EFTA01125582.pdf
dataset_9 pdf 4.1 MB • Feb 3, 2026 • 74 pages
CULTURAL ALGORITHMS:
A TUTORIAL
DR. ROBERT G. REYNOLDS
WAYNE STATE UNIVERSITY
DETROIT, MICHIGAN
EFTA01125582
OUTLINE
• I. Ideational Theories of Cultural Evolution
• II. Cultural Algorithms: A Computational Framework
• III. General Features
• IV. Suitable Problems
• V. Designing Cultural Algorithms
• Embedding a weak method into the Cultural Algorithm
Framework: A Genetic Algorithm Example
• IV. Example Applications
• V. Future Directions
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Ideational Approaches to Cultural
Evolution
• Edward B. Tylor was the first to introduce the term "Culture" in his two
volume book on Primitive Culture in 1881.
• He described culture as "that complex whole which includes knowledge,
belief, art, morals, customs, and any other capabilities and habits acquired by
man as a member of society".
• Early approaches to studying culture focused on classification of cultures
worldwide into groups based upon "adhesions" between cultural elements.
• George Murdoch (1957) produced a "catalog" of 565 cultures based upon 30
sample characteristics.
• Research in Cybernetics and Systems Theory in 1960's spawned new views
of culture as a system that interacted with its environment. It provided
regulatory mechanisms that provide positive and negative feedback that can
respectively amplify and counteract behavioral deviations of individuals
within a cultural group. Flannery 1968.
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Ideational Approaches Continued
• In the 1960's Cultural Ecology emerged as a discipline concerned with
the nature of the interactions between the cultural system and its
environment.
• In the 1970's saw a new emphasis on how culture shaped the flow of
information in a system, a generalization of the cultural ecology
perspective.
• Geertz (1973)"Culture is the fabric of meaning in terms of which
human beings interpret their experience and guide their actions.
• Durham(1990)"Culture is shared ideational phenomena (values, ideas,
beliefs, and the like)". Less purposeful.
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CULTURAL ALGORITHMS ARE COMPUTATIONAL
MODLES OF CULTURAL EVOLUTION
BASIC PSEUDOCODE FOR CURTURAL ALGORITHMS
IS A AS FOLLOWS:
Begin
t=0;
Initialize Population POP(t);
Initialize Belief Space BLF(t);
repeat
Evaluate Population POP(t);
Adjust(BLF(t), Accept(POP(t)));
Adjust(BLF(t));
Variation(POP(t) from POP(t-1));
until termination condition achieved
End
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Belief Space
Adjust
Vote Promote
f Acceptance Communication
Influence Protocol
Function Function
Reproduce,
erformance
Modify
Inherit
Function
Population Space
The cultural algorithm components consists of a belief space and a population space. The components
interacts through a communication protocol
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General Features
• Dual Inheritance (at population and knowledge levels)
• Knowledge are "beacons" that guide evolution of the population
• Supports hierarchical structuring of population and belief spaces.
• Domain knowledge separated from individuals(e.g. ontologies)
• Supports self adaptation at various levels
• Evolution can take place at different rates at different levels ("Culture
evolves 10 times faster than the biological component").
• Supports hybrid approaches to problem solving.
• A computational framework within which many all of the different
models of cultural change can be expressed.
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Hybrid System:
Weak Search Method
+
Knowledge-based Method
Search Bias, Guide
Knowledge
Reproduce Performance
Modify Function
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Can support the emergence of hierarchical structures in both
the belief and population spaces
•
i
( GcNOCOP's
GA
,.....population
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Suitable Problems
• Significant amount of domain knowledge (e.g. constrained
optimization problems).
• Complex Systems where adaptation can take place at various levels at
various rates in the population and belief space.
• Knowledge is in different forms and needs to be reasoned about in
different ways.
• Hybrid systems that require a combination of search and knowledge
based frameworks.
• Problem solution requires multiple populations and multiple belief
spaces and their interaction.
• Hierarchically structured problem environments where hierarchically
structured population and knowledge elements can emerge.
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II. Designing Cultural
Algorithms
• 1. Design of the knowledge component
• A. Ontological knowledge (shared common concepts for a domain)
representation
• B. Constraint knowledge representation
• C. Solution representation
• D. Which will be modified? Update function for each modifiable
component.
• E. Knowledge Maintenance
• 2. Design of the Population Component
• A. State variables that determine solution behavior
• B. How those variables are used to produce a problem solving strategy
or behavior.
• C. How such behavior is evaluated?
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Designing Cultural Algorithms:
Embedding a Weak Method
• Use Genetic Algorithms as an example population model. Show how it
can be embedded in the Cultural Framework for a sequence of
increasingly complex problems.
• Whether you begin with the belief level or the population level
depends on the problem. That is, which of the two is more constrained
by the problem?
• Classification Problems Vs. Construction Problems. With former often
start with the belief space, with the latter the population space. In real
world situations may have both, select the most constrained of the two.
• In either case, iterate between the two adding detail as you go.
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The Genetic
Algorithm(Davis,1991)
• 1. Initialize a population of chromosomes
• 2. Evaluate each chromosome in the population
• 3. Create new chromosomes by mating current chromosomes: apply
mutation and crossover as the parent chromosomes mate.
• 4. Delete members of the population to make room for the new
chromosomes.
• 5. Evaluate the new chromosomes and insert them into the population.
• 6. If time is up, stop and return the best chromosome; if not go to 3.
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A Classification Problem
• Mastermind problem.
• Guess the set of objects that the oracle has
in mind.
• Can only get information about whether a
specific object is included or not.
• Card Problem.
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Cards are divided into two independent categories: suit and
face.
Face Values
all
faces
Ace King Queen Jack
Suit Values
all
black red
spades clubs hearts diamonds
Based upon this a possible population is
[Suit I Face]
Generate examples at random
Accept all examples
No influence (scorecard) until termination
Update using Mitchells Candidate Elimination Alg.
Focus on Suit {all=##, b.#0, r=4#1,s=00,c=10,h=01,d=11}
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Static Version Spaces
• Use Mitchells candidate elimination search
procedure
G set ={# # }
##
S set = {
00 10 01 11
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##
Negative examples
pushes down G set
#0 #1
G set = #O, #1 }
00 10 01 X11
## Positive examples
push up
S set = { 00, 10 }
G set = I #0, #1
S set = { #0
00 10 01 11
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If an individual observes another individual,
information is recorded in the graph.
iz
0 0
Individual observed• Negative
( # # ) = f at ti ( 1 1 ) =i at t2 (11 ) = f at t2 = f at tl
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Classification Example
• Generalize on positive examples and specialize with negative
examples. When the arrows overlap then a maximally specific concept
is identified. The most general concept or set description that is
consistent with the negative examples.
• Here factored the space into two independent subspaces. Information
about guesses is used to update each space independently.
• Then select a population representation to generate the guesses.
• Suit'Card Suit = {club,spades, hearts, diamonds} Card = {2,..J,Q,K,A}
• Performance function = oracle {right, or wrong}
• Acceptance function all guesses made this generation.
• Influence Function, generate only guesses consistent with the current S
and G sets.
• Reproduction and modification, mutate each parent to values within
within the intersection of the S and G sets.
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A Construction Problem
• In a construction problems the state variables are often not independent.
• This means that the lattice may not be easily factored into sub-lattices
and updated in parallel. Theoretically all parameter values can be used
to organize the set.
• The fan-out at a given level can be an exponential function of the
problem size in the worst case.
• Can also be multiple solutions.
• Add operations in the belief space to compensate.
• E.G. Merge , and stable classes. Can prove properties about the
operators (e.g. merge does not lose information Sverdlik)
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Boole Problem:
Infer the characteristic function for a
unknown boolean multiplexer.
Example:
Characteristic function:
F6 = A'0A11D0 + AOA'1D1 + A'0A1D2 + AOA1D3.
For F6 (2 address lines, 4 data lines).
Al
AO
0 DO
1 Dl
0 D2
1 D3
0
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Problem Representation
Chromosome Description
11A
14
1
ro0 0 1 0 1 0
('6
1
Version Space Description
## ###1 ##4 to
2Nt4
1# #1 oft .
17 °D
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RI(t) ej R1(41)
7 Modify
relation
Schematic
Description of R2(t) R3(t) Ft2(t+1) R3(41)
Cultural R2(40
(4S,S)
Algorithm Pmmow
5
RAI+2)
(1.3.0 to
(2,4)
Population
of
individuals
ack
• VIP Protocol Reproduce
performance
interconnects the
2
biological and cultural ,71
s*---1 Apply
components operators
"unfold"
selected
strategies
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"Segmentation"
Stable class
• Generating a homogeneous region with respect to the
acceptance function.
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"Merging"
S'
• Maximally Specific
Generalization
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Stable classes are combined In 2 steps:
TRAIT POP! L ATM SPACE F6
Stable Schema 1.
Positive Instances Stable classes Sx end Sy are combined IFF
lal
(a) 111111 Sx.Gset Sy.Gset
inn
(b) 111110
(c) 111010 II Sz is the resultant stable class, (hen:
Mtn
(d) 111011
Sz.Gset Sx.Gset Sy.Gset
A Stable Class is comprised of: Sz.Sset Generalize(Sx. Sset, Sy.Sset)
1. G set
SaPop Sx,Pop oSy.Pop
2. S set
3. Population
Individual stable From previous example
Initially tam stable classes from
schema
BELIEF SPACE • The G set of an instance Is the
stable class Sa and Sb may be combined, as well as Sc and Sd.
ance
• The S set of an Instance is the Inst
e is the instance
• The population of an Instanc
Sab.Gset ilflat
A
rel) EXAMPLE: For the Instance (a)
Sab.Sset 111119
Sab.Pop (111111, 111110)
07 70 73
Sa.6set : 111tH
Sz.Sset 111111 Scd.Gset 111Milit
Sa.Pop (111111) Scd.Sset 111011
Std.Pop r (111010, 111011)
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Schema can be merged to share experiences. This
can produce group schema.
at tl -
at t2 —
after seeing Eci (negative) after seeing
1
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1=t
merge produces:
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• By making the relations between schemata
explicit one can exploit nested collections of high
performance
• E.G. Clustering of successful cases in circuit
design problem [Louis et al., FLAIRS 92]
111101
111010011
1111010011 1111010011
11110/0011
11110100 1111010011
111. 00•• 00001
111110.•6111100001
11111 00001
11111 00011
00011
00011
111110004'1 111110o011
1111100011
1111100011
1111100. Ulitt000ll
111
11111. 0.1
Figure 3: A closer look at the clustered cases reveals nested
schenaats.
• Cultural Algorithms can exploit collections of
nested schemata which is necessary when dealing
with complex non-linear systems.
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VGA Symbiosis
The Version Spaces approach is now feasible for large
problems. Since example generation is done automatically
by the GA. THe Version Space guides the generation
process using the VIP relation.
Schema Theorem:
dlen(H)
m(H,t+1) >= m(H,t) f(H)[ 1 - Pc len -1 Pin °(1-1)]
• The presence of the version space allows the GA system to
retain experience outside of its own knowledge base and
explore the space at a high rate, even in localized search.
• In addition, the population size needed can be reduced
markedly.
• Interpretation of the results can be done at "high level",
relative to accepted hypotheses in the version space.
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Hvperschema Theorem:
m(H,t+1 I HS e PATHS(H,t+1)) >=
m(H,t I HS e PATHS(H,t)) x
avg(f'(H,t) I HS e PATHS(H,t)) x
r
avg(f(H,t) I HS e PATHS(H,t)) x
r
[ 1 - [ pm x avg(o(H) I HS E PATHS(H,t)] -
[ avg(dlen(H) I HS e PATHS(H,t)1
Pc x len -1 ]
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Comparison of VGA on Boole with other systems,
Wilson's Boole Classifier System (1988).
Leaning Number of Instances Seen Accuracy of
Task Test
Results
Boole SVGA Boole SVGA
Fi, 15,000 1500 97.3% 100 %
F11 30,000 3920 97.5% 100 %
Quinlan's C4 System (1988).
Darning Training Initial Accuracy of
Tasks $•t (C,) Population (SVGA) Test Results
CL SVGA
F, 50 48 85.1% 90.91%
F11 200 220 98.3% 100%
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Performance as a function of Genetic Operator Probability.
Mutation.
Probability of Average Number of Marginal Accuracy
Mutation Reproductions of the Test
Result
0.1 16.8 96.4%
0.2 14.8 100.0%
0.3 13.2 98.7%
Crossover.
0
Probability of Average Number of Marginal
Crossover Reproductions Accuracy of The
Test Result
0.2 16 91.95%
.0.5 16.8 96.38%
0.8 15.2 90.24%
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Experimental Results for F6 as a function of population size.
Initial Average Average litAwber of Patterns In CPU Marginal
Papule- Muter followink Sets Time Accuracy
tion of In of
Size Repro- Solution Overlapping Incorrect Seconds the Test
ductiona Results
12 35.4 8 8 20.4 1.9 44.0%
24 25.0 8 8 5.8 1.8 73.4%
36 22.2 8 8 2.6 2.2 86.0%
48 18.6 8 8 1.6 2.5 90.9%
60 19.0 8 8 0.4 2.9 97.6%
72 17.2 8 8 0.4 3.1 97.6%
84 14.8 8 8 0.4 4.0 97.6%
96 13.0 8 8 0.4 4.2 97.6%
108 13.4 8 8 • 0.4 4.3 97.6%
120 12.6 8 8 0.0 5.3 100%
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Experimental Results of F11 as a function of population size.
Initial Average Average Rueter of Patterns in the CPU Marginal
Population Number of followirg sets Time Accuracy
Size Repro• In of
ducticne Solution Overlapping Incorrect Seconds the Test
Results
22 80 16 24 9.4 2385.7 80.9%
44 48.6 15.8 24 9.6 1172.2 80.6%
66 37.0 15.8 23.8 12.6 785.3 75.9%
88 31.6 16 24 1.2 727.9 97.1%
110 26.0 16 24 0.0 725.5 100%
132 23.8 16 24 1.0 769.8 97.6%
154 22.2 16 24 0.2 695.5 99.5%
176 20.2 16 23.8 0.2 757.2 99.5%
198 19.8 16 24 0.0 791.1 100%
220 19.0 16 24 0.0 805.2 100%
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Comparison:
• The VGA performs as well as C4 but does
not need to generate the 200 examples by
hand.
• The VGA requires an order of magnitude
fewer trials to solve the problem relative to
the Classifier approach.
• The VGA is much less sensitive to genetic
operator probabilities which corresponds
with behavior predicted by the Hyperschema
Theorem.
• Therefore the attention paid to possible
symbiotic relationships among components
in a hybrid learning system may result in a
system capable of outperforming that of its
components.
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Population Component
• Genetic Algorithms
• Often population model has an inherent knowledge structure
associated with it.
• Genetic Algorithms exploit schemata. The VGA model described
earlier is nothing more than the explicit use of binary schemata to
guide the generation of examples by the Genetic Algorithm population.
• Exploits building blocks. In hierarchical problems building blocks at
one level can be exploited and combined at the next level.
• Need to allow our representation scheme to emerge based upon the
level of complexity achieved in the mined building blocks.
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ROYAL ROAD PROBLEM begin
for each target schema i at level 1
begin
• ROYAL ROAD FUNCTION if ( mi < m* + 1 ) then
function rr parti = ( mi )v;
var else if ( m* < mi < b ) then
i; { number of target schemata } parti = -( mi - m* )v;
{ number of levels in hierarchy } else
{ number of target schemata found at level j }
parti = 0;
mi; { number of correct bits in a target schema }
b; { number of bits in a target schema end
u, u*, v, m*; { parameters }
{ points for number of correct bits } for each level j in hierarchy
Parti;
bonus.. { points for correct target schemata } begin
score; parti bonusj if Or > ) then
bonus. = u* + ( nj - 1 )u;
else
bonus] = 0;'
end
score=0;
for each target schema i at level 1
score = score + parti;
for each level j in hierarchy
score = score + bonus];
return(score);
end;
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ROYAL ROAD PROBLEM
• A SIMPLE EXAMPLE
Parameters: i = 2, j = 2, u = .3, u* = 1, v = .02, m* = 4, b = 8
Goal: 0 0 0 0 0 0 0 0 bb 0 0 0 0 0 0 0 0
Individuali: 0000111 100111 111 1 1 score = .08
Individual2: 0000011100111 1 1 1 1 1 score = -.02
Individual3: 000000001100000000 score = 2.3
1-2
A
1 2
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pATHEINDER
• LOWEST LEVEL OF BELIEF SPACE
10# - NM 11# - NM
A\ A\ A\
Once we acquire building blocks at one level we can
Re-size the version space to exploit them
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PTIPPRIMENTS AND RFSI
• HIERARCHY USING HOLLAND'S SUGGESTED PARAMETERS
E 2
0 EEEE 222
A AAAA AAA
0 1012010110102E100002101
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PATHFINDER
• MULTILEVEL BELIEF SPACE
• IT IS POSSIBLE TO CONVERT A NUMBER FROM ONE BASE TO A
DIFFERENT BASE.
• THE REPRESENTATION SPACE IS HIERARCHICAL, AND
CONSTRUCTED DYNAMICALLY.
Can move up and down the hierarchy of bases depending
Upon how well two adjacent bases do.
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REAL-VALUED SCHEMA IN THE BELIEF SPACE
ESCHELMAN AND SCHAEFFER PROPOSED
INTERVAL SCHEMATA FOR REAL-VALUED
VARIABLES.
I I
CAEP USED THIS AS BELIEF SPACE KNOWLEDGE
TO GUIDE SEARCH USING AN EP POPULATION TO
SOLVE UNCONSTRAINED REAL-VALUED
FUNCTION OPTIMIZATION PROBLEMS. (CHUNG
AND REYNOLDS 1994)
FOR PROBLEMS WITH LARGE BASINS AND OR
VALLEYS, LESS INFORMATION WAS GAINED
FROM EACH INDIVIDUAL DURING A
GENERATION. FUZZY SCHEMATA USED FUZZY
INTERVALS TO DIRECT SEARCH IN THESE
INSTANCES (ZHU AND REYNOLDS, 1998).
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TWO BASIC TYPES OF KNOWLEDGE IN THE
BELIEF SPACE:
NORMATIVE KNOWLEDGE: STANDARDS OF
BEHAVIOR
(E.G. 10 > x > 2) ACCEPTABLE RANGE OF VALUES
FOR PARAMTER X IN A PARAMETER
OPTIMIZATION PROBLEM
SITUATIONAL KNOWLEDGE: INDIVIDUAL
EXAMPLES OF PROBLEM SOLVING SUCCESS
AND OR FAILURE.
(E.G. F(0,1,0) HAS THE BEST OBSERVED
PERFORMANCE SO FAR.
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Basic Idea of using Constarint-network
Constraint-network
infeasible
Until quiescent and no
better performance
score has found
Domain Range constraints
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Cultural Influence
Elite
Interval found
by acceptable
individuals
9
4--- lw-
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1 fi x,) accept updateE updateN
1 0.01 0.01 0.0001 I I 1
0.0 0.1 0.01 1 0 1
3 -0.1 0.2 0.05 o 0 0
4 -0.11 0.0605 0 0 0
5 -0.1 0.59 0.3581 0 0 0
Figure 3.8 Individuals in a population for updating Belie
f Space
Figure 3.9 shows a result of adjusting situational knowledge
from the population in the figure 3.8. Since the
best individual has better performance value (0.0001) than
that of the current exemplar, the current
exemplar is replaced with the current best. <0.01. 0.01>. in the
population space.
S: El Et
0.0 0.1 0.011 0.01 0.01 0.0001
Figure 3.9 An example result of Adjusting Situational Know
ledge
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Figure 3.10 shows a result of adjusting normative know
ledge according to the adjustment rules from the
population in the figure 3.8. The top 2 individuals. <0.01, 0.01>
with performance score 0.0001 and < 0.11.
0.1> with performance score 0.01 are used to adjust the curre
nt normative knowledge from the population.
N: NI N. NI N.
-1.0 1.0 so x -1.0 1.0 x Do 0.0 0.01 0.01 0.0001 0.01 0.1 0.0001 0.01
Figure 3.10 An example result of Adjusting Normative
Knowledge
The individuals in figure 3.8 arc then become the parents
for the next generation of the CAEP system and
the process begins anew.
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Influence Function for Interval Schemata
Use Cultural Algorithms
as a framework in which to perform
knowledge-based evolutionary learning
Replace a, with empirical generalizations
produced in the belief space.
Mutation X = Xi + 6 1 • N, (0,1)
I f
T Interval size information
0 Directional knowledge
How is this done?
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Adding Constraint Knowledge
• With the addition of constraint knowledge, n one dimensional interval
schemata are combined to produce an n-dimensional region.
• Regional schemata result from imposing a grid system of a certain
granularity on the space.
• Grid squares are sampled by scouts. They can be classified based upon
the problem characteristics they exhibit: e.g. feasible, infeasible,
partially feasible, etc.
• The influence function here cause individuals to migrate to or from
cells as a function of their characteristics.
• New cells are broken down into subregions, explored and exploited.
• Knowledge base operations allow the fissioning and fusioning of cells.
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Regional Schema: an n-dimensional region defined as a combination
of intervals that circumscribe a portion of n-dimensional space
NOW WE EXTEND THIS BY ALLOWING
1. MULTIPLE M-DIMENSIONAL REGIONAL SCHEMATA
2. THE ORGANIZATION OF THESE SCHEMATA INTO A
HIERARCHICAL STRUCTURE.
1 2
3 4
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ACCEPTANCE FUNCTION :
HERE, ALL INDIVIDUALS ARE USED TO UPDATE
CONSTRAINT KNOWLEDGE. THE TOP 20% ARE USED TO
UPDATE THE NORAMTIVE KNOWLEDGE.
THESE 20% ARE CALLED THE EMINENT INDIVIDUALS.
UPDATE:
USE INFERENCE RULES TO ADJUST THE CLASSIFICATION OF
ACTIVE CELLS. E.G. FEASIBLE, INFEASIBLE, SEMI-FEASIBLE.
ADUST THE HIERARCHICAL STRUCTURE BASED UPON THIS
INFORMATION. E.G.
FISSION: SPLIT A SEMI-FEASIBLE CELL INTO SMALLER
CELLS WHEN THE NUMBER OF INDIVIDUALS BECOMES TOO
HIGH.
FUSION: MERGE , RECOMBINE CHILDREN INTO THE
ORIGINAL PARENT. THEN CAN DECOMPOSE THE PARENT IN
A DIFFERENT WAY. E.G. CURRENT DECMPOSITION IS
UNATTRACTIVE. E.G. INFEASIBLE CELL BECOMES SEMI-
FEASIBLE.
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INFLUENCE FUNCTION:
GUIDE THE MIGRATION OF INDIVIDUALS FROM LESS
PRODUCTIVE CELLS, INFEASIBLE, TO ONES THAT ARE MORE
PRODUCTIVE, SEMI-FEASIBLE AND FEASIBLE CELLS. SEMI-
FEASIBLE AND FEASIBLE CELLS WITH EMINENT
INDIVIDUALS ARE CALLED EMINENT. HIGHLIGHT THE
MIGRATION TO EMINENT CELLS FROM ORDINARY ONES.
1. PERTURB INDIVIDUALS A LITTLE IN EMINENT CELLS.
2. MOVE INDIVIDUALS IN INFEASIBLE CELLS TO FEASIBLE
ONES.
3. MOVE INDIVIDUALS FROM ORDINARY TO EMINENT CELLS.
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Implementation and test results
To access the approaches, we used a nonlinear constrained optimization
problem [Floudas 1990], which is given below:
Problem Description
Min -12x-7y+,
Domain constraints: 0 <x <2, 0 <y <3
Problem constraints: y .≤--2x4+2
Global best point: x*=0.71751,
y*=1.470
Global best value: -16.73889
Optimization goal.• < -16.70
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ill
,a Oa a! MD &a • ill• la 4a *a •
5
7
Evolution of Constraint Knowledge Evolution of Normative Knowledge
EFTA01125636
Cultural Algorithm
Configuration: Embedding Other
Methods
• Population models used
• Genetic Algorithms (Concept learning, optimization)
• Genetic Programming (Evolving agent strategies)
• Evolutionary Programming (Real valued function optimization)
• Evolution Strategies (Robot soccer plays)
• Memetic models (Evolution of agriculture)
• Agent based modeling (Evolution of the state, Environmental Impact)
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Knowledge Models Used
• Schemata
• Binary valued (Maleticconcept learning, Boole problem, data mining)
• Real-valued interval schemata (Chang:unconstrained optimization)
• Fuzzy Real-valued schemata
• Regional Schemata ((Xidong Jin)constrained optimization)
• Semantic Networks (DLMS:Rychtyckyj)
• Graphical Models (GP:Zannoni, Ostrowski)
• Logical and Rule Based models (HYBAL(Sverdlik),
Fraud Detection (Sternberg), Lazar (Data mining)
EFTA01125638
EFTA01125639
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EFTA01125640
Future Directions
• Integrating Multiple Representations and
Population Models
• Parallelization
• Belief Space Evolution
• Designing Cultural Systems
• How does a Culture's structure and content
reflect its problem solving environment
(Saleem)
EFTA01125641
A Selected Bibliography of
Cultural Algorithms
Book Chapters:
Reynolds, R.G., "The Impact of Raiding on Settlement Patterns in the Northern Valley of Oaxaca: An
Approach Using Decision Trees, Dynamics in Human and Primate Societies: Agent-Based Modelling of
Social and Spatial Processes, T. Kohler and G. Gummerman, Editors, Oxford University Press, 1999.
Reynolds, R.G., "An Overview of Cultural Algorithms", Advances in Evolutionary Computation,
McGraw Hill Press, 1999.
Reynolds, R. G., "Why Does Cultural Evolution Proceed at a Faster Rate Than Biological Evolution?", in
Time, Process, and Structured Transformation in Archaeology, Sander van der Leeuw and James
McGlade Editors, Routledge Press, New York, NY, 1997, pp. 269-282.
Reynolds, R. G., "Introduction to Cultural Algorithms", in Proceedings of the Third Annual Conference
on Evolutionary Programming, Anthony V. Sebald and Lawrence J. Fogel, Editors, World Scientific Press,
Singapore, 1994, pp.131-139.
Reynolds, R. G., "Learning to Cooperate Using Cultural Algorithms", in Simulating Societies, Nigel
Gilbert and J. Doran, Editors, University College of London Press, 1994, pp. 223-244.
Reynolds, R. G., "An Adaptive Computer Model for the Evolution of Plant Collecting and Early
Agriculture in the Eastern Valley of Oaxaca", in Guila Naquitz: Archaic Foraging and Early Agriculture
in Oaxaca, Mexico, K. V. Flannery, Editor, Academic Press, 1986. pp. 439-500.
EFTA01125642
Reynolds, R. G., "Multidimensional Scaling of Four Guila Naquitz Living Floors", in Guila Naquitz:
Archaic Foraging and Early Agriculture in Oaxaca, Mexico, K. V. Flannery, Editor, Academic Press,
1986.
Book Chapters Co-Authored:
Reynolds, R.G., and Chung, Chan-Jin, "Function Optimization using Evolutionary Programming with
Self-Adaptive Cultural Algorithms", Lecture Notes on Artificial Intelligence, Springer-Verlag Press,
1997, pp. 184-198.
Reynolds, R.G., and Chung, Chan-Jin, "A Cultural Algorithm to Evolve Multi-Agent Cooperation
Using Cultural Algorithms", in Evolutionary Programming VI, P. J. Angeline, R. G. Reynolds, J. R.
McDonnell, and R. Eberhart, Editors, Springer-Verlag Press, New York, NY, 1997, pp. 323-334.
Reynolds, R.G., and Nazzal, Ayman, "Using Cultural Algorithms with Evolutionary Computing to
Extract Site location Decisions From Spatio-Temporal Databases, in Evolutionary Programming VI,
P. J. Angeline, R. G. Reynolds, J. R. McDonnell, and R. Eberhart, Editors, Springer-Verlag Press,
New York, NY, 1997, pp. 323-334.
Reynolds, R. G., and Chung, Chan-Jin, "A Test Bed for Solving Optimization Problems Using
Cultural Algorithms", in Evolutionary Programming V, John R. McDonnell, and Peter Angeline,
Editors, A Bradford Book, MIT Press, Cambridge Massachusetts, 1996, pp. 225-236.
Reynolds, R. G., and Zannoni, Elena, "Extracting Design Knowledge from Genetic Programs Using
Cultural Algorithms", in Evolutionary Programming V, Peter Angeline, Editor, A Bradford Book,
MIT Press, Cambridge Massachusetts, 1996, pp. 217-224.
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Reynolds, R.G., Michalewicz Z., and Cavaretta M. J., "Using Cultural Algorithms for Constraint
Handling in Genocop", in Evolutionary Programming IV, J. R. McDonnell, R.G. Reynolds, and David
B. Fogel, Editors, a Bradford Book, MIT Press, Cambridge, Massachusetts, 1995.
Reynolds, R.G., and Maletic J. I., "The Evolution of Cooperate using Cultural Algorithms", in
Proceedings of the Third Annual Conference on Evolutionary Programming, Anthony V. Sebald and
Lawrence J. Fogel, Editors, World Scientific Press, Singapore, 1994, pp.141-149.
Reynolds R. G., Zannoni, E., and Posner, R. M., "Learning to Understand Software using Cultural
Algorithms", in Proceedings of the Third Annual Conference on Evolutionary Programming, Anthony
V. Sebald and Lawrence J. Fogel, Editors, World Scientific Press, Singapore, 1994, pp.150-157.
Reynolds, R. G. , Brown, W., and Abinoja, E., "Guiding Parallel Bidirectional Search with Cultural
Algorithms, in Proceedings of the Third Annual Conference on Evolutionary Programming, Anthony
V. Sebald and Lawrence J. Fogel, Editors, World Scientific Press, Singapore, 1994, pp.167-174.
Reynolds, R. G. and Zeigler, B.,"Information Processing Models for Hunter-Gatherer Decision
Making", in Mathematical Models of Cultural Change, Colin Renfrew and Kenneth Cooke, Editors,
Academic Press, December 1978. pp. 485-418.
Journal Articles:
Reynolds, R.G., Jin, X.*, "Regional Schemata for Real-Valued Constrained Function Optimization
Using Cultural Algorithms, Journal of Natural Computing, T. Back, Editor, in press, to appear 2002.
Reynolds, R.G., Goodhall, S.,and Whallon, R., "Transmission of Cultural Traits by Emulation: An
Agent Based Model of Group Foraging Behavior", Journal of Memetics, March, 2001.
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Reynolds, R. G., and Zhu, Shinin, "Fuzzy Cultural Algorithms with Evolutionary Programming for
Real-Valued Function Optimization", IEEE Transactions on Systems, Man, and Cybernetics, Part
B:Cybernetics, Vol. 31, No. 1, February, 2001, pp. 1-18.
Reynolds, R. G., and Chung, Chan-Jin*, "Knowledge-Based Self-Adaptation in Evolutionary Search",
International Journal of Pattern Recognition and Artificial Intelligence, Vol. 14, No. 1, 2000.
Reynolds, R.G., and Chung, Chan Jin*, "CAEP: An Evolution-Based Tool for real-Valued Function
Optimization Using Cultural Algorithms", International Journal on Artificial Intelligence Tools, Vol. 7,
No. 3, September, 1998, pp. 239-293.
Reynolds, R. G., and Sternberg, Michael*, "Using Cultural Algorithms to Support the Re-Engineering
of Rule-Based Expert Systems in Dynamic Performance Environments: A Fraud Detection Example",
IEEE Transactions on Evolutionary Computation, Vol.1, No. 4, November, 1997, pp. 225-243.
Reynolds, R. G., and Zannoni, E.*, "Learning to Control the Program Evolution Process in Genetic
Programming Systems Using Cultural Algorithms", Journal of Evolutionary Computation, Vol. 5, No.
2, October, 1997, pp. 181-211.
Reynolds, R. G., "Evolution-Based Approaches to Software Engineering: An Introduction",
International Journal of Software Engineering and Knowledge Engineering, Vol. 5, No.2, June, 1995,
pp. 161-164.
Reynolds, R.G., and Sverdlik, W., "An Evolution-Based Approach to Program Understanding Using
Cultural Algorithms", International Journal of Software Engineering and Knowledge Engineering
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