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An Introduction to Genetic Algorithms - Boente

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Chapter 3: <strong>Genetic</strong> <strong>Algorithms</strong> in Scientific Models<br />

enough energy in its internal s<strong>to</strong>re. Agents reproduce by copying their genomes (subject <strong>to</strong> mutation at low<br />

probability). In addition <strong>to</strong> this direct copying, two spatially nearby agents can <strong>to</strong>gether produce offspring via<br />

crossover. There is no explicit given ("exogenous") fitness function for evaluating a genome, as there was in<br />

Hin<strong>to</strong>n and Nowlan's model and as there are in most engineering applications of GAs. Instead, the fitness of<br />

an agent (as well as the rate at which a population turns over) is "endogenous" it emerges from many actions<br />

and interactions over the course of the agent's lifetime. This feature distinguishes many GAs used in<br />

artificial−life models from those used in engineering applications.<br />

At each time step t in an agent's life, the agent uses its evaluation network <strong>to</strong> evaluate its current state. The<br />

difference between the current evaluation and that computed at step t 1 serves as a reinforcement signal<br />

judging the action the agent <strong>to</strong>ok at t 1, and is used <strong>to</strong> modify the weights in the action network. The hope is<br />

that an agent will learn <strong>to</strong> act in ways that lead <strong>to</strong> "better" states, where "better" is defined by that particular<br />

agent's inborn evaluation network. After this learning step, the agent uses its modified action network <strong>to</strong><br />

determine its next action.<br />

Ackley and Littman observed many interesting phenomena in their experiments with this model. First, they<br />

wanted <strong>to</strong> see whether or not the combination of evolution and learning produced any survival advantage <strong>to</strong> a<br />

population. They measured the "performance" of the system by determining how long a population can<br />

survive before becoming extinct, and they compared the performances of ERL (evolution plus learning), E<br />

(evolution alone with no learning), L (learning alone with no evolution—i.e., no reproduction, mutation, or<br />

crossover), and two controls: F (fixed random weights) and B ("Brownian" agents that ignore any inputs and<br />

move at random). This kind of comparison is typical of the sort of experiment that can be done with a<br />

computer model; such an experiment would typically be impossible <strong>to</strong> carry out with real living systems.<br />

Figure 3.7: The distribution of population lifetimes for 100 runs for the ERL strategy and four variations:<br />

evolution only (E), learning only (L), fixed random weights (F), and random (Brownian) movements (B).<br />

Each plot gives the percentage of runs on which the population became extinct by a certain number of time<br />

steps. For example, the point marked with a diamond indicates that 60% of the E (evolution only) populations<br />

were extinct by ~ 1500 time steps. (Reprinted from Chris<strong>to</strong>pher G. Lang<strong>to</strong>n et al., eds., Artificial Life:<br />

Volume II; © 1992 Addison−Wesley Publishing Company, Inc. Reprinted by permission of the publisher.)<br />

The comparisons were made by doing a number of runs with each variation of the model, letting each run go<br />

until either all agents had died out or a million time steps had taken place (at each time step, each agent in the<br />

population moves), and recording, for each variation of the model, the percent of runs in which the population<br />

had gone extinct at each time step. Figure 3.7 plots the results of these comparisons. The x axis gives a log<br />

scale of time, and the y axis gives the percent of populations that had gone extinct by a given time.<br />

Figure 3.7 reveals some unexpected phenomena. Evolution alone (E) was not much better than fixed random<br />

initial weights, and, strangely, both performed considerably worse than random Brownian motion. Learning<br />

seemed <strong>to</strong> be important for keeping agents alive, and learning alone (L) was almost as successful as evolution<br />

and learning combined (ERL). However, ERL did seem <strong>to</strong> have a small advantage over the other strategies.<br />

Ackley and Littman (1992, p. 497) explained these phenomena by speculating that "it is easier <strong>to</strong> generate a<br />

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