CS 484 – Artificial Intelligence1 Announcements Lab 4 due today, November 8 Homework 8 due Tuesday, November 13 ½ to 1 page description of final project.

Slides:



Advertisements
Similar presentations
G5BAIM Artificial Intelligence Methods
Advertisements

Game of Life Rules and Games Linh Tran ECE 573. What is Life? Life is just one example of a cellular automaton, which is any system in which rules are.
Biologically Inspired AI (mostly GAs). Some Examples of Biologically Inspired Computation Neural networks Evolutionary computation (e.g., genetic algorithms)
1 The Game of Life Supplement 2. 2 Background The Game of Life was devised by the British mathematician John Horton Conway in More sophisticated.
Genetic Algorithms, Part 2. Evolving (and co-evolving) one-dimensional cellular automata to perform a computation.
Cellular Automata (Reading: Chapter 10, Complexity: A Guided Tour)
1 Chapter 13 Artificial Life: Learning through Emergent Behavior.
CELLULAR AUTOMATON Presented by Rajini Singh.
CS Summer 2005 Final class - July 1st Assorted fun topics in computability and complexity.
Evolutionary Algorithms Simon M. Lucas. The basic idea Initialise a random population of individuals repeat { evaluate select vary (e.g. mutate or crossover)
Aho-Corasick String Matching An Efficient String Matching.
Genetic Algorithms Learning Machines for knowledge discovery.
Natural Computation: computational models inspired by nature Dr. Daniel Tauritz Department of Computer Science University of Missouri-Rolla CS347 Lecture.
Intro to AI Genetic Algorithm Ruth Bergman Fall 2002.
Intro to AI Genetic Algorithm Ruth Bergman Fall 2004.
04/25/13 Halting Problem Discrete Structures (CS 173) Derek Hoiem, University of Illinois 1
Cellular Automata Avi Swartz 2015 UNC Awards Ceremony.
Khaled Rasheed Computer Science Dept. University of Georgia
Genetic Programming.
Slides are based on Negnevitsky, Pearson Education, Lecture 10 Evolutionary Computation: Evolution strategies and genetic programming n Evolution.
Chapter 12: Simulation and Modeling
Evolutionary algorithms
Discovery of Cellular Automata Rules Using Cases Ken-ichi Maeda Chiaki Sakama Wakayama University Discovery Science 2003, Oct.17.
Neural and Evolutionary Computing - Lecture 7 1 Evolutionary Programming The origins: L. Fogel (1960) – development of methods which generate automatically.
The Role of Artificial Life, Cellular Automata and Emergence in the study of Artificial Intelligence Ognen Spiroski CITY Liberal Studies 2005.
Slides are based on Negnevitsky, Pearson Education, Lecture 12 Hybrid intelligent systems: Evolutionary neural networks and fuzzy evolutionary systems.
Introduction to Genetic Algorithms and Evolutionary Computation
SOFT COMPUTING (Optimization Techniques using GA) Dr. N.Uma Maheswari Professor/CSE PSNA CET.
Evolution Strategies Evolutionary Programming Genetic Programming Michael J. Watts
Study on Genetic Network Programming (GNP) with Learning and Evolution Hirasawa laboratory, Artificial Intelligence section Information architecture field.
Scatology. Scatology Study of output Study of output Also called coprology Also called coprology From what comes out you get a pretty good idea of what.
CS 484 – Artificial Intelligence1 Announcements Lab 3 due Tuesday, November 6 Homework 6 due Tuesday, November 6 Lab 4 due Thursday, November 8 Current.
Lecture 8: 24/5/1435 Genetic Algorithms Lecturer/ Kawther Abas 363CS – Artificial Intelligence.
Polynomial Discrete Time Cellular Neural Networks Eduardo Gomez-Ramirez † Giovanni Egidio Pazienza‡ † LIDETEA, POSGRADO E INVESTIGACION Universidad La.
By Prafulla S. Kota Raghavan Vangipuram
GATree: Genetically Evolved Decision Trees 전자전기컴퓨터공학과 데이터베이스 연구실 G 김태종.
Zorica Stanimirović Faculty of Mathematics, University of Belgrade
What is Genetic Programming? Genetic programming is a model of programming which uses the ideas (and some of the terminology) of biological evolution to.
Design of an Evolutionary Algorithm M&F, ch. 7 why I like this textbook and what I don’t like about it!
1 Chapter 13 Artificial Life: Learning through Emergent Behavior.
ART – Artificial Reasoning Toolkit Evolving a complex system Marco Lamieri
Introduction to Lattice Simulations. Cellular Automata What are Cellular Automata or CA? A cellular automata is a discrete model used to study a range.
CELLULAR AUTOMATA A Presentation By CSC. OUTLINE History One Dimension CA Two Dimension CA Totalistic CA & Conway’s Game of Life Classification of CA.
Model Iteration Iteration means to repeat a process and is sometimes referred to as looping. In ModelBuilder, you can use iteration to cause the entire.
An Introduction to Genetic Algorithms Lecture 2 November, 2010 Ivan Garibay
Evolving Virtual Creatures & Evolving 3D Morphology and Behavior by Competition Papers by Karl Sims Presented by Sarah Waziruddin.
GENETIC ALGORITHM A biologically inspired model of intelligence and the principles of biological evolution are applied to find solutions to difficult problems.
GENETIC ALGORITHMS.  Genetic algorithms are a form of local search that use methods based on evolution to make small changes to a popula- tion of chromosomes.
I Robot.
Algorithms and their Applications CS2004 ( ) 13.1 Further Evolutionary Computation.
Evolutionary Programming
1. Genetic Algorithms: An Overview  Objectives - Studying basic principle of GA - Understanding applications in prisoner’s dilemma & sorting network.
Robot Intelligence Technology Lab. Generalized game of life YongDuk Kim.
Learning Classifier Systems (Introduction) Muhammad Iqbal Evolutionary Computation Research Group School of Engineering and Computer Science Victoria University.
A few of the people involved and what they’ve done.
TRU-COMP3710 Artificial Life and Emergent Behavior1 Course Outline Part I – Introduction to Artificial Intelligence Part II – Classical Artificial Intelligence.
Conway’s Game of Life Jess Barak Game Theory. History Invented by John Conway in 1970 Wanted to simplify problem from 1940s presented by John von Neumann.
An Introduction to Genetic Algorithms Lecture 2 November, 2010 Ivan Garibay
Artificial Intelligence By Mr. Ejaz CIIT Sahiwal Evolutionary Computation.
GENETIC ALGORITHM By Siti Rohajawati. Definition Genetic algorithms are sets of computational procedures that conceptually follow steps inspired by the.
March 1, 2016Introduction to Artificial Intelligence Lecture 11: Machine Evolution 1 Let’s look at… Machine Evolution.
Presented By: Farid, Alidoust Vahid, Akbari 18 th May IAUT University – Faculty.
 Negnevitsky, Pearson Education, Lecture 12 Hybrid intelligent systems: Evolutionary neural networks and fuzzy evolutionary systems n Introduction.
Chapter 14 Genetic Algorithms.
Artificial Life and Emergent Behavior
Cellular automata.
Evolution Strategies Evolutionary Programming
Illustrations of Simple Cellular Automata
Introduction to Artificial Intelligence Lecture 11: Machine Evolution
Artificial Life and Emergent Behavior
Presentation transcript:

CS 484 – Artificial Intelligence1 Announcements Lab 4 due today, November 8 Homework 8 due Tuesday, November 13 ½ to 1 page description of final project due Thursday, November 15 Current Events Kevin - now Christian - Tuesday Research Paper due Tuesday, November 20

Artificial Life Lecture 14

CS 484 – Artificial Intelligence3 What is life? What are the defining features of life? self-reproduction ability to evolve by Darwinian natural selection response to stimuli ability to die growth or expansion Not all living things obey these rules, and some things that are not alive do. Defining life is very difficult!

CS 484 – Artificial Intelligence4 Emergent Behavior The idea that complex behavior emerges from simple rules. Is seen in systems such as CYC, but is particularly prevalent in systems based on evolutionary methods, such as genetic algorithms. Example: Boids – simulations of birds given very simple rules about how to fly. Automatically flew in such a way as to avoid large obstacles, without being taught explicitly how to do so.

CS 484 – Artificial Intelligence5 Finite State Automata FSA: a machine with a finite number of states. The FSA is given inputs, which result in transitions between states. Some states are accepting, meaning the FSA is saying “Yes”. Other states are rejecting. In this example there are two possible input characters – a and b, and two states, 1 and 2. It will finish in state 1 (the accepting state) if the input has an even number of a’s.

CS 484 – Artificial Intelligence6 Conway’s Life (1) A two dimensional cellular automaton. A two dimensional grid of cells, each of which can be alive or dead. A set of rules determines how the cells will change from one generation to the next: 1.A dead cell will come to life if it has three living neighbors. 2.A living cell with two or three living neighbors, will stay alive. 3.A living cell with fewer than two living neighbors will die of loneliness. 4.A living cell with more than three living neighbors will die of overcrowding. O O OOO OO OO O O OO OO O OO OO O O OOO

CS 484 – Artificial Intelligence7 Conway’s Life (2) Surprisingly complex behavior can sometimes emerge from these simple rules. This diagram shows a successive sequence of generations of Conway’s Life. This pattern is known as a glider. There is also a pattern known as a glider gun which constantly fires out gliders. See examples of lifelife

CS 484 – Artificial Intelligence8 One-Dimensional Cellular Automata (1) A single line of cells. Each cell thus has two immediate neighbors. It is usual to have rules that take into account the cells on either side of the immediate neighbors as well. Usually, the cell itself is also taken into account, meaning that each cell’s future is determined by 5 cells. 1-D Cellular Automata often use totalistic rules, meaning that the number of living cells out of the 5 is all that determines the cell’s state in the next generation.

CS 484 – Artificial Intelligence9 One-Dimensional Cellular Automata (2) Hence, there are 32 possible rule sets. One such set of rules might be: This says a cell can only survive if it has two, three or four neighbors. This rule can be seen applied in four generations in the following diagram: OOOOOOOO OOOOOOOOOO OOOOOOOOOOO OOOOOOOOOOOO

CS 484 – Artificial Intelligence10 Self-Reproducing Systems Von Neumann proposed a self-reproducing system based on cellular automata. Langton invented loops: Each loop consists of 94 cells. Contains all the information that is needed to reproduce itself. Langton loops Applet Ultimately we may have robots that can obtain the raw materials necessary to produce new versions of themselves. This would be useful for exploring other planets.

CS 484 – Artificial Intelligence11 Evolution The changes in cellular automata involve single- step selection, while evolutionary systems involve cumulative selection (Dawkins, 1991). Survival of the fittest means that creatures that are fit are more likely to reproduce than those that are less fit. This idea is modeled exactly in systems such as genetic algorithms.

CS 484 – Artificial Intelligence12 Evolution Strategies Similar to hill-climbing. A set of numeric parameters is varied from generation to generation by making normally distributed changes to the values. If the offspring is a better solution than the parent, then the process repeats from the offspring. Otherwise, the offspring is rejected, and a new attempt is made. This is asexual reproduction – a single parent produces a single offspring.

CS 484 – Artificial Intelligence13 Genetic Programming A method used to evolve LISP S-expressions. The S-expressions are represented as trees. A random set of expressions is generated, and the “fittest” individuals reproduce to produce the next generation. Mutation and crossover are used (see chapter 14). Diagram shows an example of a tree representation of an S-expression.

CS 484 – Artificial Intelligence14 Evolutionary Programming Evolves finite state automata to solve the problem of identifying the next item in a sequence: a 1, a 2, a 3, a 4, a 5, …, a n. A new generation of FSAs is made by applying a set of mutation operators: 1.Changing an output symbol 2.Changing a state transition 3.Adding a state 4.Deleting a state 5.Changing the initial state The success of an FSA is determined by seeing how well it predicts the existing sequence.

CS 484 – Artificial Intelligence15 Classifier Systems (1) An evolutionary expert system. Has the following components: Detectors which receive inputs from the environment. Effectors which send outputs and carry out actions. A rule system, which consists of a population of classifiers. Each rule has a measure of fitness. Detectors to determine how well the system is performing. A bucket brigade algorithm for assigning credit and blame to classifiers. A procedure for reproducing classifiers by application of a set of genetic operators. A set of message lists – for input, output and internal messages.

CS 484 – Artificial Intelligence16 Classifier Systems (2) The system uses classifiers to determine what outputs to produce, or what actions to carry out depending on the inputs from the environment. A classifier has the following form: (c 1, c 2, c 3, c 4, c 5 ) -> M, f c 1 … c 5 are the input variables; M is the output or action and f is the fitness of the classifier. An example classifier might be: (4, 2, *, 1, *) -> A2, 9.1 * represents any input Determine action Exact match = 1 Match * =.5 Sum matches / length * fitness Rules (1,2,3,4,5)  A1, 0.7 (1,*,*,*,*)  A3, 2.4 (4,2,*,1,*)  A2, 9.1 (*,9,*,6,2)  A3,7.3 (3,4,5,*,*)  A4, 4.5 (1,2,*,*,*)  A5, 6.2

CS 484 – Artificial Intelligence17 Classifier Systems (3) When a system has classified an input, a new generation of classifiers is produced by allowing the classifiers that provided the best classifications to reproduce. A bucket-brigade algorithm is used to assign credit (or blame) to the classifiers. Classifier systems can be used to solve a number of problems, including playing games and enabling a virtual robot to explore a virtual terrain.

CS 484 – Artificial Intelligence18 Artificial Immune Systems Systems modeled on the immune systems in humans and other biological creatures. Used in anti-virus systems, for example. Also applied in computer security, for solving combinatorial problems, and for machine learning problems.