Interactive Evolutionary Computation

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    Interactive Evolutionary Computation - Presentation Transcript

    1. Interactive Evolutionary Computation : a survey of existing theory Yann SEMET Compiegne University of TEchnology
    2. IEC ?
      • Interactive Evolutionary Computation
      • Allow the user to play a role
      • 2 definitions :
        • Narrow : user = fitness function
        • Broad : user controls the search
      • Not restricted to GAs
    3. Motivation
      • Intermediate paradigm of AI
      • Assist user’s creativity
      • Key applications :
        • Computer graphics
        • Data Mining
        • Design
    4. Overview
      • Background
      • Menagerie of techniques :
        • Interface enhancing
        • Working on convergence
      • Mathematical formalism
      • General design heuristics
    5. A typical system
    6. History and state of the art
      • Begins in the mid 80’s (Dawkins)
      • Peak in the early 90’s
      • Among other names : Sims, Parmee, Banzhaf and Graf
      • A predominant Japanese school : Takagi et al.
      • A strongly application oriented field
    7. Toward a theory of IEC
      • Identifying issues :
        • Limited resources
        • Noise
        • GUI design questions
      • Meeting psychologists and designers
      • A set of tricks
    8. 2 issues : fitness input & display
      • Takagi, 96
      • User = fitness function : narrow def.
      • Issue : what scale ?
      • 4 methods tested :
        • A : Continuous input, sequential display
        • B : Continuous input, simultaneous display
        • P1 : Discrete input
        • P2 : Hybrid discrete/continuous
    9. Results
    10. Fitness prediction
      • Ohsaki et Takagi, 98
      • Idea : present individuals in the right order
      • How : predict fitness based on previous generation
      • Several methods : NN, distance, etc.
    11. Illustration
    12. Fitness prediction results
      • Good prediction
      • But bad psychological impact !
      • Users prefer the conventional way
      • Why : users don’t use global fitness but weighted sub functions
      • Also : uniformity hinders the detection process
    13. Clustering
      • Parmee 96 ;Kim et Cho, 2001
      • Evaluate less, breed more
      • K-means clustering
      • Fitness calculation based on distance
    14. Results for clustering
    15. Psychometrical space
      • Sugimoto et Yoneyama, 2000
      • Parametric topology vs psychometric topology
      • Suggested solution : map the 2 spaces
      • Tool : Kruskal’s M-D-Scal
      • Then : fitness assignment by fuzzy reasoning
    16. Result : robustness
    17. Knowledge embedding
      • Idea : allow active intervention
      • Accelerates convergence, decreases useless disruption
      • A first step toward linkage learning ?
      • Takagi, 2000
      • Gene freezing
    18. Convincing Results
    19. Visualized IEC
      • Takagi, 2000
      • Idea : using the human 2D global perception ability
      • Solution : nD -> 2D mapping
      • User performs selection
    20. Results
    21. Accelerating convergence
      • Ingu et Takagi, 99
      • Idea : fitting a single peak function
      • Quadratic approximation
      • Might include past individuals
      • Data selection issue
    22. Results for single peak fitting
    23. Mealy Automata
      • Rudolph, 97
      • The only attempt of mathematical modelization
      • A more general framework than Markov Chains : includes inputs
      • What it brings ? Not clear yet !
      • Clues : decomposition, convergence studies
    24. THE slide
      • The way to GA success :
        • Know what GAs are processing – BBs
        • Ensure an adequate supply of raw BBs
        • Ensure growth of superior BBs
        • Ensure the mixing of BBs
        • Ensure good decisions among BBs
        • Solve problems with bounded BB difficulty
    25. 10 steps for a perfect Creative Evolutionary Design System
      • Bentley et O’Reilly, GECCO 2001
      • Find a domain in which it makes sense to use a computer for “creativity enhancement”
      • Find a good reason for using a creative system at all.
      • Negotiate appropriately balanced control
      • Find a good niche for IEC in the design process
      • Make it generative and creative
    26. 10 steps for a perfect Creative Evolutionary Design System II
      • Make it understandable
      • Have an easy and effective way of evaluating solutions
      • Find people who are actually prepared to use the system
      • Get lots of money to pay R&D costs
      • Start a company and make a billion.
    27. Summary
      • 2 definitions of IEC
      • 1 main issue : reduce human fatigue
      • 7 tricks
      • 1 mathematical attempt
      • General heuristics
    28. Conclusions & discussion
      • A young field, strongly application oriented
      • Needs :
        • More formalization
        • More understanding : formalize issues such as linkage, hybridization, etc.
      • Computational creativity & innovation ?
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