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Human Competitive Results of Evolutionary Computation. Presenter: Mati Bot Course: Advance Seminar in Algorithms (Prof. Yefim Dinitz ). Human Competitive Results of Evolutionary Computation Outline. Human-Competitiveness Definition Evolving Hyper-Heuristics using Genetic Programming
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Human Competitive Results of Evolutionary Computation Presenter: Mati Bot Course: Advance Seminar in Algorithms (Prof. YefimDinitz)
Human Competitive Results of Evolutionary ComputationOutline • Human-Competitiveness Definition • Evolving Hyper-Heuristics using Genetic Programming • Rush-Hour (bronze Humies prize in 2009 by Ami Hauptman) • Freecell(gold Humies prize in 2011 by AchiyaElyasaf) • Other Examples
What is Human competitive? • John Koza defined “Human-Competitiveness” in his book: Genetic Algorithms IV (2003). • There are 8 criteria by which a result can be considered Human-Competitive.(will be explained in next slide) • Our mission: Creation of Human-Competitive innovative solutions by means of Evolution.
The 8 Criteria of Koza for Human Competitivenes. • (A) result is a Patent from the past, improvement of a patent. A New patent.
The 8 Criteria of Koza for Human Competitivenes. • (B) result is equal to or better than another result that was published in a journal.
The 8 Criteria of Koza for Human Competitivenes. • (C) result is equal to or better than a result in a known DB of results.
The 8 Criteria of Koza for Human Competitivenes. • (D)publishable in its own right as a new scientific result. • independent of the fact that the result was mechanically created.
The 8 Criteria of Koza for Human Competitivenes. • (E) The result is equal to or better than the best human-created solution.
The 8 Criteria of Koza for Human Competitivenes. • (F)equal to or better than an human achievement in its field at the time it was first discovered.
The 8 Criteria of Koza for Human Competitivenes. • (G) The result solves a problem of indisputable difficulty in its field.
The 8 Criteria of Koza for Human Competitivenes. • (H) The result holds its own or wins a regulated competition involving human contestants (in the form of either live human players or human-written computer programs).
Humies Competition • “Humies annual Competition” gives $$$ for the best HC results. (in GECCO conference) • Awarding a gold, silver and bronze prizes to the best entries. (money $$$) • BGU won 1 gold, 1 silver and 6 bronze prizes since 2005. • I counted more than 75 Human-Competitive results on the Humies competition site. • http://www.sigevo.org/gecco-2012/ • http://www.genetic-programming.org/hc2011/combined.html
Evolving Hyper-Heuristics using Genetic Programming Ami Hauptman and AchiyaElyasaf
Overview • Introduction • Searching Games State-Graphs • Uninformed Search • Heuristics • Informed Search • Evolving Heuristics • Test Cases • Rush Hour • FreeCell
Representing Games as State-Graphs • Every puzzle/game can be represented as a state graph: • In puzzles, board games etc., every piece move can be counted as an edge/transition between states • In computer war games etc. – the place of the player / the enemy, all the parameters (health, shield…) define a state
Rush-Hour as a state-graph Move purple Move blue
Searching Games State-GraphsUninformed/naïve Search • BFS – Breadth First Search • Optimal solution • Exponential space in the search depth • DFS– Depth First Search(without node coloring). • We might “never” track down the right path. • Usually games contain cycles • Linear Space • Iterative Deepening: Combination of BFS & DFS • Each iteration DFS with a depth limit is performed. • Limit grows from one iteration to another • Worst case - traverse the entire graph
Searching Games State-GraphsUninformed Search • Most of the game domains are PSPACE-Complete! • Worst case - traverse the entire graph • We need an informed-search! (or an intelligent approach to traversing the graph)
Searching Games State-GraphsHeuristics • Heuristic function h:states -> Real. • For every state s, h(s) is an estimation of the minimal distance/cost from s to a solution • In case h is perfect: • an informed search that tries states with the lowest h-value first – will simply stroll to a solution • For hard problems, finding a good h is hard • Bad heuristic means the search might never track down the solution • We need a good heuristic function to guide the informed search
Searching Games State-Graphs Informed Search • Best-First search: Like DFS but select nodes with higher heuristic value first • Not necessarily optimal
1 2 3 4 Best-First Search
Searching Games State-Graphs Informed Search • A*: • G(s)=cost from root till s • H(s)=Heuristic estimation • F(s)=G(s)+H(s) • Holds closed and sorted open lists(the list of states needs to be checked out). • Best (=lowest F(s)) node of all open nodes is selected.
A* 1 2 3 4
Overview • Introduction • Searching Games State-Graphs • Uninformed Search • Heuristics • Informed Search • Evolving Heuristics • Previous Work • Rush Hour • FreeCell
Evolving Heuristics • For H1, … ,Hn – heuristics building blocks.How should we choose the fittest heuristic? • Minimum? Maximum? Linear combination? • GA/GP may be used for: • Building new heuristics from existing building blocks • Finding weights for each heuristic (for applying linear combination) • Finding conditions for applying each heuristic
Evolving Heuristics: GA • Genotype(The coding of a solution in a Population) – • Phenotype(The meaning of the coding) –
Evolving Heuristics: GP If False Condition True * And + H5 / H2 * ≤ ≥ H1 0.1 H1 0.1 H1 0.4 H2 0.7
Overview • Introduction • Searching Games State-Graphs • Uninformed Search • Heuristics • Informed Search • Evolving Heuristics • Test cases • Rush Hour • FreeCell
Rush Hour GP-Rush [Hauptman et al, 2009] Bronze Humies award
Domain-Specific Heuristics • Hand-Crafted Heuristics / Guides: • Blocker estimation – lower bound (admissible) • Goal distance – Manhattan distance • Hybrid blockers distance – combine the above two • Is Move To Secluded – did the car enter a secluded area? (last move blocks all other cars) • Is a Releasing Move – if the last move increased the number of free cars.
Blockers Estimation • Lower bound for number of steps to goal • By: Counting moves to free blocking cars Example: • O is blocking RED • Need at least: • Move O • Move C • Move B • Move A H = 4
Goal Distance 16 Deduce goal Use “Manhattan Distance” from goal as h measure
Hybrid 16+8=24 “Manhattan Distance” + Blockers Estimation
Policy “Ingredients” Functions & Terminals:
Results Average reduction of nodes required to solve test problems, with respect to the number of nodes scanned by iterative deepening: H1: the heuristic function BlockersLowerBound. H2: GoalDistance. H3: Hybrid. Hc is our hand-crafted policy. GP is the best evolved policy, selected according to performance on the training set.
Results (cont’d) Time (in seconds) required to solve problems JAM01 . . . JAM40: ID – iterative deepening, Hi – average of our three hand-crafted heuristics, Hc – our hand-crafted policy. GP – our best evolved policy. human players (average of top 5).
FreeCell FreeCell remained relatively obscure until Windows 95 There are 32,000 solvable problems (known as Microsoft 32K), except for game #11982, whichhas been proven to be unsolvable Evolving hyper heuristic-based solvers for Rush-Hour and FreeCell [Hauptman et al, SOCS 2010] GA-FreeCell: Evolving Solvers for the Game of FreeCell [Elyasaf et al, GECCO 2011]
FreeCell (cont’d) • As opposed to Rush Hour, blind search failed miserably • The best published solver to date solves 96% of Microsoft 32K • Reasons: • High branching factor • Hard to generate a good heuristic
Learning Methods: Random Deals Which deals ((חלוקות קלפיםshould we use for training? First method tested - random deals • This is what we did in Rush Hour • Here it yielded poor results • Very hard domain
Learning Methods: Gradual Difficulty hard easy Second method tested - gradual difficulty • Sort the problems by difficulty • Each generation tests solvers against 5 deals from the current difficulty level + 1 random deal
A few words on Co-evolution Population 1 Population 2 Test for fitness Test for fitness Examples? • Problems, adversaries, Examples: • Freecell Deals • Rush Hour Boards • Another Chess Player • Solution, Solvers. Examples: • Freecell Solver • Rush Hour Solver • Chess player
Learning Methods: Hillis-Style Co-evolution Third method tested - Hillis-style co-evolution using “Hall-of-Fame”: • A deal population is composed of 40 deals (=40 individuals) + 10 deals that represent a hall-of-fame • Each hyper-heuristic is tested against 4 deal individuals and 2 hall-of-fame deals
Learning Methods: Rosin-style Co-evolution p1 p2 p1 Fourth method tested - Rosin-style co-evolution: • Each deal individual consists of 6 deals • Mutation and crossover: • Crossover: • Mutation
Other Human Competitive results • Antenna Design for the International Space Station • Automatically finding patches using genetic programming • Evolvable Malware • And many more on Humies site.
Thank you for listening any questions?