HOME
*





Evolutionary Neural Network
Neuroevolution, or neuro-evolution, is a form of artificial intelligence that uses evolutionary algorithms to generate artificial neural networks (ANN), parameters, and rules. It is most commonly applied in artificial life, general game playing and evolutionary robotics. The main benefit is that neuroevolution can be applied more widely than supervised learning algorithms, which require a syllabus of correct input-output pairs. In contrast, neuroevolution requires only a measure of a network's performance at a task. For example, the outcome of a game (i.e. whether one player won or lost) can be easily measured without providing labeled examples of desired strategies. Neuroevolution is commonly used as part of the reinforcement learning paradigm, and it can be contrasted with conventional deep learning techniques that use gradient descent on a neural network with a fixed topology. Features Many neuroevolution algorithms have been defined. One common distinction is between algori ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

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 Go). ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Fitness Function
{{no footnotes, date=May 2015 A fitness function is a particular type of objective function that is used to summarise, as a single figure of merit, how close a given design solution is to achieving the set aims. Fitness functions are used in genetic programming and genetic algorithms to guide simulations towards optimal design solutions. Genetic programming and algorithms In particular, in the fields of genetic programming and genetic algorithms, each design solution is commonly represented as a string of numbers (referred to as a chromosome). After each round of testing, or simulation, the idea is to delete the ''n'' worst design solutions, and to breed ''n'' new ones from the best design solutions. Each design solution, therefore, needs to be awarded a figure of merit, to indicate how close it came to meeting the overall specification, and this is generated by applying the fitness function to the test, or simulation, results obtained from that solution. The reason that genetic al ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Hypercube
In geometry, a hypercube is an ''n''-dimensional analogue of a square () and a cube (). It is a closed, compact, convex figure whose 1- skeleton consists of groups of opposite parallel line segments aligned in each of the space's dimensions, perpendicular to each other and of the same length. A unit hypercube's longest diagonal in ''n'' dimensions is equal to \sqrt. An ''n''-dimensional hypercube is more commonly referred to as an ''n''-cube or sometimes as an ''n''-dimensional cube. The term measure polytope (originally from Elte, 1912) is also used, notably in the work of H. S. M. Coxeter who also labels the hypercubes the γn polytopes. The hypercube is the special case of a hyperrectangle (also called an ''n-orthotope''). A ''unit hypercube'' is a hypercube whose side has length one unit. Often, the hypercube whose corners (or ''vertices'') are the 2''n'' points in R''n'' with each coordinate equal to 0 or 1 is called ''the'' unit hypercube. Construction A hyp ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


Compositional Pattern-producing Network
Compositional pattern-producing networks (CPPNs) are a variation of artificial neural networks (ANNs) that have an architecture whose evolution is guided by genetic algorithms.Stanley, Kenneth O. "Compositional pattern producing networks: A novel abstraction of development." Genetic programming and evolvable machines 8.2 (2007): 131-162. While ANNs often contain only sigmoid functions and sometimes Gaussian functions, CPPNs can include both types of functions and many others. The choice of functions for the canonical set can be biased toward specific types of patterns and regularities. For example, periodic functions such as sine produce segmented patterns with repetitions, while symmetric functions such as Gaussian produce symmetric patterns. Linear functions can be employed to produce linear or fractal-like patterns. Thus, the architect of a CPPN-based genetic art system can bias the types of patterns it generates by deciding the set of canonical functions to include. Furthermore, ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

HyperNEAT
Hypercube-based NEAT, or HyperNEAT, is a generative encoding that evolves artificial neural networks (ANNs) with the principles of the widely used NeuroEvolution of Augmented Topologies (NEAT) algorithm developed by Kenneth Stanley Kenneth Owen Stanley is an artificial intelligence researcher, author, and former professor of computer science at the University of Central Florida known for creating the Neuroevolution of augmenting topologies (NEAT) algorithm. He coauthored ''W .... It is a novel technique for evolving large-scale neural networks using the geometric regularities of the task domain. It uses Compositional Pattern Producing Networks ( CPPNs), which are used to generate the images foPicbreeder.org and shapes foEndlessForms.com. HyperNEAT has recently been extended to also evolve plastic ANNs and to evolve the location of every neuron in the network. Applications to date * Multi-agent learning * Checkers board evaluation * Controlling Legged Robovideo* Comparing Ge ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  




NeuroEvolution Of Augmenting Topologies
NeuroEvolution of Augmenting Topologies (NEAT) is a genetic algorithm (GA) for the generation of evolving artificial neural networks (a neuroevolution technique) developed by Kenneth Stanley and Risto Miikkulainen in 2002 while at The University of Texas at Austin. It alters both the weighting parameters and structures of networks, attempting to find a balance between the fitness of evolved solutions and their diversity. It is based on applying three key techniques: tracking genes with history markers to allow crossover among topologies, applying speciation (the evolution of species) to preserve innovations, and developing topologies incrementally from simple initial structures ("complexifying"). Performance On simple control tasks, the NEAT algorithm often arrives at effective networks more quickly than other contemporary neuro-evolutionary techniques and reinforcement learning methods.Kenneth O. Stanley and Risto Miikkulainen (2002). "Evolving Neural Networks Through Augmenting ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Simulated Annealing
Simulated annealing (SA) is a probabilistic technique for approximating the global optimum of a given function. Specifically, it is a metaheuristic to approximate global optimization in a large search space for an optimization problem. It is often used when the search space is discrete (for example the traveling salesman problem, the boolean satisfiability problem, protein structure prediction, and job-shop scheduling). For problems where finding an approximate global optimum is more important than finding a precise local optimum in a fixed amount of time, simulated annealing may be preferable to exact algorithms such as gradient descent or branch and bound. The name of the algorithm comes from annealing in metallurgy, a technique involving heating and controlled cooling of a material to alter its physical properties. Both are attributes of the material that depend on their thermodynamic free energy. Heating and cooling the material affects both the temperature and the the ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Backpropagation
In machine learning, backpropagation (backprop, BP) is a widely used algorithm for training feedforward neural network, feedforward artificial neural networks. Generalizations of backpropagation exist for other artificial neural networks (ANNs), and for functions generally. These classes of algorithms are all referred to generically as "backpropagation". In Artificial neural network#Learning, fitting a neural network, backpropagation computes the gradient of the loss function with respect to the Glossary of graph theory terms#weight, weights of the network for a single input–output example, and does so Algorithmic efficiency, efficiently, unlike a naive direct computation of the gradient with respect to each weight individually. This efficiency makes it feasible to use gradient methods for training multilayer networks, updating weights to minimize loss; gradient descent, or variants such as stochastic gradient descent, are commonly used. The backpropagation algorithm works by ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


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 * Genetic ope ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

Genetic Programming
In artificial intelligence, genetic programming (GP) is a technique of evolving programs, starting from a population of unfit (usually random) programs, fit for a particular task by applying operations analogous to natural genetic processes to the population of programs. The operations are: selection of the fittest programs for reproduction (crossover) and mutation according to a predefined fitness measure, usually proficiency at the desired task. The crossover operation involves swapping random parts of selected pairs (parents) to produce new and different offspring that become part of the new generation of programs. Mutation involves substitution of some random part of a program with some other random part of a program. Some programs not selected for reproduction are copied from the current generation to the new generation. Then the selection and other operations are recursively applied to the new generation of programs. Typically, members of each new generation are on avera ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]  


picture info

S-expressions
In computer programming, an S-expression (or symbolic expression, abbreviated as sexpr or sexp) is an expression in a like-named notation for nested list (tree-structured) data. S-expressions were invented for and popularized by the programming language Lisp, which uses them for source code as well as data. In the usual parenthesized syntax of Lisp, an S-expression is classically definedJohn McCarthy (1960/2006)Recursive functions of symbolic expressions. Originally published in Communications of the ACM. as # an atom of the form ''x'', or # an expression of the form (''x'' . ''y'') where ''x'' and ''y'' are S-expressions. This definition reflects LISP's representation of a list as a series of "cells", each one an ordered pair. In plain lists, ''y'' points to the next cell (if any), thus forming a list. The recursive clause of the definition means that both this representation and the S-expression notation can represent any binary tree. However, the representation can in principl ...
[...More Info...]      
[...Related Items...]     OR:     [Wikipedia]   [Google]   [Baidu]