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Darwinian Invention & Problem Solving by means of Genetic Programming Koza Book Series Presented by: Luke Wissmann.

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Presentation on theme: "Darwinian Invention & Problem Solving by means of Genetic Programming Koza Book Series Presented by: Luke Wissmann."— Presentation transcript:

1 Darwinian Invention & Problem Solving by means of Genetic Programming Koza Book Series Presented by: Luke Wissmann

2 Luke Wissmann--Darwinian Invention using Machines Can Machines be Creative? “No machine can compare with a man’s hands. Machinery gives speed, power, complete uniformity, and precision, but it cannot give creativity, adaptability, freedom, heterogeneity. These the machine is incapable of, hence the superiority of the hand, which no amount of rationalism can negate.” -Soetsu Yanagi (1972)

3 How can computers be made to do what needs to be done, without being told exactly how to do it? Paraphrasing Arthur Samuel (1959)

4 Luke Wissmann--Darwinian Invention using Machines John Koza University of Michigan Set up a company that built computer systems for state lotteries that printed instant lottery tickets. More than 800 papers have been published on GP since 1992 and, 51 PhD students are preparing theses on the subject. (’98) Consulting Professor (Medical Informatics) Stanford Biomedical Informatics Department of Medicine School of Medicine Department of Electrical Engineering School of Engineering Stanford University

5 Luke Wissmann--Darwinian Invention using Machines Presentation Outline Koza Video Koza Video Description of Genetic Programming Description of Genetic Programming Design of Analog Circuits using GP’s Design of Analog Circuits using GP’s Koza Books Koza Books A:I ratio as a metric of machine creativity A:I ratio as a metric of machine creativity Koza’s 8 Human-Competitive Criteria Koza’s 8 Human-Competitive Criteria Koza’s Successes Koza’s Successes Artificial Invention—Necessary Components? Artificial Invention—Necessary Components? Back to the Literature Back to the Literature

6 Luke Wissmann--Darwinian Invention using Machines Koza Book Series Book 1: Introduced GP principles Book 1: Introduced GP principles Book 2: Automatically defined functions and scalability Book 2: Automatically defined functions and scalability Book 3: Darwinian invention and problem solving Book 3: Darwinian invention and problem solving Book 4: Routine invention problem solving Book 4: Routine invention problem solving

7 Luke Wissmann--Darwinian Invention using Machines Koza’s Answer: 16 Attributes 1. Starts with ‘what needs to be done’ 2. Tells us ‘how to do it’ 3. Produces computer program 4. Automatic determination of program size 5. Reuses code 6. Reuses parameters 7. Internal storage 8. Iterations, loops, recursions 9. Self-organization of hierarchies 10. Automatic determination of program architecture 11. Wide range of program constructs 12. Well-defined 13. Program independent 14. Wide applicability 15. Scalability 16. Competitive with human-produced results How can computers be made to do what needs to be done, without being told exactly how to do it? Interesting!!!!

8 Luke Wissmann--Darwinian Invention using Machines Human-Competitive Results  to a million significant digits?  to a million significant digits? Speed of calculation? Speed of calculation? Balancing a checkbook? Balancing a checkbook? We are not talking about deterministic calculations & Behavior!!!

9 Luke Wissmann--Darwinian Invention using Machines The 8 Human-Competitive Criteria 1. Result was or could be patented 2. Equal or better (EoB) than published scientific result at that time 3. EoB than result placed in internationally paneled scientific database 4. Result publishable now regardless of source 5. EoB than most recent solution to ‘big’ problem 6. EoB than result considered an achievement within field in past 7. Solves problem of indisputable difficulty within field 8. Holds it own or wins regulated competition All measure the worth of a result outside the field of artificial intelligence

10 Luke Wissmann--Darwinian Invention using Machines 36 Human-Competitive Results (May 2003) 21 previously patented results 21 previously patented results 6 after January 2000 6 after January 2000 Algorithms Algorithms Information science, biology Information science, biology Soccer-playing program Soccer-playing program Circuits Circuits Controllers and tuning rules Controllers and tuning rules Yagi-Uda antenna Yagi-Uda antenna Classifier program Classifier program

11 Luke Wissmann--Darwinian Invention using Machines Necessary Elements for Artificial Invention (GP style) Design that can be created in a hierarchical fashion Design that can be created in a hierarchical fashion Behavior of elements must be well understood Behavior of elements must be well understood Elements can be described quantitatively Elements can be described quantitatively Quantitative performance metrics Quantitative performance metrics Simulation technique Simulation technique

12 Luke Wissmann--Darwinian Invention using Machines Putting A & B together……. “Learning, then, in the most general sense of the word, consists of putting two and two or A and B together…. But let me repeat that such lightning inductions based on a single case are possible only if M A and M B are well established, flexible matrices which the subject knows ‘inside out’.” -Arthur Koestler (The Act of Creation)

13 Luke Wissmann--Darwinian Invention using Machines Inventors as Critics “If the shortcomings of things are what drive their evolution, then inventors must be among technology’s severest critics. They are, and it is the inventor’s unique ability not only to realize what is wrong with existing artifacts but also to see how such wrong may be righted in order to provide increasingly more sophisticated gadgets and devices.” From: The Evolution of Useful Things, Henry Petroski (1992)

14 Source: Conceptual Blockbusting, by James Adams

15 Can computers be creative? Harold Cohen or AARON? http://crca.ucsd.edu/~hcohen/

16 Luke Wissmann--Darwinian Invention using Machines An idea or invention can be creative An individual (or computer) can be intelligent or adept. Confusion???? Behavior X

17 Luke Wissmann--Darwinian Invention using Machines Invention vs. Design Invention—process of discovering a principle Design—process of applying that principle Source: Pye (1964) Do GP’s discover principles or apply principles?

18 Luke Wissmann--Darwinian Invention using Machines A Slight Change…….

19 Luke Wissmann--Darwinian Invention using Machines “To remaining skeptics who doubt the inventive competence of genetics and evolution, I say read this book and change your mind or risk the strong possibility that your doubts will soon cause you significant intellectual embarrassment.” —David E. Goldberg, University of Illinois

20 Luke Wissmann--Darwinian Invention using Machines When Machines are able to Discover and Apply Principles …..

21 Luke Wissmann--Darwinian Invention using Machines Summary Genetic programming Genetic programming It’s COOL!! It’s COOL!! It can be used to routinely invent (design) It can be used to routinely invent (design) The solutions can compete with those of humans The solutions can compete with those of humans There seems to be a list of necessary elements There seems to be a list of necessary elements It gets past some common barriers to creative solutions It gets past some common barriers to creative solutions New Shirt for Koza Fund New Shirt for Koza Fund

22 Luke Wissmann--Darwinian Invention using Machines References Pye, D. (1964). The Nature of Design. Reinhold: New York, NY. Yanagi, S. (1972). The Unkown Craftsman: A Japanese Insight into Beauty (Adapted by Bernard Leach). Kodansha International: New York, NY. Petroski, H. (1992). The Evolution of Useful Things. Vintage: New York, NY.


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