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Neuroevolution

Neuroevolution, or neuro-evolution, is a form of artificial intelligence that uses evolutionary algorithms to generate artificial neural networks (ANN), parameters, and rules.[1] It is most commonly applied in artificial life, general game playing[2] and evolutionary robotics. The main benefit is that neuroevolution can be applied more widely than supervised learning algorithms, which require a syllabus of correct input-output pairs. In contrast, neuroevolution requires only a measure of a network's performance at a task. For example, the outcome of a game (i.e., whether one player won or lost) can be easily measured without providing labeled examples of desired strategies. Neuroevolution is commonly used as part of the reinforcement learning paradigm, and it can be contrasted with conventional deep learning techniques that use backpropagation (gradient descent on a neural network) with a fixed topology.

Features

Many neuroevolution algorithms have been defined. One common distinction is between algorithms that evolve only the strength of the connection weights for a fixed network topology (sometimes called conventional neuroevolution), and algorithms that evolve both the topology of the network and its weights (called TWEANNs, for Topology and Weight Evolving Artificial Neural Network algorithms).

A separate distinction can be made between methods that evolve the structure of ANNs in parallel to its parameters (those applying standard evolutionary algorithms) and those that develop them separately (through memetic algorithms).[3]

Comparison with gradient descent

Most neural networks use gradient descent rather than neuroevolution. However, around 2017 researchers at Uber stated they had found that simple structural neuroevolution algorithms were competitive with sophisticated modern industry-standard gradient-descent deep learning algorithms, in part because neuroevolution was found to be less likely to get stuck in local minima. In Science, journalist Matthew Hutson speculated that part of the reason neuroevolution is succeeding where it had failed before is due to the increased computational power available in the 2010s.[4]

It can be shown that there is a correspondence between neuroevolution and gradient descent.[5]

Direct and indirect encoding

Evolutionary algorithms operate on a population of genotypes (also referred to as genomes). In neuroevolution, a genotype is mapped to a neural network phenotype that is evaluated on some task to derive its fitness.

In direct encoding schemes the genotype directly maps to the phenotype. That is, every neuron and connection in the neural network is specified directly and explicitly in the genotype. In contrast, in indirect encoding schemes the genotype specifies indirectly how that network should be generated.[6]

Indirect encodings are often used to achieve several aims:[6][7][8][9][10]

Taxonomy of embryogenic systems for indirect encoding

Traditionally indirect encodings that employ artificial embryogeny (also known as artificial development) have been categorised along the lines of a grammatical approach versus a cell chemistry approach.[11] The former evolves sets of rules in the form of grammatical rewrite systems. The latter attempts to mimic how physical structures emerge in biology through gene expression. Indirect encoding systems often use aspects of both approaches.

Stanley and Miikkulainen[11] propose a taxonomy for embryogenic systems that is intended to reflect their underlying properties. The taxonomy identifies five continuous dimensions, along which any embryogenic system can be placed:

Examples

Examples of neuroevolution methods (those with direct encodings are necessarily non-embryogenic):

See also

References

  1. ^ Stanley, Kenneth O. (2017-07-13). "Neuroevolution: A different kind of deep learning". O'Reilly Media. Retrieved 2017-09-04.
  2. ^ Risi, Sebastian; Togelius, Julian (2017). "Neuroevolution in Games: State of the Art and Open Challenges". IEEE Transactions on Computational Intelligence and AI in Games. 9: 25–41. arXiv:1410.7326. doi:10.1109/TCIAIG.2015.2494596. S2CID 11245845.
  3. ^ Togelius, Julian; Schaul, Tom; Schmidhuber, Jürgen; Gomez, Faustino (2008). "Countering Poisonous Inputs with Memetic Neuroevolution". Parallel Problem Solving from Nature – PPSN X. Lecture Notes in Computer Science. Vol. 5199. pp. 610–619. doi:10.1007/978-3-540-87700-4_61. ISBN 978-3-540-87699-1.
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  16. ^ Stanley, Kenneth O.; Miikkulainen, Risto (June 2002). "Evolving Neural Networks through Augmenting Topologies". Evolutionary Computation. 10 (2): 99–127. CiteSeerX 10.1.1.638.3910. doi:10.1162/106365602320169811. PMID 12180173. S2CID 498161.
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