A list of puns related to "Crossover (genetic algorithm)"
Hi all, I am doing a project which involves having to allocate developers into teams based on ability using genetic algorithm. It should allocate developers into groups which are of mixed ability and it should also ensure equal no of male and female where possible. There is also a soft constraint where prohibited pairs of developers shouldnt be in the same team. Each developer has a score ranging from 1-5 which indicates ability.
So, say I am given 100 developers and I have to allocate them in groups of 8. I am having a hard time encoding this as chromosomes in genetic algorithm. So far, I have a Developer class which contains the attributes of each developer: id(1-100), gender, ability, ethnicity etc. Then I have a chromosome class where all the developers are initialized and put in an array called allDevelopers. Now for the initial solution, I have randomly allocated the developers into random groups giving something like this: ( I know this is not random, but it helps to understand what I'm doing)
Chromosome 1: [[1,2,3,4,5,6,7,8], [9,10,11,12,13,14,15,16], [17,18,19,20,21,22,23,24]........[193,194,195,196,197,198,199,200]
Now to form a population of size 10, for example, I would have to create 9 more chromosomes and say another chromosome is this:
Chromosome 2: [[4,6,34,45,23,21,27,85], [92,95,75,46,22,69,1,28], [81,76,33,15,74,13,89,99].......]
Now, say these two chromosomes have the highest fitness value out of the 10 chromosomes and are chosen for crossover. How would it take place ? Say, I was to substitute the first group of Chromosome 1 with the first group of Chromosome 2. Now, Chromosome 1 would have two developers with id 34,45,23,21,27,85. And obviously you cant have the same developer in two groups. So how would I go about solving this ? Sorry if my description is confusing, this problem has been eating me for days now. If you would adopt a different approach to solving this, then let me know as well please.
could any one tell what is the best known crossover for RCGA optimisation problems. If possible could you link the papers for that crossover.
Is there any mathematical/statistical proof supports that getting two chromosomes with high fitness to crossover will produce offsprings with high fitness too? What is the relationship between parents fitness and offspringsβ fitness ?
Hi,
I'm trying to estimate the parameters of a model using the method of indirect inference (Gourieroux, Monfort 1992) and would like to do so using a genetic algorithm.
The idea of the indirect inference method is to use the model you want to estimate (which may be very complicated and have an untractable likelihood function for example) to simulate some data (by choosing some initial values for your parameters).
Then, you estimate a very simple model (such as a linear regression model) on both your true data and your simulated data. You compare the distance between your two vector of parameters, and if this distance is small, you stop, if not, you update your vector of parameters (that you obtained for the simulated data) and use the updated value to re-simulate data. You then re-estimate the simple model on this new simulated data set and compare the distance to the vector of parameters obtained with the simple regression on the real data again and so on.
What I'd like to do, is randomly draw 1000 (or more) candidate vectors and compute the distance. Then, only select the 5% of vectors with the smallest distance and then use these vectors to breed a new generation of vectors. This would be the update step. Using these new vectors, I'd simulate data, compare the distances, select yet again 5% etc.
Now my question: I know very little about GAs, but to create a new generation, wouldn't it suffice to simply draw vectors from say, a multivariate normal distribution, with mu equal to the mean of my 5% best vectors and a good choice for the variance-covariance matrix? The drawn vectors would inherit characteristics from their parents in that way, and since it's random, the mutation step would be taken care of also. The problem I see is if my 5% best candidates are actually very bad and I'd get stuck with a shitty population that only have shitty kids.
Does this make sense? And if not, I'd really appreciate some literature on GA when the parameters are real valued. I found this paper that may be what I'm looking for: http://www.complex-systems.com/abstracts/v09_i06_a01.html but I'd like to know if my idea could work and if not, why.
Thanks a lot!
I've been working on a small genetic algorithm library in Rust, and have come across a small issue. Most crossover operators take 2 parents and produce 2 children, but there are a few notable exceptions:
For this I came up with the following trait:
pub trait Crossover {
fn parents(&self) -> usize;
fn cross<T, U, C>(&self, parents: C) -> Vec<Chromosome<T>>
where T: Borrow<T> + Clone + PartialEq,
U: Borrow<Chromosome<T>>,
C: IntoIterator<Item = U>;
}
This works, but leads to a few ugly pieces of code in the actual implementations: I had to create a macro that extracts the first n parents from the iterator for the vast majority of the crossover operators. This involved a lot of iterator.next().unwrap() calls, which do not seem very elegant.
Is there a better way to go about this? I looked into RandomAccessIterator
, but it is marked as deprecated as of 1.2.0. The docs suggest using ExactSizeIterator
and Index
instead, but Index
is not implemented for any of the common Iterator
types. Should I just use RandomAccessIterator
and change it when the implementations are updated?
EDIT: A small example with a stripped down version of the Chromosome
code and two crossover methods: playpen
Okay so I have the foundations of my genetic algorithm.
I have:
The genRandom() function to generate a random tour
The initialPop() function to generate an initial population consisting of several random tours
And I have the generateParents() function which picks the best tour from sets of populations.
This, alone, seems to find very good tours. I don't understand how a random crossover or mutation would ever generate better tours, because it certainly doesn't when I implement it.
Please could someone help me out with how to approach the crossover and mutation correctly, to actually improve the parent solutions!! Thanks!
I want to create a crossover operator for a genetic algorithm, such that exactly N genes are active in each of the offspring (exactly N genes would be active in each parent as well). Say that I have two parents, the characteristics of which are represented by bit strings of boolean values, e.g. :
[1,0,0,0,1,1,1,0,0,1] and [1,1,1,0,0,0,1,0,1,0]
Five genes are "on" in each parent; I need the offspring to also have exactly five genes (bits in the bit string) on or active. Choosing a cut point and swapping sections won't work, nor will iterating over the positions in the chromosome and assigning a bit from either parent based on probability (both of these approaches could result in more or less than five positions being active).
The alternative I can think of would be to combine all the ON genes from both parents in a pool, and randomly select five from that pool (if a gene is active in both parents, double the probability of it being selected). Is this a good solution, or am I overlooking something really obvious?
It seems like it sucks a bit, as with most other crossover schemes I've seen, if a gene is active in both parents it's guaranteed to be active in the child. Unless I coded this behaviour into the probabilistic selection (i.e. select all genes that are in both parents as mandatory "on", then select the remaining positions randomly from the pool from both parents?).
I feel like I've solved this problem before, but it's been a while since I've played with a GA; thanks in advance for suggestions/comments!
Modular evolutionary algorithms for Python
View the examples to get started, or browse the releases
Contributions or suggestions are welcome!
Ruck aims to fill the following criteria:
All you need to do is extend ruck.EaModule
and implement the four required methods:
gen_starting_values
evaluate_values
generate_offspring
select_population
Additional factory methods for parallelisable versions of generate_offspring
and select_population
implementing crossover, mutation and selection exist. See the examples.
I had an idea of using GA to create a new technical indicator basically string together a bunch of simple instructions for the genetics. Probably won't lead to anything but an overfitted indicator that has no use but would be fun to try.
For each point you can start by initilising a pointer at the current position in time. You then initilise the output to 0.
Moving: Using two commands like move one point in time left or right; shift right only if current position<starting position else do nothing (prevent looking into the future) to move.
You can have basic operations:
An Operand should always follow an operation and do output = output <operator> operand (would be o/h/l/c/v data at the current cursor position) or a constant (say bound from 1 to -1)
So for example a 2 point close ma would be made from 4 genes:
Operator(+) Operand(close)
Move (-)
Operator(+) Operand(close)
Operator(*) Operand(0.5)
Hello everyone, I'm the author of a brand new Python library called EvolutionaryComputation which focuses on implementing advanced genetic algorithms for many different scenarios, optimization problems, automated machine learning, training neural networks, and reinforcement learning.
If you are interested please check out the example below, along with a Towards Data Science article with more information if you're subscribed:
Repository:
https://github.com/OUStudent/EvolutionaryComputation
Example:
Article:
Hello everyone,
I made this small package for genetic algorithms in python. And I would like to improve it, do you have any suggestions on how I can go about improving it?
PyGenetic
Thank you
This is a screenshot, it started out as an agent based model. https://imgur.com/YYFsdnI
I am writing this as a way to tell anyone making AI the optimal way.
Don't approach it from "I must use these fancy new things I've heard about." That is stupid and it won't work. This project grew out of my dissertation and I designed it from the start to use the new methods - its designed to create multiple threads to run instances of the game in the background and see what happens.
I never used it. Its stupid to do it that way.
So, without further ado, here is how to do design AI. Do exactly this approach (specifics will vary).
Here is how I implemented this.
On startup, the game reads in text files. One folder is called "Actions". This contains my AI. Each text file is a decision tree. Each file can be assigned to an AI - also in the text files (the scenario build files).
This is one decision tree.
I kindof backed into this method, and as a result am still making a lot of changes. This is what the internals does:
You must be careful as the bugs you tend to find in this are AIs that hang because they can't make a decision. So, you must do it such that there is a hard limit on how many iterations it does and have a default if it doesn't find anything. These are text files so users can easily mess with them.
In summation:
Use decision trees, and separate your AI from your code.
Someday, I will probably
... keep reading on reddit β‘Hey guys! Before I start, please take into consideration that I was self taught and this will most likely reflect on my code here and there. I never intended for Python to be my professional tool, but rather something that helps me get through life easier. Still, after all these years Python solving a whole ocean of my problems, I at least wanted to try contribute to community.
Few months ago I got my master's diploma and my final project was to use genetic algorithm to determine ideal regulator parameters for a DC motor controlled by 3 PID regulators.
I started from scratch and designed a very badly written genetic algorithm that had no clear structure and was prone to crashing on later generations. It worked after I spent a lot of time fixing it, but I felt like I owed it to myself to design something I like so much in a more elegant way.
I spent a few days designing the new one with a goal of stuff being easier to organize at least, given that when you're not a good programmer, writing a large, structured code can be a hard task. I posted it on GitHub with a goal of improving it further (and I did a bit), but then some friends approached me about making a Unity game and I kind of paused on python (I'm sure I'll be back eventually). Later, I also found a job and I have tons of other problems in life and I fear that I can't invest any more time into this project at the moment.
The reason why I decided to make my own GA was because other algorithms posted on Github were less complete than mine, some had only one selection mode and some had none (for reference, I had to compare how well different selections optimized the system in question). I also had already created mathematical models for everything else, so it was easier for me to create my own GA than adapt my existing code to modules I've never used so far.
All in all, if anyone is interested on improving it, or thinks they have passion to continue the project, I will post the GitHub link and you're always free to contribute.
At the moment, the algorithm supports 4 selection modes if I'm not mistaken; no selection, ranked, proportional and elitism. It is possible to switch selections with triggers, based on generation score. It is able to filter results by score as well! It is possible to set individual chances of recombination for every rank in ranked selection, return if number of generations exceeds the limit etc. It also supports safe gens, an
... keep reading on reddit β‘Problem Description: there is a Waste Collection Center At some known location, and there Are 100 Tanks each with A Capacity To hold waste up to say: C amount of waste, The tanks are scattered Across the City each with a known location, so the location of each Tank is known Beforehand, Trucks are Sent from the Collection center to collect waste from those Tanks ,Each Truck has Capacity to hold waste up to M , also M >> C. Now assuming we are talking about one truck for now which has to visit a number of Tanks Emptying each one as it comes across it , and the truck only ends path when itβs full. how do we mathematically formulate the problem such that the truck chooses a path that Minimizes the total distance traveled AND at same time giving priority to Tanks that are closer to being Full , so in other words minimize total distance traveled And maximizing amount of waste to pick WHEN choosing next location, itβs important to note that the amount of waste carried by truck is going to be M anyway at the end of path, what differs between different paths only is which tanks were chosen and how many.
My solution: Is to Treat this problem as multi objective optimization problem with two objectives:
HOW do I represent the Two objectives mathematically? To use in multi objective genetic algorithm? And is my solution logical? How do I combine the two objectives?
Hi, I am trying to make a genetic algorithm to play chess. My problem is with finding the fitness value for each model. Currently, I just pair each agent with a random agent and the winner adds to his score while the loser subtracts from his score. But I find it not very effective because while having a generation of 10 I only play 10 games and it's not enough to evaluate which agents are best. Moreover, I can't match every agent with every other agent since it will take fo ages to complete training.
What do you think is the best way to know which agents are the best with minimum games between them?
I am currently implementing a genetic algorithm in julia. In this algorithm, genes in the population are given unique identifying numbers (to be referred to as IDs), which must be matched with each other during reproduction in order to select the matching gene from the more fit individual.
eg.
Individual A less fit than Individual B
Genome of Individual A: [A1, A3, A6, A11, A22]
Genome of Individual B: [B2, B4, B11, B12]
Genome of Child: [A1, B2, A3, B4, A6, B11, B12, A22]
The child takes all of the unmatched genes from each parent, but takes gene 11 from parent B because it is more fit.
I am currently doing this by padding each genome with nothing
as follows
B_genome = Union{Nothing, Gene}[nothing, B2, nothing, B4,
...
This makes it very easy to iterate through both lists and determine which genes are matching or not, however, because these IDs get very large, a genome could look like [Gene 1, Gene 2, Gene 5017]. A genome like this is then padded 5014 nothing
values between Gene 2 and Gene 5017, making my program very memory inefficient and often causing it to crash (16GB RAM, 4GB swap)
My question is whether there is a better way to store genomes which will still allow me to check for matching genes without wasting a ton of memory.
I've been playing around with hyperopt and optuna for the past month and I'm starting to wonder if GAs really provide any benefit over a random optimization algorithm which simply selects random parameter variations independent of previous epoch performance. Let's address the elephant in the room first, I am not a parameter-less trader. I like the constant pursuit of alpha by fine tuning strategies.
Since GAs optimize for whatever definition of fitness (ie: Sharpe, EV, win-rate, etc) you use by culling weak evolutionary parameters, it logically follows that a GA algorithm must lead to over-fitting if allowed to run for a sufficiently long period of time (either that or the seed selected leads to an evolutionary dead-end where no significant optimality can be found). A random optimization algorithm would comparatively be less likely to overfit since it's jumping around all over the place independent of previous epochs.
Each epoch is a deterministic outcome from the initial random seed set at the beginning of the evolutionary session. Given a sufficiently large set of search-space (strategy parameters), it's possible for some parameters variations to never be selected for evolutionary assessment leaving you with untested parameter variates. The only way to get around this is to start a new evolution with a new seed. Though even through repeated reseeds, evolution may still not select some variates.
GAs seem to consistently cluster around some localized parameter "hotspots" where the parameter variates are consistently performing well. Which is fine, this is what I was expecting to see. My issue is that when compared to when I run a random optimization algorithm, I often wind up with a much smaller variety, more concentrated performant clusters to ultimately select for investigation. (e.g.: in a strategy with a total 10,000 possible variations, GA will cluster around variations 1000-3500 where as a random optimization algorithm will cluster around variations 200-500, 1300-1700, 2800-3100, 4000-4500, 8000-8800)
The number of epochs GAs require to reach optimality is dependent, and increases exponentially, on the size of the search space. Whereas a GA would have to incrementally iterate through parameters variates to find a strong variate, a random optimization algorithm can just jump immediately (based on random luck, sure) to that variate that wouldn't be a selection candidate for the GA until a very late epoch. When you consider that there are of
Hey /r/rust,
I've been studying Rust for 1.5 months and I wrote a program to solve Sudoku puzzles using a genetic algorithm I've designed. I would love feedback on the design and implementation, particularly places where I can improve my knowledge of Rust.
Some things I'd really like help with:
u8
/appropriate data types to keep the RAM usage as low as possiblearrayvec
library to avoid unnecessary allocations as best I canRayon
library for multithreading, but would like to know if I could implement it betterparking_lot
library for my Mutex
across threadsThe code and documentation can be found below, including the details of how I modeled the problem and the genetic algorithm I designed:
https://github.com/ewohltman/genetic-sudoku
Thanks very much for your time!
[ARTICLE] Evolutionary Deep Reinforcement Learning Environment: Transfer Learning-Based Genetic Algorithm
So I published my first crate (you've been warned): https://crates.io/crates/gworld
If anybody is interested in a beginner friendly introduction to genetic algorithms, this could be a good place to start. There's an example that should get you up and running if you want to play around with it.
After watching this video on genetic algorithms one fateful day a few months back, I decided to write my own genetic algorithms. This library is the result of that urge and me wanting to learn Rust.
The migrate.rs example is inspired by the linked video. All creatures will evolve to move to the top of a grid. Glhf
Most of the articles I found online state that off all the crossover offspring formed after a generation , a certain percentage of those ( mostly 10% ) should undergo mutation ( which is mostly changing just one gene in a chromosome ) . However , yesterday , I found this article ( https://towardsdatascience.com/artificial-neural-networks-optimization-using-genetic-algorithm-with-python-1fe8ed17733e ) in which the author essentially makes all the offsprings undergo mutation ( that too with 10% percent of the genes in a chromosome ) . Hence , I would like to know which is better : mutating some of the crossovers or all of them ? . I would also be grateful if you could guide me to a study which compares these . Thanks .
How Genetic Algorithms can be applied to Deep Reinforcement Learning? How do you perform crossover or mutation on a neural net? Are they able to solve complex RL problems out of the box?
We discussed these topics with Alessio Russo in one of our latest Twitch stream (full video here): we talked about how these algorithms work, shared details about the library he is developing (available on GitHub) and demonstrated how it can be used to learn very complex tasks.
He used it to perform model search on his deepRL agent for our recently-started AI Tournament, showing it works on problems with very complex observation spaces too.
References
Hello all,
I'm interested in learning more about Genetic algorithms and Bayesian optimization in the context of Hyperparameter tuning in Machine Learning and Operations Research. Not interested in medium articles, I want to dive and understand the Math. I am also intested to get a good introduction to Reinforcement Learning.
Could you suggest good books/ pedagogical articles about these three subjects?
Do you guys have any websites you are referring to or any notes that you made, if yes kindly share them?
https://computersciencewiki.org/images/c/cb/D_4_comsc_css_2011_1a_e.pdf
Also if you have access to NOV'21 Paper 3 and mark scheme, kindly share.
PyGAD is an intuitive open-source Python library for building the genetic algorithm and training machine learning models.
Some of the 2.16.0 release notes are:
Check the release notes section of the documentation for more information: https://pygad.readthedocs.io
PyGAD at GitHub: https://github.com/ahmedfgad/GeneticAlgorithmPython
DONATION & SUPPORT
Problem Description: there is a Waste Collection Center At some known location, and there Are 100 Tanks each with A Capacity To hold waste up to say: C amount of waste, The tanks are scattered Across the City each with a known location, so the location of each Tank is known Beforehand, Trucks are Sent from the Collection center to collect waste from those Tanks ,Each Truck has Capacity to hold waste up to M , also M >> C. Now assuming we are talking about one truck for now which has to visit a number of Tanks Emptying each one as it comes across it , and the truck only ends path when itβs full. how do we mathematically formulate the problem such that the truck chooses a path that Minimizes the total distance traveled AND at same time giving priority to Tanks that are closer to being Full , so in other words minimize total distance traveled And maximizing amount of waste to pick WHEN choosing next location, itβs important to note that the amount of waste carried by truck is going to be M anyway at the end of path, what differs between different paths only is which tanks were chosen and how many.
My solution: Is to Treat this problem as multi objective optimization problem with two objectives:
HOW do I represent the Two objectives mathematically? To use in multi objective genetic algorithm? And is my solution logical? How do I combine the two objectives?
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