Population Model (evolutionary Algorithm)
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Population Model (evolutionary Algorithm)
The population model of an evolutionary algorithm (EA) describes the structural properties of its population to which its members are subject. A population is the set of all proposed solutions of an EA considered in one iteration, which are also called ''individuals'' according to the biological role model. The individuals of a population can generate further individuals as offspring with the help of the genetic operators of the procedure. The simplest and widely used population model in EAs is the ''global'' or ''panmictic model'', which corresponds to an unstructured population. It allows each individual to choose any other individual of the population as a partner for the production of offspring by crossover, whereby the details of the selection are irrelevant as long as the fitness of the individuals plays a significant role. Due to global mate selection, the genetic information of even slightly better individuals can prevail in a population after a few generations ( iterat ...
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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 of ...
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Ecological Niche
In ecology, a niche is the match of a species to a specific environmental condition. Three variants of ecological niche are described by It describes how an organism or population responds to the distribution of resources and competitors (for example, by growing when resources are abundant, and when predators, parasites and pathogens are scarce) and how it in turn alters those same factors (for example, limiting access to resources by other organisms, acting as a food source for predators and a consumer of prey). "The type and number of variables comprising the dimensions of an environmental niche vary from one species to another ndthe relative importance of particular environmental variables for a species may vary according to the geographic and biotic contexts". See also Chapter 2: Concepts of niches, pp. 7 ''ff'' A Grinnellian niche is determined by the habitat in which a species lives and its accompanying behavioral adaptations. An Eltonian niche emphasizes that a spec ...
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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 of ...
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Cellular Automaton
A cellular automaton (pl. cellular automata, abbrev. CA) is a discrete model of computation studied in automata theory. Cellular automata are also called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays. Cellular automata have found application in various areas, including physics, theoretical biology and microstructure modeling. A cellular automaton consists of a regular grid of ''cells'', each in one of a finite number of '' states'', such as ''on'' and ''off'' (in contrast to a coupled map lattice). The grid can be in any finite number of dimensions. For each cell, a set of cells called its ''neighborhood'' is defined relative to the specified cell. An initial state (time ''t'' = 0) is selected by assigning a state for each cell. A new ''generation'' is created (advancing ''t'' by 1), according to some fixed ''rule'' (generally, a mathematical function) that determines the new state of e ...
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Graphics Processing Unit
A graphics processing unit (GPU) is a specialized electronic circuit designed to manipulate and alter memory to accelerate the creation of images in a frame buffer intended for output to a display device. GPUs are used in embedded systems, mobile phones, personal computers, workstations, and game consoles. Modern GPUs are efficient at manipulating computer graphics and image processing. Their parallel structure makes them more efficient than general-purpose central processing units (CPUs) for algorithms that process large blocks of data in parallel. In a personal computer, a GPU can be present on a video card or embedded on the motherboard. In some CPUs, they are embedded on the CPU die. In the 1970s, the term "GPU" originally stood for ''graphics processor unit'' and described a programmable processing unit independently working from the CPU and responsible for graphics manipulation and output. Later, in 1994, Sony used the term (now standing for ''graphics processing unit'' ...
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Depth-first Search
Depth-first search (DFS) is an algorithm for traversing or searching tree or graph data structures. The algorithm starts at the root node (selecting some arbitrary node as the root node in the case of a graph) and explores as far as possible along each branch before backtracking. Extra memory, usually a stack, is needed to keep track of the nodes discovered so far along a specified branch which helps in backtracking of the graph. A version of depth-first search was investigated in the 19th century by French mathematician Charles Pierre Trémaux as a strategy for solving mazes. Properties The time and space analysis of DFS differs according to its application area. In theoretical computer science, DFS is typically used to traverse an entire graph, and takes time where , V, is the number of vertices and , E, the number of edges. This is linear in the size of the graph. In these applications it also uses space O(, V, ) in the worst case to store the stack of vertices on th ...
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Breadth-first Search
Breadth-first search (BFS) is an algorithm for searching a tree data structure for a node that satisfies a given property. It starts at the tree root and explores all nodes at the present depth prior to moving on to the nodes at the next depth level. Extra memory, usually a queue, is needed to keep track of the child nodes that were encountered but not yet explored. For example, in a chess endgame a chess engine may build the game tree from the current position by applying all possible moves, and use breadth-first search to find a win position for white. Implicit trees (such as game trees or other problem-solving trees) may be of infinite size; breadth-first search is guaranteed to find a solution node if one exists. In contrast, (plain) depth-first search, which explores the node branch as far as possible before backtracking and expanding other nodes, may get lost in an infinite branch and never make it to the solution node. Iterative deepening depth-first search avoids ...
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Selective Pressure
Any cause that reduces or increases reproductive success in a portion of a population potentially exerts evolutionary pressure, selective pressure or selection pressure, driving natural selection. It is a quantitative description of the amount of change occurring in processes investigated by evolutionary biology, but the formal concept is often extended to other areas of research. In population genetics, selective pressure is usually expressed as a selection coefficient. Amino acids selective pressure It has been shown that putting an amino acid bio-synthesizing gene like ''HIS4'' gene under amino acid selective pressure in yeast causes enhancement of expression of adjacent genes which is due to the transcriptional co-regulation of two adjacent genes in Eukaryota. Antibiotic resistance Drug resistance in bacteria is an example of an outcome of natural selection. When a drug is used on a species of bacteria, those that cannot resist die and do not produce offspring, while tho ...
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Taxicab Geometry
A taxicab geometry or a Manhattan geometry is a geometry whose usual distance function or metric of Euclidean geometry is replaced by a new metric in which the distance between two points is the sum of the absolute differences of their Cartesian coordinates. The taxicab metric is also known as rectilinear distance, ''L''1 distance, ''L''1 distance or \ell_1 norm (see ''Lp'' space), snake distance, city block distance, Manhattan distance or Manhattan length. The latter names refer to the rectilinear street layout on the island of Manhattan, where the shortest path a taxi travels between two points is the sum of the absolute values of distances that it travels on avenues and on streets. The geometry has been used in regression analysis since the 18th century, and is often referred to as LASSO. The geometric interpretation dates to non-Euclidean geometry of the 19th century and is due to Hermann Minkowski. In \mathbb^2 , the taxicab distance between two points (x_1, y_1) and (x_2, y_ ...
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One-dimensional Neighborhood Model Of The Population Of An Evolutionary Algorithm
In physics and mathematics, a sequence of ''n'' numbers can specify a location in ''n''-dimensional space. When , the set of all such locations is called a one-dimensional space. An example of a one-dimensional space is the number line, where the position of each point on it can be described by a single number. In algebraic geometry there are several structures that are technically one-dimensional spaces but referred to in other terms. A field ''k'' is a one-dimensional vector space over itself. Similarly, the projective line over ''k'' is a one-dimensional space. In particular, if , the complex numbers, then the complex projective line P1(ℂ) is one-dimensional with respect to ℂ, even though it is also known as the Riemann sphere. More generally, a ring is a length-one module over itself. Similarly, the projective line over a ring is a one-dimensional space over the ring. In case the ring is an algebra over a field, these spaces are one-dimensional with respect to the al ...
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