators (mutation, crossover and selection), which must work in conjunction with one another in order for the algorithm to be successful. Genetic operators are used to create and maintain genetic diversity (mutation operator), combine existing solutions (also known as chromosomes) into new solutions (crossover) and select between solutions (selection). In his book discussing the use of genetic programming for the optimization of complex problems, computer scientist John Koza has also identified an 'inversion' or 'permutation' operator; however, the effectiveness of this operator has never been conclusively demonstrated and this operator is rarely discussed. Mutation (or mutation-like) operators are said to be '' unary'' operators, as they only operate on one chromosome at a time. In contrast, crossover operators are said to be ...
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Genetic Algorithm
In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to generate high-quality solutions to optimization and search problems by relying on biologically inspired operators such as mutation, crossover and selection. Some examples of GA applications include optimizing decision trees for better performance, solving sudoku puzzles, hyperparameter optimization, etc. Methodology Optimization problems In a genetic algorithm, a population of candidate solutions (called individuals, creatures, organisms, or phenotypes) to an optimization problem is evolved toward better solutions. Each candidate solution has a set of properties (its chromosomes or genotype) which can be mutated and altered; traditionally, solutions are represented in binary as strings of 0s and 1s, but other encodings are also p ...
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Artificial Intelligence
Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech recognition, computer vision, translation between (natural) languages, as well as other mappings of inputs. The ''Oxford English Dictionary'' of Oxford University Press defines artificial intelligence as: the theory and development of computer systems able to perform tasks that normally require human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. AI applications include advanced web search engines (e.g., Google), recommendation systems (used by YouTube, Amazon and Netflix), understanding human speech (such as Siri and Alexa), self-driving cars (e.g., Tesla), automated decision-making and competing at the highest level in strategic game systems (such as chess and G ...
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Selection (genetic Algorithm)
Selection is the stage of a genetic algorithm in which individual genomes are chosen from a population for later breeding (using the crossover operator). A generic selection procedure may be implemented as follows: #The fitness function is evaluated for each individual, providing fitness values, which are then normalized. Normalization means dividing the fitness value of each individual by the sum of all fitness values, so that the sum of all resulting fitness values equals 1. #Accumulated normalized fitness values are computed: the accumulated fitness value of an individual is the sum of its own fitness value plus the fitness values of all the previous individuals; the accumulated fitness of the last individual should be 1, otherwise something went wrong in the normalization step. #A random number ''R'' between 0 and 1 is chosen. #The selected individual is the first one whose accumulated normalized value is greater than or equal to ''R''. For many problems the above algorithm m ...
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Mutation (genetic Algorithm)
Mutation is a genetic operator used to maintain genetic diversity from one generation of a population of genetic algorithm chromosomes to the next. It is analogous to biological mutation. The classic example of a mutation operator involves a probability that an arbitrary bit in a genetic sequence will be flipped from its original state. A common method of implementing the mutation operator involves generating a random variable for each bit in a sequence. This random variable tells whether or not a particular bit will be flipped. This mutation procedure, based on the biological point mutation, is called single point mutation. Other types are inversion and floating point mutation. When the gene encoding is restrictive as in permutation problems, mutations are swaps, inversions, and scrambles. The purpose of mutation in GAs is to introduce diversity into the sampled population. Mutation operators are used in an attempt to avoid local minima by preventing the population of chromoso ...
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Genetic Representation
In computer programming, genetic representation is a way of presenting solutions/individuals in evolutionary computation methods. Genetic representation can encode appearance, behavior, physical qualities of individuals. Designing a good genetic representation that is expressive and evolvable is a hard problem in evolutionary computation. Difference in genetic representations is one of the major criteria drawing a line between known classes of evolutionary computation. Terminology is often analogous with natural genetics. The block of computer memory that represents one candidate solution is called an individual. The data in that block is called a chromosome. Each chromosome consists of genes. The possible values of a particular gene are called alleles. A programmer may represent all the individuals of a population using ''binary encoding'', ''permutational encoding'', ''encoding by tree'', or any one of several other representations. Genetic algorithms (GAs) typically linear repre ...
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Programming Paradigms
Programming paradigms are a way to classify programming languages based on their features. Languages can be classified into multiple paradigms. Some paradigms are concerned mainly with implications for the execution model of the language, such as allowing side effects, or whether the sequence of operations is defined by the execution model. Other paradigms are concerned mainly with the way that code is organized, such as grouping a code into units along with the state that is modified by the code. Yet others are concerned mainly with the style of syntax and grammar. Common programming paradigms include: * imperative in which the programmer instructs the machine how to change its state, ** procedural which groups instructions into procedures, ** object-oriented which groups instructions with the part of the state they operate on, * declarative in which the programmer merely declares properties of the desired result, but not how to compute it ** functional in which the d ...
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Evolutionary Computing
In computer science, evolutionary computation is a family of algorithms for global optimization inspired by biological evolution, and the subfield of artificial intelligence and soft computing studying these algorithms. In technical terms, they are a family of population-based trial and error problem solvers with a metaheuristic or stochastic optimization character. In evolutionary computation, an initial set of candidate solutions is generated and iteratively updated. Each new generation is produced by stochastically removing less desired solutions, and introducing small random changes. In biological terminology, a population of solutions is subjected to natural selection (or artificial selection) and mutation. As a result, the population will gradually evolve to increase in fitness, in this case the chosen fitness function of the algorithm. Evolutionary computation techniques can produce highly optimized solutions in a wide range of problem settings, making them popular ...
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Finite-state Machine
A finite-state machine (FSM) or finite-state automaton (FSA, plural: ''automata''), finite automaton, or simply a state machine, is a mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of '' states'' at any given time. The FSM can change from one state to another in response to some inputs; the change from one state to another is called a ''transition''. An FSM is defined by a list of its states, its initial state, and the inputs that trigger each transition. Finite-state machines are of two types— deterministic finite-state machines and non-deterministic finite-state machines. A deterministic finite-state machine can be constructed equivalent to any non-deterministic one. The behavior of state machines can be observed in many devices in modern society that perform a predetermined sequence of actions depending on a sequence of events with which they are presented. Simple examples are vending machines, which dispense p ...
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