Machine Learning. Genetic Algorithms

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Machine Learning Genetic Algorithms

Genetic Algorithms Developed: USA in the 1970 s Early names: J. Holland, K. DeJong, D. Goldberg Typically applied to: discrete parameter optimization Attributed features: not too fast good for combinatorial problems Special Features: Emphasizes combining information from good parents (crossover) many variants, e.g., reproduction models, operators

Oversimplified description of evolution There is a group of organisms in an environment At some point, each organism dies Before it dies each organism may reproduce The offspring are (mostly) like the parents Combining multiple parents makes for variation Mutation makes for variation Successes have more kids than failures Success = suited to the environment = lives to reproduce Over many generations, the population will resemble the successes more than the failures

Genotypes and phenotypes Genes: the basic instructions for building an organism A chromosome is a sequence of genes Biologists distinguish between an organism s genotype (the genes and chromosomes) phenotype (the actual organism) Example: You might have genes to be muscle-bound, but not grow to be so for other reasons (such as poor diet) Genotype->Phenotype mapping can be complex Can involve development, etc.

Genotype & Phenotype (1) Genotype the encoding operated on by mutation and inheritance 3, 2, 7, 5, 2, 4, 1, 1 Phenotype the real thing

Genotype & Phenotype (2) Genotype: Settings for decision tree learner Attribute_Selection = InfoGain LaplacePrior = 0.2 LaplaceStrength = 2 examples Pruning = Off Phenotype: Decision Tree Trained on a dataset using the settings given in genotype

The basic genetic algorithm Start with a large population of randomly generated attempted solutions to a problem Repeatedly do the following: Evaluate each of the attempted solutions Keep a subset of these solutions (the best ones) Use these solutions to generate a new population Quit when you have a satisfactory solution (or you run out of time)

Simple Genetic Algorithm (SGA) Define an optimization problem N queens Define a solution encoding as a string (genotype) A sequence of digits: the ith digit is the row of the queen in column i. Define a fitness function Fitness = How many queen-pairs can attack each other (lower is better) Define how mutation works Each digit in the gene has prob. p of changing from the parent Define how inheritance works Chances to be a parent determined by fitness Two parents, one split-point. Define lifespan All parents die before new generation reproduces

Genetic algorithms Fitness function: number of non-attacking pairs of queens (min = 0, max = 8 7/2 = 28) 24/(24+23+20+11) = 31% 23/(24+23+20+11) = 29% etc

SGA operators: Selection Main idea: better individuals get higher chance Chances proportional to fitness Implementation: roulette wheel technique» Assign to each individual a part of the roulette wheel» Spin the wheel n times to select n individuals A 3/6 = 50% 1/6 = 17% B C 2/6 = 33% fitness(a) = 3 fitness(b) = 1 fitness(c) = 2

SGA operators: 1-point crossover Choose a random point on the two parents Split parents at this crossover point Create children by exchanging tails Fraction retained typically in range (0.6, 0.9)

SGA operators: mutation Alter each gene independently with a probability p m p m is called the mutation rate Typically between 1/pop_size and 1/ chromosome_length

The simple GA (SGA) Has been subject of many (early) studies still often used as benchmark for novel GAs Shows many shortcomings, e.g. Representation (bit strings) is restrictive Selection mechanism: insensitive to converging populations sensitive to absolute value of fitness function Generational population model can be improved with explicit survivor selection

Positional Bias & 1 Point Crossover Performance with 1 Point Crossover depends on the order that variables occur in the representation Positional Bias = more likely to keep together genes that are near each other Can never keep together genes from opposite ends of string Can be exploited if we know about the structure of our problem, but this is not always the case

n-point crossover Choose n random crossover points Split along those points Glue parts, alternating between parents Generalization of 1 point (still some positional bias)

Uniform crossover Assign 'heads' to one parent, 'tails' to the other Flip a coin for each gene of the first child Make inverse copy of the gene for the second child Inheritance is independent of position

Crossover OR mutation? Only crossover can combine information from two parents Only mutation can introduce new information (alleles) To hit the optimum you often need a lucky mutation

Multiparent recombination Note that we are not restricted by nature Mutation uses 1 parent traditional crossover uses 2 parents Why not 3 or more parents? Based on allele frequencies p-sexual voting generalising uniform crossover Based on segmentation and recombination of the parents diagonal crossover generalising n-point crossover Based on numerical operations on real-valued alleles center of mass crossover, generalising arithmetic recombination operators

Permutation Representations Task is (or can be solved by) arranging some objects in a certain order Example: sort algorithm: important thing is which elements occur before others (order) Example: Travelling Salesman Problem (TSP) important thing is which elements occur next to each other (adjacency) These problems are generally expressed as a permutation: if there are n variables then the representation is as a list of n integers, each of which occurs exactly once How can we search this representation with a GA?

Population Models SGA uses a Generational model: each individual survives for exactly one generation the entire set of parents is replaced by the offspring At the other end of the scale are Steady State models (SSGA): one offspring is generated per generation, one member of population replaced, Generation Gap the proportion of the population replaced 1.0 for SGA, 1/pop_size for SSGA

Fitness-Proportionate Selection Premature Convergence One highly fit member can rapidly take over if rest of population is much less fit Loss of selection pressure At end of runs when fitness values are similar Highly susceptible to function transposition Scaling can help with last two problems Windowing: f (i) = f(i) - t where is worst fitness in this generation (or last n gen.) Sigma Scaling: f (i) = (f(i) f )/(c f ) where c is a constant, usually 2.0

Function transposition for FPS

Rank Based Selection Attempt to remove problems of FPS by basing selection probabilities on relative rather than absolute fitness Rank population according to fitness and then base selection probabilities on rank where fittest has rank and worst rank 1 This imposes a sorting overhead on the algorithm, but this is usually negligible compared to the fitness evaluation time

Tournament Selection Rank based selection relies on global population statistics Could be a bottleneck esp. on parallel machines Relies on presence of absolute fitness function which might not exist: e.g. evolving game players Informal Procedure: Pick k members at random then select the best of these Repeat to select more individuals

Tournament Selection 2 Probability of selecting i will depend on: Rank of i Size of sample k higher k increases selection pressure Whether contestants are picked with replacement Picking without replacement increases selection pressure Whether fittest contestant always wins (deterministic) or this happens with probability p For k = 2, time for fittest individual to take over population is the same as linear ranking with s = 2 p

Concluding remarks Genetic algorithms are Fun! Probably why they are a subject of active research Slow They look at a LOT of solutions Challenging to code appropriately ½ the work is finding the right representations A bit overhyped (at least in the 90 s) Though genetic algorithms can sometimes come up with a solution when you can see no other way of tackling the problem