遗传算法(GA)和遗传规划(GP)是一个有趣的研究领域。

我想知道你使用GA/GP解决的具体问题,以及如果你没有自己的库/框架,你使用了什么库/框架。

问题:

你用GA/GP解决过什么问题? 你使用了哪些库/框架?

我在寻找第一手的经验,所以请不要回答,除非你有。


当前回答

首先,Jonathan Koza的《遗传编程》(在亚马逊上)几乎是一本关于遗传和进化算法/编程技术的书,有很多例子。我强烈建议你去看看。

As for my own use of a genetic algorithm, I used a (home grown) genetic algorithm to evolve a swarm algorithm for an object collection/destruction scenario (practical purpose could have been clearing a minefield). Here is a link to the paper. The most interesting part of what I did was the multi-staged fitness function, which was a necessity since the simple fitness functions did not provide enough information for the genetic algorithm to sufficiently differentiate between members of the population.

其他回答

我为我的公司在1992年为货运业开发的3D激光表面轮廓系统开发了一个家庭酿造GA。 该系统依赖于三维三角测量,并使用了定制的激光线扫描仪,512x512相机(具有定制的捕获hw)。相机和激光之间的距离永远不会是精确的,相机的焦点也不会在你期望的256,256的位置找到!

尝试使用标准几何和模拟退火式方程求解来计算校准参数是一场噩梦。

遗传算法在一个晚上就完成了,我创建了一个校准立方体来测试它。我知道立方体的精度很高,因此我的想法是,我的遗传算法可以为每个扫描单元进化一组自定义三角测量参数,以克服生产变化。

这招很管用。退一步说,我简直目瞪口呆!在大约10代的时间里,我的“虚拟”立方体(由原始扫描生成并根据校准参数重新创建)实际上看起来像一个立方体!经过大约50代之后,我得到了我需要的校准。

I used a simple genetic algorithm to optimize the signal to noise ratio of a wave that was represented as a binary string. By flipping the the bits certain ways over several million generations I was able to produce a transform that resulted in a higher signal to noise ratio of that wave. The algorithm could have also been "Simulated Annealing" but was not used in this case. At their core, genetic algorithms are simple, and this was about as simple of a use case that I have seen, so I didn't use a framework for generation creation and selection - only a random seed and the Signal-to-Noise Ratio function at hand.

在大学期间,我们使用NERO(神经网络和遗传算法的结合)来教游戏中的机器人做出智能决策。非常酷。

There was an competition on codechef.com (great site by the way, monthly programming competitions) where one was supposed to solve an unsolveable sudoku (one should come as close as possible with as few wrong collumns/rows/etc as possible).What I would do, was to first generate a perfect sudoku and then override the fields, that have been given. From this pretty good basis on I used genetic programming to improve my solution.I couldn't think of a deterministic approach in this case, because the sudoku was 300x300 and search would've taken too long.

进化计算研究生班: 开发了TopCoder马拉松比赛49:megpartty的解决方案。我的小组正在测试不同的域表示法,以及不同的表示法如何影响ga找到正确答案的能力。我们为这个问题编写了自己的代码。

Neuroevolution and Generative and Developmental Systems, Graduate Class: Developed an Othello game board evaluator that was used in the min-max tree of a computer player. The player was set to evaluate one-deep into the game, and trained to play against a greedy computer player that considered corners of vital importance. The training player saw either 3 or 4 deep (I'll need to look at my config files to answer, and they're on a different computer). The goal of the experiment was to compare Novelty Search to traditional, fitness-based search in the Game Board Evaluation domain. Results were relatively inconclusive, unfortunately. While both the novelty search and fitness-based search methods came to a solution (showing that Novelty Search can be used in the Othello domain), it was possible to have a solution to this domain with no hidden nodes. Apparently I didn't create a sufficiently competent trainer if a linear solution was available (and it was possible to have a solution right out of the gates). I believe my implementation of Fitness-based search produced solutions more quickly than my implementation of Novelty search, this time. (this isn't always the case). Either way, I used ANJI, "Another NEAT Java Implementation" for the neural network code, with various modifications. The Othello game I wrote myself.