Genetic algorithm individual vs chromosome - genetic-algorithm

I am trying to understand genetic algorithm principles. I am following this http://www.ai-junkie.com/ga/intro/gat2.html and this tutorial: Second tutorial. Both of these tutorials mention terms such as individuals and chromosomes in search space (a space where possible solutions are living).
When following the second tutorial, I somehow read from there that individual is actually same as chromosome. So is it true that actually solutions in a population are chromosomes? If so, why is even the term individual used?

Yes, they are often used interchangeably. However, some would say that the difference is like computer code vs the output of that code. A chromosome encodes an individual (but the individual is not a chromosome). Also like a genotype encodes a phenotype.

Okay, based on this tutorial paper: http://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=538609
I have concluded that chromosome can be represented by genes of chromosome and gene is one part of chromosome. So to sum it up, individuals can be called as chromosomes as well.
I think I have made right conclusions.

Related

Algorithm: Understand when two lines chart are similar

I am trying to develop a script capable of understanding when two lines chart are similar (they have similar direction or similar values).
For instance suppose I have two arrays:
array1 = [0,1,2,3,4,5,6,7,8,9,10];
array2 = [2,3,4,5,6,7,8,8,10,11,12];
As you can see they both growth and their values are quite similar.
At the moment I have found a perfectly working solution using a DTW algorithm.
The problem is that the DTW has a "training part" very fast (I just have to store a lot of lines chart) but it has a heavy prediction part because it compares the last line chart with all the others in memory.
So my question is: is it possible to move the computational complexity time during the training part in order to have a faster prediction?
For example creating a search tree or something like that?
And if it is possible accordingly to which specific value can I cluster the information?
Do you have any advice or useful links?
It is often possible by mapping the objects from your domain to a linear space. For example, you can see how that works for word embeddings in natural languages (word2vec tutorial, skip to "Visualizing the Learned Embeddings"). In this setting, similarity between objects is defined by a distance in the linear space, which is very fast to compute.
How complex should the mapping be in your case greatly depends on your data: how diverse are the charts and what kind of similarity you wish to capture.
In your example with two vectors, it's possible to compute a single value: the slope of the regression line. This will probably work is your charts are "somewhat linear" in nature. If you'd like to capture sinusoidal patterns as well, you can try to normalize the time series by subtracting the first value. Again, in your particular example it'll show a perfect fit.
Bottom line: complexity of the mapping is determined by the complexity of the data.
If they always have the same length, Pearson correlation should be much more appropriate, and much faster.
If you standardize your vectors, Pearson is Euclidean and you can use any multidimensional search tree for further acceleration.

GA Chromosome Representation with bits of different importance

In a genetic algorithm, is it ok to encode the chromosome in a way such that some bits have more importance than other bits in the same chromosome? For example, the (index%2==0)/(2,4,6,..) bit is more important than (index%2!=0)/(1,3,5,..) bits. For example, if the bit 2 has value in range [1,5], we consider the value of bit 3, and if the bit 2 has value 0, the value of bit 3 makes no effect.
For example, if the problem is that we have multiple courses to be offered by a school and we want to know which course should be offered in the next semester and which should not, and if a course should be offered who should teach that course and when he/she should teach it. So one way to represent the problem is to use a vector of length 2n, where n is the number of courses. Each course is represented by a 2-tuple (who,when), where when is when the course should be taught and who is who should teach it. The tuple in the i-th position holds assignment for the i-th course. Now the possible values for who are the ids of the teachers [1-10], and the possible values for when are all possible times plus 0, where 0 means at no time which means the course should not be offered.
Now is it ok to have two different tuples with the same fitness? For instance, (3,0) and (2,0) are different values for the i-th course but they mean the same thing, this course should not be offered since we don't care about who if when=0. Or should I add 0 to who so that 0 means taught by no one and a tuple means that the corresponding course should not be offered if and only if its value is (0,0). But how about (0,v) and (v,0), where v>0? should I consider these to mean that the course should not be offered? I need help with this please.
I'm not sure I fully understand your question but I'll try to answer as best I can.
When using genetic algorithms to solve problems you can have a lot of flexibility in how it's encoded. Broadly, there are two places where certain bits can have more prominence: In the fitness function or in the implementation of the algorithms (namely selection, crossover and mutation). If you want to change the prominence of certain bits in the fitness function I'd go ahead. This would encourage the behaviour you want and generally lead towards a solution where certain bits are more prominent.
I've worked with a lot of genetic algorithms where the fitness function gives some bits (or groupings of bits) more weight than others. It's fairly standard.
I'd be a lot more careful when making certain bits more prominent than others in the genetic algorithm implementation. I've worked with algorithms that only allow certain bits to mutate, or that can only crossover at certain points. Sometimes they can work well (sometimes they're necessary given the problem) but for the most part they're a lot harder to get right, and more prone to problems like premature convergence.
EDIT:
In answer to the second part of your question, and your comments:
The best way to deal with situations where a course should not be offered is probably in the fitness function. Simply give a low score (or no score) to these. The same applies to course duplicates in a chromosome. In theory, this should discourage them from becoming a prevalent part of your population. Alternatively, you could apply a form of "culling" every generation, which completely removes chromosome which are not viable from the population. You can probably mix the two by completely excluding chromosomes with no fitness score from selection.
From what you've said about the problem it sounds like having non-viable chromosomes is probably going to be common. This doesn't have to be a problem. If your fitness function is encoded well, and you use the correct selection and crossover methods it shouldn't be an issue. As long as the more viable solutions are fitter you should be able to evolve a good solution.
In some cases it's a good idea to stop crossover at certain points in the chromosomes. It sounds like this might be the case, but again, without knowing more about your implementation it's hard to say.
I can't really give a more detailed answer without knowing more about how you plan to implement the algorithm. I'm not really familiar with the problem either. It's not something I've ever done. If you add a bit more detail on how you plan to encode the problem and fitness function I may be able to give more specific advise.

How genetic algorithm is different from random selection and evaluation for fittest?

I have been learning the genetic algorithm since 2 months. I knew about the process of initial population creation, selection , crossover and mutation etc. But could not understand how we are able to get better results in each generation and how its different than random search for a best solution. Following I am using one example to explain my problem.
Lets take example of travelling salesman problem. Lets say we have several cities as X1,X2....X18 and we have to find the shortest path to travel. So when we do the crossover after selecting the fittest guys, how do we know that after crossover we will get a better chromosome. The same applies for mutation also.
I feel like its just take one arrangement of cities. Calculate the shortest distance to travel them. Then store the distance and arrangement. Then choose another another arrangement/combination. If it is better than prev arrangement, then save the current arrangement/combination and distance else discard the current arrangement. By doing this also, we will get some solution.
I just want to know where is the point where it makes the difference between random selection and genetic algorithm. In genetic algorithm, is there any criteria that we can't select the arrangement/combination of cities which we have already evaluated?
I am not sure if my question is clear. But I am open, I can explain more on my question. Please let me know if my question is not clear.
A random algorithm starts with a completely blank sheet every time. A new random solution is generated each iteration, with no memory of what happened before during the previous iterations.
A genetic algorithm has a history, so it does not start with a blank sheet, except at the very beginning. Each generation the best of the solution population are selected, mutated in some way, and advanced to the next generation. The least good members of the population are dropped.
Genetic algorithms build on previous success, so they are able to advance faster than random algorithms. A classic example of a very simple genetic algorithm, is the Weasel program. It finds its target far more quickly than random chance because each generation it starts with a partial solution, and over time those initial partial solutions are closer to the required solution.
I think there are two things you are asking about. A mathematical proof that GA works, and empirical one, that would waive your concerns.
Although I am not aware if there is general proof, I am quite sure at least a good sketch of a proof was given by John Holland in his book Adaptation in Natural and Artificial Systems for the optimization problems using binary coding. There is something called Holland's schemata theoerm. But you know, it's heuristics, so technically it does not have to be. It basically says that short schemes in genotype raising the average fitness appear exponentially with successive generations. Then cross-over combines them together. I think the proof was given only for binary coding and got some criticism as well.
Regarding your concerns. Of course you have no guarantee that a cross-over will produce a better result. As two intelligent or beautiful parents might have ugly stupid children. The premise of GA is that it is less likely to happen. (As I understand it) The proof for binary coding hinges on the theoerm that says a good partial patterns will start emerging, and given that the length of the genotype should be long enough, such patterns residing in different specimen have chance to be combined into one improving his fitness in general.
I think it is fairly easy to understand in terms of TSP. Crossing-over help to accumulate good sub-paths into one specimen. Of course it all depends on the choice of the crossing method.
Also GA's path towards the solution is not purely random. It moves towards a certain direction with stochastic mechanisms to escape trappings. You can lose best solutions if you allow it. It works because it wants to move towards the current best solutions, but you have a population of specimens and they kind of share knowledge. They are all similar, but given that you preserve diversity new better partial patterns can be introduced to the whole population and get incorporated into the best solutions. This is why diversity in population is regarded as very important.
As a final note please remember the GA is a very broad topic and you can modify the base in nearly every way you want. You can introduce elitarism, taboos, niches, etc. There is no one-and-only approach/implementation.

Detect an a priori unknown pattern in dataset

Are there any algorithms/tools to detect an a priori unknown pattern in input sequence of discrete symbols?
For example, for string "01001000100001" it is something like ("0"^i"1"),
and for "01001100011100001111" it is like ("0"^i"1"^i)
I've found some approaches but they are applied when a set of patterns to detect in a sequence is a priori known. I've also found the sequitur algorithm for hierarchical structure detection in data but it does not work when the sequence is like "arithmetic progression" like in my examples.
So I'll be very thankful for any information about method/algorithm/tool/scientific paper.
I believe that as someone pointed out, the general case is not solvable. Douglas Hofstadter spent a lot of time studying this problem, and describes some approaches (some automated, some manual), see the first chapter of:
http://www.amazon.com/Fluid-Concepts-And-Creative-Analogies/dp/0465024750
I believe his general approach was to do use an AI search algorithm (depth or breadth first search combined with some good heuristics). Using the algorithm would generate possible sequences using different operators (such as repeat the previous digit i times, or i/2 times) and follow branches in the search tree where the operations specified by the nodes along that branch had correctly predicted the next digit(s), until it can successfully predict the sequence far enough ahead that you are satisfied that it has the correct answer. It would then output the sequence of operations that constitute the pattern (although these operations need to be designed by the user as building blocks for the pattern generation).
Also, genetic programming may be able to solve this problem.

Match-three puzzle games algorithm

I am trying to write a match-three puzzle game like 'call of Atlantis' myself. The most important algorithm is to find out all possible match-three possibilities. Is there any open source projects that can be referenced? Or any keywords to the algorithm? I am trying to look for a faster algorithm to calculate all possibilities. Thanks.
To match 3 objects using one swap, you need already 2 objects lined up in the right way. Identify these pairs first. Then there are just a few possibilities from where a third object can be swapped in. Try to encode these patterns.
For smaller boards the easy brute force algorithm (try out all possible swaps and check if three objects line up in the neighborhood after a swap) may be sufficient.
Sorry, I can't say much more without a more precise description.

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