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FAQ: comp.ai.genetic part 2/6 (A Guide to Frequently Asked Questions)

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From: David.Beasley@cs.cf.ac.uk (David Beasley)
Newsgroups: comp.ai.genetic,comp.answers,news.answers
Subject: FAQ: comp.ai.genetic part 2/6 (A Guide to Frequently Asked Questions)
Supersedes: <part2_866739275@cs.cf.ac.uk>
Followup-To: comp.ai.genetic
Date: 8 Oct 1997 11:39:04 GMT
Organization: Posted through the Joint Cardiff Computing Service, Wales, UK
Expires: 10 Jan 1998 11:39:01 GMT
Message-ID: <part2_876310741@cs.cf.ac.uk>
References: <part1_876310741@cs.cf.ac.uk>
Summary: This is part 2 of a <trilogy> entitled "The Hitch-Hiker's Guide
     to Evolutionary Computation". A periodically published list of Frequently
     Asked Questions (and their answers) about Evolutionary Algorithms,
     Life and Everything. It should be read by anyone who whishes to post
     to the comp.ai.genetic newsgroup, preferably *before* posting.

Archive-name:   ai-faq/genetic/part2
Last-Modified:  10/8/97
Issue:          5.3

TABLE OF CONTENTS OF PART 2
     Q1: What are Evolutionary Algorithms (EAs)?
     Q1.1: What's a Genetic Algorithm (GA)?
     Q1.2: What's Evolutionary Programming (EP)?
     Q1.3: What's an Evolution Strategy (ES)?
     Q1.4: What's a Classifier System (CFS)?
     Q1.5: What's Genetic Programming (GP)?

----------------------------------------------------------------------

Subject: Q1: What are Evolutionary Algorithms (EAs)?

     Evolutionary algorithm is an umbrella term used to describe computer-
     based problem solving systems which use computational models of  some
     of  the known mechanisms of EVOLUTION as key elements in their design
     and implementation. A variety of evolutionary  algorithms  have  been
     proposed.   The  major  ones  are:  GENETIC  ALGORITHMs  (see  Q1.1),
     EVOLUTIONARY PROGRAMMING (see Q1.2), EVOLUTION STRATEGIEs (see Q1.3),
     CLASSIFIER  SYSTEMs  (see  Q1.4), and GENETIC PROGRAMMING (see Q1.5).
     They all share a common conceptual base of simulating  the  evolution
     of  INDIVIDUAL  structures  via processes of SELECTION, MUTATION, and
     REPRODUCTION.  The processes depend on the perceived  PERFORMANCE  of
     the individual structures as defined by an ENVIRONMENT.

     More  precisely, EAs maintain a POPULATION of structures, that evolve
     according to  rules  of  selection  and  other  operators,  that  are
     referred  to  as  "search operators", (or GENETIC OPERATORs), such as
     RECOMBINATION  and  mutation.  Each  individual  in  the   population
     receives  a  measure of it's FITNESS in the environment. Reproduction
     focuses attention on high fitness individuals, thus  exploiting  (cf.
     EXPLOITATION)  the  available fitness information.  Recombination and
     mutation perturb those individuals, providing general heuristics  for
     EXPLORATION.  Although simplistic from a biologist's viewpoint, these
     algorithms are sufficiently complex to provide  robust  and  powerful
     adaptive search mechanisms.

     --- "An Overview of Evolutionary Computation" [ECML93], 442-459.

 BIOLOGICAL BASIS
     To  understand  EAs, it is necessary to have some appreciation of the
     biological processes on which they are based.

     Firstly, we should note that EVOLUTION (in nature or  anywhere  else)
     is  not  a  purposive  or  directed  process.   That  is, there is no
     evidence to support the assertion that the goal of  evolution  is  to
     produce Mankind. Indeed, the processes of nature seem to boil down to
     a haphazard GENERATION of biologically diverse  organisms.   Some  of
     evolution is determined by natural SELECTION or different INDIVIDUALs
     competing for resources in the ENVIRONMENT.   Some  are  better  than
     others.  Those  that  are  better  are  more  likely  to  survive and
     propagate their genetic material.

     In nature, we see that the encoding for genetic information  (GENOME)
     is   done  in  a  way  that  admits  asexual  REPRODUCTION.   Asexual
     reproduction typically results  in  OFFSPRING  that  are  genetically
     identical  to  the  PARENT.   (Large  numbers  of organisms reproduce
     asexually; this includes most bacteria which some biologists hold  to
     be the most successful SPECIES known.)

     Sexual  reproduction  allows  some shuffing of CHROMOSOMEs, producing
     offspring that contain a combination of information from each parent.
     At  the  molecular level what occurs (wild oversimplification alert!)
     is that a pair of almost identical chromosomes bump into one another,
     exchange  chunks  of genetic information and drift apart. This is the
     RECOMBINATION operation, which is  often  referred  to  as  CROSSOVER
     because   of  the  way  that  biologists  have  observed  strands  of
     chromosomes crossing over during the exchange.

     Recombination happens in an environment where the  selection  of  who
     gets  to mate is largely a function of the FITNESS of the individual,
     i.e. how good the individual is at competing in its environment. Some
     "luck" (random effect) is usually involved too. Some EAs use a simple
     function   of   the   fitness   measure   to    select    individuals
     (probabilistically)  to  undergo genetic operations such as crossover
     or  asexual  reproduction  (the  propagation  of   genetic   material
     unaltered).    This   is   fitness-proportionate   selection.   Other
     implementations use  a  model  in  which  certain  randomly  selected
     individuals  in  a subgroup compete and the fittest is selected. This
     is called tournament selection and is the form of selection we see in
     nature  when stags rut to vie for the privilege of mating with a herd
     of hinds.

     Much EA research  has  assumed  that  the  two  processes  that  most
     contribute   to   evolution   are   crossover   and   fitness   based
     selection/reproduction.  As it  turns  out,  there  are  mathematical
     proofs  that  indicate  that  the  process  of  fitness proportionate
     reproduction is, in fact, near optimal in some senses.

     Evolution, by definition, absolutely requires diversity in  order  to
     work.   In  nature, an important source of diversity is MUTATION.  In
     an EA, a large amount of diversity is usually introduced at the start
     of  the  algorithm,  by randomising the GENEs in the POPULATION.  The
     importance of mutation, which introduces further diversity while  the
     algorithm  is  running, therefore continues to be a matter of debate.
     Some refer to it as a background operator, simply replacing  some  of
     the  original  diversity which has been lost, while others view it as
     playing the dominant role in the evolutionary process.

     It cannot be stressed too strongly that an evolutionary algorithm (as
     a  SIMULATION  of  a  genetic  process)  is not a random search for a
     solution to a problem (highly fit individual).   EAs  use  stochastic
     processes,  but  the  result  is  distinctly  non-random (better than
     random).

 PSEUDO CODE
     Algorithm EA is

	  // start with an initial time
	  t := 0;

	  // initialize a usually random population of individuals
	  initpopulation P (t);

	  // evaluate fitness of all initial individuals in population
	  evaluate P (t);

	  // test for termination criterion (time, fitness, etc.)
	  while not done do

	       // increase the time counter
	       t := t + 1;

	       // select sub-population for offspring production
	       P' := selectparents P (t);

	       // recombine the "genes" of selected parents
	       recombine P' (t);

	       // perturb the mated population stochastically
	       mutate P' (t);

	       // evaluate it's new fitness
	       evaluate P' (t);

	       // select the survivors from actual fitness
	       P := survive P,P' (t);
	  od
     end EA.

------------------------------

Subject: Q1.1: What's a Genetic Algorithm (GA)?

     The GENETIC ALGORITHM is a model of machine  learning  which  derives
     its  behavior  from a metaphor of some of the mechanisms of EVOLUTION
     in nature. This is done  by  the  creation  within  a  machine  of  a
     POPULATION  of  INDIVIDUALs  represented by CHROMOSOMEs, in essence a
     set of character strings that are analogous to the base-4 chromosomes
     that  we  see in our own DNA.  The individuals in the population then
     go through a process of simulated "evolution".

     Genetic algorithms are used for a  number  of  different  application
     areas.  An  example  of  this  would be multidimensional OPTIMIZATION
     problems in which the character string of the chromosome can be  used
     to encode the values for the different parameters being optimized.

     In  practice,  therefore,  we  can  implement  this  genetic model of
     computation by having arrays of bits or characters to  represent  the
     chromosomes.   Simple   bit   manipulation   operations   allow   the
     implementation of CROSSOVER, MUTATION and other operations.  Although
     a  substantial  amount  of  research  has been performed on variable-
     length strings and  other  structures,  the  majority  of  work  with
     genetic  algorithms is focussed on fixed-length character strings. We
     should focus on both this aspect of fixed-lengthness and the need  to
     encode the representation of the solution being sought as a character
     string, since these are  crucial  aspects  that  distinguish  GENETIC
     PROGRAMMING,  which  does  not have a fixed length representation and
     there is typically no encoding of the problem.

     When the genetic algorithm is implemented it is  usually  done  in  a
     manner  that  involves  the following cycle:  Evaluate the FITNESS of
     all of the individuals in the population.  Create a new population by
     performing   operations   such  as  crossover,  fitness-proportionate
     REPRODUCTION and mutation on the individuals whose fitness  has  just
     been  measured.  Discard the old population and iterate using the new
     population.

     One iteration of this loop is referred to as a GENERATION.  There  is
     no  theoretical  reason for this as an implementation model.  Indeed,
     we do not see this punctuated behavior in populations in nature as  a
     whole, but it is a convenient implementation model.

     The  first  generation  (generation  0) of this process operates on a
     population of randomly generated individuals.   From  there  on,  the
     genetic  operations,  in concert with the fitness measure, operate to
     improve the population.

 PSEUDO CODE
     Algorithm GA is

	  // start with an initial time
	  t := 0;

	  // initialize a usually random population of individuals
	  initpopulation P (t);

	  // evaluate fitness of all initial individuals of population
	  evaluate P (t);
	  // test for termination criterion (time, fitness, etc.)
	  while not done do

	       // increase the time counter
	       t := t + 1;

	       // select a sub-population for offspring production
	       P' := selectparents P (t);

	       // recombine the "genes" of selected parents
	       recombine P' (t);

	       // perturb the mated population stochastically
	       mutate P' (t);

	       // evaluate it's new fitness
	       evaluate P' (t);

	       // select the survivors from actual fitness
	       P := survive P,P' (t);
	  od
     end GA.

------------------------------

Subject: Q1.2: What's Evolutionary Programming (EP)?

  Introduction
     EVOLUTIONARY PROGRAMMING, originally conceived by Lawrence J.   Fogel
     in  1960,  is  a  stochastic OPTIMIZATION strategy similar to GENETIC
     ALGORITHMs, but instead places emphasis  on  the  behavioral  linkage
     between  PARENTs  and their OFFSPRING, rather than seeking to emulate
     specific GENETIC  OPERATORS  as  observed  in  nature.   Evolutionary
     programming  is  similar  to  EVOLUTION  STRATEGIES, although the two
     approaches developed independently (see below).

     Like both ES and GAs, EP is a  useful  method  of  optimization  when
     other  techniques  such  as  gradient  descent  or direct, analytical
     discovery are not possible.  Combinatoric  and  real-valued  FUNCTION
     OPTIMIZATION  in  which the optimization surface or FITNESS landscape
     is "rugged", possessing many  locally  optimal  solutions,  are  well
     suited for evolutionary programming.

  History
     The  1966 book, "Artificial Intelligence Through Simulated Evolution"
     by Fogel,  Owens  and  Walsh  is  the  landmark  publication  for  EP
     applications,  although  many  other  papers  appear  earlier  in the
     literature.  In the book,  finite  state  automata  were  evolved  to
     predict  symbol  strings  generated  from  Markov  processes and non-
     stationary time series.  Such evolutionary prediction  was  motivated
     by  a  recognition  that  prediction  is  a  keystone  to intelligent
     behavior  (defined  in  terms  of  adaptive  behavior,  in  that  the
     intelligent  organism  must  anticipate  events  in  order  to  adapt
     behavior in light of a goal).

     In 1992, the First Annual Conference on evolutionary programming  was
     held  in  La  Jolla, CA.  Further conferences have been held annually
     (See Q12).  The conferences attract  a  diverse  group  of  academic,
     commercial  and  military  researchers engaged in both developing the
     theory of the EP technique and in applying EP  to  a  wide  range  of
     optimization problems, both in engineering and biology.

     Rather   than  list  and  analyze  the  sources  in  detail,  several
     fundamental sources are listed  below  which  should  serve  as  good
     pointers to the entire body of work in the field.

  The Process
     For  EP,  like  GAs, there is an underlying assumption that a fitness
     landscape can be characterized in terms of variables, and that  there
     is  an  optimum  solution (or multiple such optima) in terms of those
     variables.  For example, if one were trying to find the shortest path
     in  a Traveling Salesman Problem, each solution would be a path.  The
     length of the path could be expressed as a number, which would  serve
     as  the  solution's  fitness.  The fitness landscape for this problem
     could be characterized as a hypersurface  proportional  to  the  path
     lengths  in a space of possible paths.  The goal would be to find the
     globally shortest path in that space, or more  practically,  to  find
     very short tours very quickly.

     The  basic  EP  method involves 3 steps (Repeat until a threshold for
     iteration is exceeded or an adequate solution is obtained):

     (1)  Choose an initial POPULATION of trial solutions at  random.  The
	  number  of  solutions  in a population is highly relevant to the
	  speed of optimization, but no definite answers are available  as
	  to  how  many  solutions are appropriate (other than >1) and how
	  many solutions are just wasteful.

     (2)  Each solution is replicated into  a  new  population.   Each  of
	  these   offspring   solutions   are   mutated   according  to  a
	  distribution of MUTATION types, ranging from  minor  to  extreme
	  with  a  continuum  of  mutation types between.  The severity of
	  MUTATION is judged on the basis of the functional change imposed
	  on the parents.

     (3)  Each  offspring  solution is assessed by computing it's fitness.
	  Typically, a  stochastic  tournament  is  held  to  determine  N
	  solutions  to  be  retained  for  the  population  of solutions,
	  although  this  is  occasionally  performed   deterministically.
	  There  is  no  requirement  that  the  population  size  be held
	  constant, however, nor that only a single offspring be generated
	  from each parent.

     It should be pointed out that EP typically does not use any CROSSOVER
     as a GENETIC OPERATOR.

  EP and GAs
     There are two important ways in which EP differs from GAs.

     First, there is no constraint on the representation.  The typical  GA
     approach  involves  encoding  the  problem  solutions  as a string of
     representative tokens, the GENOME.  In EP, the representation follows
     from  the  problem.   A neural network can be represented in the same
     manner as it  is  implemented,  for  example,  because  the  mutation
     operation  does  not  demand a linear encoding.  (In this case, for a
     fixed topology, real- valued weights could be coded directly as their
     real  values and mutation operates by perturbing a weight vector with
     a  zero  mean  multivariate  Gaussian  perturbation.   For   variable
     topologies,  the  architecture is also perturbed, often using Poisson
     distributed additions and deletions.)

     Second, the mutation operation simply changes aspects of the solution
     according   to   a   statistical  distribution  which  weights  minor
     variations in the behavior of the offspring as  highly  probable  and
     substantial   variations  as  increasingly  unlikely.   Further,  the
     severity of mutations is often  reduced  as  the  global  optimum  is
     approached.  There is a certain tautology here: if the global optimum
     is not already known, how can the spread of the mutation operation be
     damped  as  the  solutions approach it?  Several techniques have been
     proposed and implemented which  address  this  difficulty,  the  most
     widely  studied  being the "Meta-Evolutionary" technique in which the
     variance of the mutation distribution is subject  to  mutation  by  a
     fixed variance mutation operator and evolves along with the solution.

  EP and ES
     The first communication  between  the  evolutionary  programming  and
     EVOLUTION  STRATEGY  groups occurred in early 1992, just prior to the
     first annual EP conference.  Despite  their  independent  development
     over  30  years,  they  share many similarities.  When implemented to
     solve real-valued  function  optimization  problems,  both  typically
     operate  on the real values themselves (rather than any coding of the
     real values as is often done in GAs). Multivariate zero mean Gaussian
     mutations  are applied to each parent in a population and a SELECTION
     mechanism is applied to determine which solutions  to  remove  (i.e.,
     "cull")  from  the population.  The similarities extend to the use of
     self-adaptive methods for determining the  appropriate  mutations  to
     use  --  methods  in  which  each parent carries not only a potential
     solution to the problem at hand, but also information on how it  will
     distribute new trials (offspring). Most of the theoretical results on
     convergence (both asymptotic and velocity) developed  for  ES  or  EP
     also apply directly to the other.

     The main differences between ES and EP are:

     1.   Selection:   EP   typically  uses  stochastic  selection  via  a
	  tournament.   Each  trial  solution  in  the  population   faces
	  competition  against  a  preselected  number  of  opponents  and
	  receives a "win" if it is at least as good as  its  opponent  in
	  each  encounter.  Selection then eliminates those solutions with
	  the least wins.  In contrast, ES  typically  uses  deterministic
	  selection  in  which  the  worst  solutions  are purged from the
	  population based directly on their function evaluation.

     2.   RECOMBINATION: EP is an abstraction of EVOLUTION at the level of
	  reproductive   populations   (i.e.,   SPECIES)   and   thus   no
	  recombination   mechanisms   are    typically    used    because
	  recombination does not occur between species (by definition: see
	  Mayr's biological species  concept).   In  contrast,  ES  is  an
	  abstraction  of  evolution  at the level of INDIVIDUAL behavior.
	  When self-adaptive information is incorporated  this  is  purely
	  genetic  information  (as  opposed  to phenotypic) and thus some
	  forms  of  recombination  are  reasonable  and  many  forms   of
	  recombination  have  been  implemented  within  ES.   Again, the
	  effectiveness of such operators depends on the problem at  hand.

  References
     Some  references which provide an excellent introduction (by no means
     extensive) to the field, include:

     Artificial  Intelligence  Through   Simulated   Evolution   [Fogel66]
     (primary)

     Fogel DB (1995) "Evolutionary Computation: Toward a New Philosophy of
     Machine Intelligence," IEEE Press, Piscataway, NJ.

     Proceeding of the first [EP92], second [EP93] and third [EP94] Annual
     Conference on Evolutionary Programming (primary) (See Q12).

 PSEUDO CODE
     Algorithm EP is

	  // start with an initial time
	  t := 0;

	  // initialize a usually random population of individuals
	  initpopulation P (t);

	  // evaluate fitness of all initial individuals of population
	  evaluate P (t);

	  // test for termination criterion (time, fitness, etc.)
	  while not done do

	       // perturb the whole population stochastically
	       P'(t) := mutate P (t);

	       // evaluate it's new fitness
	       evaluate P' (t);

	       // stochastically select the survivors from actual fitness
	       P(t+1) := survive P(t),P'(t);

	       // increase the time counter
	       t := t + 1;

	  od
     end EP.

     [Eds note: An extended version of this introduction is available from
     ENCORE (see Q15.3) in /FAQ/supplements/what-is-ep ]

------------------------------

Subject: Q1.3: What's an Evolution Strategy (ES)?

     In 1963 two students at the Technical University of Berlin (TUB)  met
     and  were  soon  to  collaborate  on  experiments which used the wind
     tunnel of the Institute of Flow Engineering.  During the  search  for
     the  optimal  shapes  of bodies in a flow, which was then a matter of
     laborious  intuitive  experimentation,  the  idea  was  conceived  of
     proceeding  strategically.  However, attempts with the coordinate and
     simple gradient strategies (cf Q5) were unsuccessful.   Then  one  of
     the   students,   Ingo  Rechenberg,  now  Professor  of  Bionics  and
     Evolutionary Engineering, hit upon the idea of trying random  changes
     in  the  parameters  defining  the  shape,  following  the example of
     natural  MUTATIONs.   The  EVOLUTION  STRATEGY  was  born.   A  third
     student,  Peter  Bienert, joined them and started the construction of
     an automatic experimenter, which would work according to  the  simple
     rules  of  mutation  and  SELECTION.   The  second student, Hans-Paul
     Schwefel, set about testing the efficiency of the  new  methods  with
     the  help of a Zuse Z23 computer; for there were plenty of objections
     to these "random strategies."

     In spite of an occasional lack of financial support, the Evolutionary
     Engineering  Group  which  had been formed held firmly together. Ingo
     Rechenberg received  his  doctorate  in  1970  (Rechenberg  73).   It
     contains  the  theory  of  the  two membered EVOLUTION strategy and a
     first proposal for a multimembered strategy which in the nomenclature
     introduced  here  is  of the (m+1) type.   In the same year financial
     support from  the  Deutsche  Forschungsgemeinschaft  (DFG,  Germany's
     National Science Foundation) enabled the work, that was concluded, at
     least temporarily, in 1974 with the thesis  "Evolutionsstrategie  und
     numerische Optimierung" (Schwefel 77).

     Thus,   EVOLUTION   STRATEGIEs   were  invented  to  solve  technical
     OPTIMIZATION  problems  (TOPs)  like  e.g.  constructing  an  optimal
     flashing  nozzle,  and  until  recently  ES  were only known to civil
     engineering folks, as an alternative to standard solutions.   Usually
     no  closed  form  analytical objective function is available for TOPs
     and  hence,  no  applicable  optimization  method  exists,  but   the
     engineer's intuition.

     The  first  attempts  to imitate principles of organic evolution on a
     computer still resembled the iterative optimization methods known  up
     to  that  time  (cf  Q5):   In a two-membered or (1+1) ES, one PARENT
     generates  one  OFFSPRING  per  GENERATION   by   applying   NORMALLY
     DISTRIBUTED  mutations, i.e. smaller steps occur more likely than big
     ones, until a child performs better than its ancestor and  takes  its
     place.  Because  of  this  simple  structure, theoretical results for
     STEPSIZE control and CONVERGENCE VELOCITY could be derived. The ratio
     between  successful  and  all  mutations  should come to 1/5: the so-
     called 1/5 SUCCESS RULE was discovered. This first  algorithm,  using
     mutation  only,  has  then  been  enhanced  to a (m+1) strategy which
     incorporated RECOMBINATION due  to  several,  i.e.  m  parents  being
     available.  The  mutation  scheme  and the exogenous stepsize control
     were taken across unchanged from  (1+1) ESs.

     Schwefel later generalized these strategies to the  multimembered  ES
     now  denoted  by  (m+l)  and (m,l) which imitates the following basic
     principles  of  organic  evolution:  a  POPULATION,  leading  to  the
     possibility   of  recombination  with  random  mating,  mutation  and
     selection. These  strategies  are  termed  PLUS  STRATEGY  and  COMMA
     STRATEGY,  respectively: in the plus case, the parental generation is
     taken into account during selection, while in the comma case only the
     offspring  undergoes selection, and the parents die off. m (usually a
     lowercase mu, denotes the population size, and l, usually a lowercase
     lambda denotes the number of offspring generated per generation).  Or
     to put  it  in  an  utterly  insignificant  and  hopelessly  outdated
     language:

	  (define (Evolution-strategy population)
	    (if (terminate? population)
	      population
	      (evolution-strategy
		(select
		  (cond (plus-strategy?
			  (union (mutate
				   (recombine population))
				 population))
			(comma-strategy?
			  (mutate
			    (recombine population))))))))

     However,  dealing  with ES is sometimes seen as "strong tobacco," for
     it takes a decent amount of probability theory and applied STATISTICS
     to understand the inner workings of an ES, while it navigates through
     the  hyperspace  of  the  usually  n-dimensional  problem  space,  by
     throwing hyperelipses into the deep...

     Luckily,  this  medium  doesn't allow for much mathematical ballyhoo;
     the author therefore has to come up with  a  simple  but  brilliantly
     intriguing  explanation to save the reader from falling asleep during
     the rest of this section, so here we go:

     Imagine a black box. A large black box. As large as, say for example,
     a Coca-Cola vending machine. Now, [..] (to be continued)

     A  single  INDIVIDUAL of the ES' population consists of the following
     GENOTYPE representing a point in the SEARCH SPACE:

     OBJECT VARIABLES
	  Real-valued x_i have to be tuned by recombination  and  mutation
	  such  that  an  objective  function  reaches its global optimum.
	  Referring  to  the  metaphor  mentioned  previously,   the   x_i
	  represent the regulators of the alien Coka-Cola vending machine.

     STRATEGY VARIABLEs
	  Real-valued s_i (usually denoted by a lowercase sigma)  or  mean
	  stepsizes  determine  the  mutability of the x_i. They represent
	  the STANDARD DEVIATION of a  (0, s_i) GAUSSIAN DISTRIBUTION (GD)
	  being  added  to  each  x_i  as an undirected mutation.  With an
	  "expectancy value" of  0  the  parents  will  produce  offspring
	  similar  to themselves on  average.  In order to make a doubling
	  and a halving of a stepsize equally  probable,  the  s_i  mutate
	  log-normally,  distributed,  i.e.  exp(GD),  from  generation to
	  generation.   These  stepsizes  hide  the  internal  model   the
	  population  has  made of its ENVIRONMENT, i.e. a SELF-ADAPTATION
	  of the stepsizes has replaced the exogenous control of the (1+1)
	  ES.

	  This  concept  works  because  selection sooner or later prefers
	  those individuals having built a good  model  of  the  objective
	  function, thus producing better offspring. Hence, learning takes
	  place on two levels: (1) at the genotypic, i.e. the  object  and
	  strategy  variable  level  and (2) at the phenotypic level, i.e.
	  the FITNESS level.

	  Depending  on  an  individual's  x_i,  the  resulting  objective
	  function  value  f(x),  where  x denotes the vector of objective
	  variables, serves as the PHENOTYPE (fitness)  in  the  selection
	  step.  In  a  plus strategy, the m best of all (m+l) individuals
	  survive to become the parents of the next generation.  Using the
	  comma variant, selection takes place only among the l offspring.
	  The  second  scheme  is  more  realistic  and   therefore   more
	  successful,  because  no  individual  may survive forever, which
	  could at least  theoretically  occur  using  the  plus  variant.
	  Untypical for conventional optimization algorithms and lavish at
	  first   sight,   a   comma   strategy   allowing    intermediate
	  deterioration  performs  better!  Only  by forgetting highly fit
	  individuals can a permanent adaptation  of  the  stepsizes  take
	  place  and avoid long stagnation phases due to misadapted s_i's.
	  This means that these individuals have built an  internal  model
	  that  is  no  longer  appropriate for further progress, and thus
	  should better be discarded.

	  By  choosing  a  certain  ratio  m/l,  one  can  determine   the
	  convergence  property  of the evolution strategy: If one wants a
	  fast, but local convergence, one  should  choose  a  small  HARD
	  SELECTION,  ratio,  e.g.  (5,100),  but  looking  for the global
	  optimum, one should favour  a softer selection (15,100).

	  Self-adaptation within  ESs  depends  on  the  following  agents
	  (Schwefel 87):

     Randomness: One cannot model mutation
	  as  a  purely  random  process.  This would mean that a child is
	  completely independent of its parents.

     Population size: The population has to be sufficiently large. Not
	  only
	  the  current  best  should be allowed to reproduce, but a set of
	  good individuals.  Biologists have coined  the  term  "requisite
	  variety"  to  mean  the  genetic  variety necessary to prevent a
	  SPECIES  from  becoming  poorer  and  poorer   genetically   and
	  eventually dying out.

     COOPERATION:
	  In  order  to  exploit  the effects of a population (m > 1), the
	  individuals should recombine their knowledge with that of others
	  (cooperate)   because   one   cannot  expect  the  knowledge  to
	  accumulate in the best individual only.

     Deterioration: In order to allow better internal models (stepsizes)
	  to provide better progress in  the  future,  one  should  accept
	  deterioration  from  one generation to the next. A limited life-
	  span in nature is not a sign of failure, but an important  means
	  of preventing a species from freezing genetically.

	  ESs  prove  to  be  successful  when compared to other iterative
	  methods on a large number of test problems (Schwefel 77).   They
	  are  adaptable  to nearly all sorts of problems in optimization,
	  because they need very little  information  about  the  problem,
	  especially  no derivatives of the objective function. For a list
	  of some 300 applications of EAs, see  the  SyS-2/92  report  (cf
	  Q14).   ESs are capable of solving high dimensional, multimodal,
	  nonlinear  problems   subject   to   linear   and/or   nonlinear
	  constraints.   The  objective  function  can  also,  e.g. be the
	  result of a SIMULATION, it does not have to be given in a closed
	  form.   This  also holds for the constraints which may represent
	  the outcome of, e.g. a finite elements method (FEM).   ESs  have
	  been  adapted  to VECTOR OPTIMIZATION problems (Kursawe 92), and
	  they can also serve as a heuristic for NP-complete combinatorial
	  problems like the TRAVELLING SALESMAN PROBLEM or problems with a
	  noisy or changing response surface.

	  References

	  Kursawe,  F.  (1992)   "   Evolution   strategies   for   vector
	  optimization",  Taipei, National Chiao Tung University, 187-193.

	  Kursawe, F. (1994) "  Evolution  strategies:  Simple  models  of
	  natural  processes?", Revue Internationale de Systemique, France
	  (to appear).

	  Rechenberg,   I.   (1973)   "Evolutionsstrategie:    Optimierung
	  technischer Systeme nach Prinzipien der biologischen Evolution",
	  Stuttgart: Fromman-Holzboog.

	  Schwefel,   H.-P.    (1977)    "Numerische    Optimierung    von
	  Computermodellen   mittels   der   Evolutionsstrategie",  Basel:
	  Birkhaeuser.

	  Schwefel, H.-P. (1987) "Collective  Phaenomena  in  Evolutionary
	  Systems",  31st  Annu.  Meet.  Inter'l  Soc.  for General System
	  Research, Budapest, 1025-1033.

------------------------------

Subject: Q1.4: What's a Classifier System (CFS)?

 The name of the Game
     First, a word on naming conventions is due, for no other paradigm  of
     EC  has  undergone  more  changes  to  it's name space than this one.
     Initially, Holland called his cognitive models  "Classifier  Systems"
     abbrv. with CS, and sometimes CFS, as can be found in [GOLD89].

     Whence Riolo came into play in 1986 and Holland added a reinforcement
     component to the overall design of a CFS, that emphasized its ability
     to learn. So, the word "learning" was prepended to the name, to make:
     "Learning Classifier Systems" (abbrv. to LCS).  On October 6-9,  1992
     the  "1st Inter'l Workshop on Learning Classifier Systems" took place
     at the NASA Johnson Space Center, Houston, TX.   A  summary  of  this
     "summit"  of  all  leading  researchers in LCS can be found on ENCORE
     (See Q15.3) in file CFS/papers/lcs92.ps.gz

     Today, the story continues, LCSs are sometimes subsumed under a "new"
     machine   learning   paradigm   called   "Evolutionary  Reinforcement
     Learning" or ERL for short, incorporating LCSs, "Q-Learning", devised
     by Watkins (1989), and a paradigm of the same name, devised by Ackley
     and Littman [ALIFEIII].

     And then, this latter statement  is  really  somewhat  confusing,  as
     Marco  Dorigo  has  pointed out in a letter to editors of this guide,
     since Q-Learning has no evolutionary component.  So  please  let  the
     Senior  Editor  explain:  When I wrote this part of the guide, I just
     had in mind that Q-Learning would make for a pretty good  replacement
     of   Holland's   bucket-brigade  algorithm,  so  I  used  this  litte
     speculation to see what comes out of it; in early December 95, almost
     two  years  later,  it  has  finally  caught  Marco's  attention. But
     meanwhile, I have been proven right: Wilson has suggested to  use  Q-
     Learning  in  CLASSIFIER  SYSTEM  (Wilson  1994) and Dorigo & Bersini
     (1994) have shown that Q-Learning and the  bucket-brigade  are  truly
     equivalent concepts.

     We  would therefore be allowed to call a CFS that uses Q-Learning for
     rule discovery, rather than a bucket-brigade, a Q-CFS, Q-LCS,  or  Q-
     CS; in any case would the result be subsumed under the term ERL, even
     if Q-Learning itself is not an evolutionary algorithm!

     Interestingly, Wilson  called  his  system  ZCS  (apparantly  no  "Q"
     inside),  while Dorigo & Bersini called their system a D-Max-VSCS, or
     "discounted max very simple classifier system" (and if  you  know  Q-
     Learning  at least the D-Max part of the name will remind you of that
     algorithm).  The latter paper can be found on Encore (see  Q15.3)  in
     file CFS/papers/sab94.ps.gz

     And  by  the  way  in [HOLLAND95] the term "classifier system" is not
     used anymore. You cannot find it in the index. It's a gone!   Holland
     now  stresses  the  adaptive  component  of his invention, and simply
     calls the resulting systems adaptive agents.  These agents  are  then
     implemented within the framework of his recent invention called ECHO.

     (See http://alife.santafe.edu/alife/software/echo.html for more.)

 On Schema Processors and ANIMATS
     So, to get back to the question above, "What  are  CFSs?",  we  first
     might  answer,  "Well,  there  are  many interpretations of Holland's
     ideas...what do you like to know in particular?"  And then we'd start
     with  a recitation from [HOLLAND75], [HOLLAND92], and explain all the
     SCHEMA processors, the broadcast language, etc.  But, we will take  a
     more  comprehensive,  and intuitive way to understand what CLASSIFIER
     SYSTEMs are all about.

     The easiest road to explore the very nature of classifier systems, is
     to take the animat (ANIMAl + ROBOT = ANIMAT) "lane" devised by Booker
     (1982) and later studied  extensively  by  Wilson  (1985),  who  also
     coined  the  term for this approach. Work continues on animats but is
     often  regarded  as  ARTIFICIAL   LIFE   rather   than   EVOLUTIONARY
     COMPUTATION.   This  thread  of  research has even its own conference
     series: "Simulation of Adaptive Behavior (SAB)" (cf  Q12),  including
     other   notions   from   machine  learning,  connectionist  learning,
     evolutionary robotics, etc.  [NB: the latter is obvious, if an animat
     lives  in  a  digital microcosm, it can be put into the real world by
     implantation   into   an   autonomous   robot   vehicle,   that   has
     sensors/detectors   (camera   eyes,  whiskers,  etc.)  and  effectors
     (wheels, robot arms, etc.); so  all  that's  needed  is  to  use  our
     algorithm  as  the  "brain"  of this vehicle, connecting the hardware
     parts with the software learning component.  For a fascinating  intro
     to the field see, e.g. Braitenberg (1984)]

     classifier  systems,  however,  are  yet  another  offspring  of John
     Holland's aforementioned book, and can be seen as one  of  the  early
     applications  of  GAs,  for  CFSs  use this evolutionary algorithm to
     adapt their behavior toward a changing ENVIRONMENT, as  is  explained
     below in greater detail.

     Holland  envisioned  a  cognitive  system  capable of classifying the
     goings on in its environment, and then reacting to  these  goings  on
     appropriately.  So  what is needed to build such a system? Obviously,
     we need (1) an environment; (2) receptors that tell our system  about
     the  goings  on;  (3)  effectors,  that let our system manipulate its
     environment; and (4) the system itself, conveniently a "black box" in
     this first approach, that has (2) and (3) attached to it, and "lives"
     in (1).

     In the animat  approach,  (1)  usually  is  an  artificially  created
     digital  world,  e.g.  in Booker's Gofer system, a 2 dimensional grid
     that contains "food" and "poison".  And the Gofer itself, that  walks
     across  this grid and tries (a) to learn to distinguish between these
     two items, and (b) survive well fed.

     Much the same for Wilson's animat, called  "*".  Yes,  it's  just  an
     asterisk,  and a "Kafka-esque naming policy" is one of the sign posts
     of the whole field; e.g. the  first  implementation  by  Holland  and
     Reitmann  1978  was  called CS-1, (cognitive system 1); Smith's Poker
     player LS-1 (1980)  followed  this  "convention".  Riolo's  1988  LCS
     implementations  on  top  of  his CFS-C library (cf Q20), were dubbed
     FSW-1 (Finite State World 1), and LETSEQ-1 (LETter SEQuence predictor
     1).

     So  from  the  latter  paragraph we can conclude that environment can
     also mean something completely different (e.g. an infinite stream  of
     letters,  time  serieses,  etc.)  than  in  the  animat approach, but
     anyway; we'll stick to it, and go on.

     Imagine a very simple animat, e.g. a  simplified  model  of  a  frog.
     Now,  we  know  that  frogs  live  in (a) Muppet Shows, or (b) little
     ponds; so we chose the latter as our demo environment  (1);  and  the
     former  for  a  non-Kafka-esque  name  of  our model, so let's dub it
     "Kermit".

     Kermit has eyes, i.e. sensorial input detectors (2); hands and  legs,
     i.e.    environment-manipulating   effectors  (3);  is  a  spicy-fly-
     detecting-and-eating device, i.e. a frog (4); so we  got  all  the  4
     pieces needed.

 Inside the Black Box
     The most primitive "black box" we can think of is a computer.  It has
     inputs (2), and outputs (3), and a message passing system  inbetween,
     that  converts  (i.e.,  computes), certain input messages into output
     messages, according to a set of rules, usually called  the  "program"
     of that computer.  From the theory of computer science, we now borrow
     the simplest of all program  structures,  that  is  something  called
     "production  system"  or  PS  for  short.   A PS has been shown to be
     computationally complete by Post (1943), that's why it  is  sometimes
     called  a  "Post  System",  and  later by Minsky (1967).  Although it
     merely consists of a set of if-then rules, it still resembles a full-
     fledged computer.

     We  now  term  a  single  "if-then" rule a "classifier", and choose a
     representation that makes it easy to manipulate these, for example by
     encoding  them  into  binary  strings.   We  then  term  the  set  of
     classifiers, a "classifier population", and immediately know  how  to
     breed  new  rules  for  our  system:  just  use  a GA to generate new
     rules/classifiers from the current POPULATION!

     All that's left are the messages  floating  through  the  black  box.
     They  should also be simple strings of zeroes and ones, and are to be
     kept in a data structure, we call "the message list".

     With all this given, we can imagine the goings on  inside  the  black
     box as follows: The input interface (2) generates messages, i.e., 0/1
     strings, that are written on the message list.  Then  these  messages
     are  matched  against  the condition-part of all classifiers, to find
     out which actions are to be triggered.   The  message  list  is  then
     emptied,  and  the  encoded  actions,  themselves  just messages, are
     posted to the message list.  Then, the output  interface  (3)  checks
     the message list for messages concerning the effectors. And the cycle
     restarts.

     Note, that it is possible in this set-up to have "internal messages",
     because  the message list is not emptied after (3) has checked; thus,
     the input interface messages are added to the initially  empty  list.
     (cf Algorithm CFS, LCS below)

     The  general  idea  of  the  CFS is to start from scratch, i.e., from
     tabula rasa  (without  any  knowledge)  using  a  randomly  generated
     classifier  population,  and  let  the  system  learn  its program by
     induction, (cf Holland et al. 1986), this reduces the input stream to
     recurrent  input patterns, that must be repeated over and over again,
     to enable the animat to classify its  current  situation/context  and
     react on the goings on appropriately.

 What does it need to be a frog?
     Let's  take a look at the behavior emitted by Kermit. It lives in its
     digital microwilderness where it moves around  randomly.   [NB:  This
     seemingly  "random"  behavior  is not that random at all; for more on
     instinctive, i.e., innate behavior  of  non-artificial  animals  see,
     e.g.  Tinbergen (1951)]

     Whenever  a  small flying object appears, that has no stripes, Kermit
     should eat it, because it's very likely a spicy fly, or other  flying
     insect.   If it has stripes, the insect is better left alone, because
     Kermit had better not bother with wasps, hornets, or bees.  If Kermit
     encounters a large, looming object, it immediately uses its effectors
     to jump away, as far as possible.

     So, part of these behavior patterns within the "pond  world",  in  AI
     sometimes called a "frame," from traditional knowledge representation
     techniques, Rich (1983), can be expressed in a set of "if <condition>
     then <action>" rules, as follows:

	  IF small, flying object to the left THEN send @
	  IF small, flying object to the right THEN send %
	  IF small, flying object centered THEN send $
	  IF large, looming object THEN send !
	  IF no large, looming object THEN send *
	  IF * and @ THEN move head 15 degrees left
	  IF * and % THEN move head 15 degrees right
	  IF * and $ THEN move in direction head pointing
	  IF ! THEN move rapidly away from direction head pointing

     Now,  this set of rules has to be encoded for use within a CLASSIFIER
     SYSTEM.  A possible encoding of the above rule set in  CFS-C  (Riolo)
     classifier   terminology.   The   condition   part  consists  of  two
     conditions, that are combined with a logical AND, thus  must  be  met
     both  to  trigger  the  associated action. This structure needs a NOT
     operation, (so we get NAND, and know from hardware  design,  that  we
     can  build  any computer solely with NANDs), in CFS-C this is denoted
     by the `~' prefix character (rule #5).

	  IF             THEN
	   0000,  00 00  00 00
	   0000,  00 01  00 01
	   0000,  00 10  00 10
	   1111,  01 ##  11 11
	  ~1111,  01 ##  10 00
	   1000,  00 00  01 00
	   1000,  00 01  01 01
	   1000,  00 10  01 10
	   1111,  ## ##  01 11

     Obviously, string `0000' denotes small, and `00' in the fist part  of
     the  second  column,  denotes flying.  The last two bits of column #2
     encode the direction of the  object  approaching,  where  `00'  means
     left, `01' means right, etc.

     In  rule  #4  a the "don't care symbol" `#' is used, that matches `1'
     and `0',  i.e.,  the  position  of  the  large,  looming  object,  is
     completely   arbitrary.   A  simple  fact,  that  can  save  Kermit's
     (artificial) life.

 PSEUDO CODE (Non-Learning CFS)
     Algorithm CFS is

	  // start with an initial time
	  t := 0;

	  // an initially empty message list
	  initMessageList ML (t);

	  // and a randomly generated population of classifiers
	  initClassifierPopulation P (t);

	  // test for cycle termination criterion (time, fitness, etc.)
	  while not done do

	       // increase the time counter
	       t := t + 1;

	       // 1. detectors check whether input messages are present
	       ML := readDetectors (t);

	       // 2. compare ML to the classifiers and save matches
	       ML' := matchClassifiers ML,P (t);

	       // 3. process new messages through output interface
	       ML := sendEffectors ML' (t);
	  od
     end CFS.

     To convert the previous, non-learning CFS into a learning  CLASSIFIER
     SYSTEM,  LCS,  as  has  been proposed in Holland (1986), it takes two
     steps:

     (1)   the major cycle has to be changed such that the  activation  of
	   each  classifier depends on some additional parameter, that can
	   be modified as a result of experience, i.e. reinforcement  from
	   the ENVIRONMENT;

     (2)   and/or  change  the  contents  of  the  classifier  list, i.e.,
	   generate  new  classifiers/rules,  by  removing,   adding,   or
	   combining condition/action-parts of existing classifiers.

     The algorithm thus changes accordingly:

 PSEUDO CODE (Learning CFS)
     Algorithm LCS is

	  // start with an initial time
	  t := 0;

	  // an initially empty message list
	  initMessageList ML (t);

	  // and a randomly generated population of classifiers
	  initClassifierPopulation P (t);

	  // test for cycle termination criterion (time, fitness, etc.)
	  while not done do

	       // increase the time counter
	       t := t + 1;

	       // 1. detectors check whether input messages are present
	       ML := readDetectors (t);

	       // 2. compare ML to the classifiers and save matches
	       ML' := matchClassifiers ML,P (t);

	       // 3. highest bidding classifier(s) collected in ML' wins the
	       // "race" and post the(ir) message(s)
	       ML' := selectMatchingClassifiers ML',P (t);

	       // 4. tax bidding classifiers, reduce their strength
	       ML' := taxPostingClassifiers ML',P (t);

	       // 5. effectors check new message list for output msgs
	       ML := sendEffectors ML' (t);

	       // 6. receive payoff from environment (REINFORCEMENT)
	       C := receivePayoff (t);

	       // 7. distribute payoff/credit to classifiers (e.g. BBA)
	       P' := distributeCredit C,P (t);

	       // 8. Eventually (depending on t), an EA (usually a GA) is
	       // applied to the classifier population
	       if criterion then
		    P := generateNewRules P' (t);
	       else
		    P := P'
	  od
     end LCS.

 What's the problem with CFSs?
     Just  to list the currently known problems that come with CFSs, would
     take some additional pages; therefore only  some  interesting  papers
     dealing  with  unresolved riddles are listed; probably the best paper
     containing most of these is the aforementioned  summary  of  the  LCS
     Workshop:

     Smith,  R.E.  (1992) "A report on the first Inter'l Workshop on LCSs"
     avail. from ENCORE (See Q15.3) in file CFS/papers/lcs92.ps.gz

     Other noteworthy critiques on LCSs include:

     Wilson, S.W. (1987)  "Classifier  Systems  and  the  Animat  Problem"
     Machine Learning, 2.

     Wilson,  S.W.  (1988)  "Bid Competition and Specificity Reconsidered"
     Complex Systems, 2(5):705-723.

     Wilson, S.W. & Goldberg, D.E. (1989) "A critical review of classifier
     systems" [ICGA89], 244-255.
     Goldberg,  D.E., Horn, J. & Deb, K. (1992) "What makes a problem hard
     for a classifier system?"  (containing the Goldberg  citation  below)
     is    also    available    from    Encore   (See   Q15.3)   in   file
     CFS/papers/lcs92-2.ps.gz

     Dorigo, M. (1993) "Genetic  and  Non-genetic  Operators  in  ALECSYS"
     Evolutionary  Computation,  1(2):151-164.   The technical report, the
     journal article is based on is avail. from Encore (See Q15.3) in file
     CFS/papers/icsi92.ps.gz

     Smith,  R.E.  Forrest,  S.  &  Perelson,  A.S.  (1993) "Searching for
     Diverse,   Cooperative   POPULATIONs   with    Genetic    Algorithms"
     Evolutionary Computation, 1(2):127-149.

 Conclusions?
     Generally speaking:  "There's much to do in CFS research!"

     No  other  notion of EC provides more space to explore and if you are
     interested in a PhD in the field, you might want  to  take  a  closer
     look  at  CFS.   However,  be warned!, to quote Goldberg: "classifier
     systems  are  a  quagmire---a  glorious,  wondrous,  and    inventing
     quagmire, but a quagmire nonetheless."

     References

     Booker, L.B. (1982) "Intelligent behavior as an adaption to the  task
     environment" PhD Dissertation, Univ. of Michigan, Logic of  Computers
     Group, Ann Arbor, MI.

     Braitenberg,   V.   (1984)   "Vehicles:   Experiments   in  Synthetic
     Psychology" Boston, MA: MIT Press.

     Dorigo M. & H.  Bersini  (1994).  "A  Comparison  of  Q-Learning  and
     Classifier  Systems."   Proceedings of From Animals to Animats, Third
     International Conference on SIMULATION of Adaptive Behavior  (SAB94),
     Brighton,  UK, D.Cliff, P.Husbands, J.-A.Meyer and S.W.Wilson (Eds.),
     MIT                          Press,                          248-255.
     http://iridia.ulb.ac.be/dorigo/dorigo/conferences/IC.11-SAB94.ps.gz

     Holland,  J.H.  (1986)  "Escaping  Brittleness:  The possibilities of
     general-purpose learning algorithms applied  to  parallel  rule-based
     systems".  In:  R.S. Michalski, J.G. Carbonell & T.M. Mitchell (eds),
     Machine  Learning:  An  Artificial  Intelligence  approach,  Vol  II,
     593-623, Los Altos, CA: Morgan Kaufman.

     Holland,  J.H.,  et  al.  (1986)  "Induction: Processes of Inference,
     Learning, and Discovery", Cambridge, MA: MIT Press.

     Holland, J.H. (1992) "Adaptation in natural and  artificial  systems"
     Boston, MA: MIT Press.

     Holland, J.H. (1995) "Hidden Order: How adaptation builds complexity"
     Reading, MA: Addison-Wesley. [HOLLAND95]:

     Holland, J.H. & Reitman, J.S.  (1978)  "Cognitive  Systems  based  on
     Adaptive  Algorithms" In D.A. Waterman & F.Hayes-Roth, (eds) Pattern-
     directed inference systems. NY: Academic Press.

     Minsky,  M.L.   (1961)   "Steps   toward   Artificial   Intelligence"
     Proceedings  IRE, 49, 8-30. Reprinted in E.A. Feigenbaum & J. Feldman
     (eds) Computers and Thought, 406-450, NY: McGraw-Hill, 1963.

     Minsky, M.L.  (1967)  "Computation:  Finite  and  Infinite  Machines"
     Englewood Cliffs, NJ: Prentice-Hall.

     Post,  Emil L. (1943) "Formal reductions of the general combinatorial
     decision problem" American Journal of Mathematics, 65, 197-215.

     Rich, E. (1983) "Artificial Intelligence" NY: McGraw-Hill.

     Tinbergen, N. (1951) "The Study of Instinct" NY: Oxford Univ.  Press.

     Watkins,  C. (1989) "Learning from Delayed Rewards" PhD Dissertation,
     Department of Psychology, Cambridge Univ., UK.

     Wilson, S.W. (1985) "Knowledge growth in  an  artificial  animal"  in
     [ICGA85], 16-23.

     Wilson,  S.W.  (1994)  "ZCS:  a zeroth level classifier system" in EC
     2(1), 1-18.

------------------------------

Subject: Q1.5: What's Genetic Programming (GP)?

     GENETIC PROGRAMMING is the extension of the genetic model of learning
     into  the space of programs. That is, the objects that constitute the
     POPULATION  are  not  fixed-length  character  strings  that   encode
     possible  solutions  to  the problem at hand, they are programs that,
     when executed, "are" the candidate solutions to  the  problem.  These
     programs  are expressed in genetic programming as parse trees, rather
     than as lines of code.  Thus, for example, the simple program "a +  b
     * c" would be represented as:

		 +
		/ \
		a  *
		 / \
		 b  c

     or,  to  be  precise,  as suitable data structures linked together to
     achieve this effect. Because this is a very simple thing to do in the
     programming language Lisp, many GPers tend to use Lisp. However, this
     is simply an implementation detail. There are straightforward methods
     to implement GP using a non-Lisp programming environment.

     The  programs  in  the  population  are composed of elements from the
     FUNCTION SET and the TERMINAL SET, which are typically fixed sets  of
     symbols selected to be appropriate to the solution of problems in the
     domain of interest.

     In GP the CROSSOVER  operation  is  implemented  by  taking  randomly
     selected  subtrees in the INDIVIDUALs (selected according to FITNESS)
     and exchanging them.

     It should be pointed out that GP usually does not use any MUTATION as
     a GENETIC OPERATOR.

     More  information  is  available  in  the  GP mailing list FAQ.  (See
     Q15.2) and from http://www-cs-faculty.stanford.edu/~koza/

------------------------------

     Copyright (c) 1993-1997 by J. Heitkoetter and D. Beasley, all  rights
     reserved.

     This  FAQ  may be posted to any USENET newsgroup, on-line service, or
     BBS as long as it  is  posted  in  its  entirety  and  includes  this
     copyright  statement.   This FAQ may not be distributed for financial
     gain.  This FAQ may not be  included  in  commercial  collections  or
     compilations without express permission from the author.

End of ai-faq/genetic/part2
***************************



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