Week 2 Flashcards

1
Q

Different EA types

A

Generational
Steady state
Elitist

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2
Q

What are Recombination (crossover) techniques

A

Single-point
Multi-point
Uniform

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3
Q

Different EA selection techniques

A

Rank-based
Roulette-based
Tournament

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4
Q

Different Replacer techniques

A

Weakest
First weaker

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5
Q

Different Mutation techniques

A

Single Gene
Multiple Gene

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6
Q

Different EA parameters

A

Population size
Generations/iterations
Mutation rate
Crossover rate
Tournament size

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7
Q

What is Hillclimbing

A

Generate random solution
Mutate a copy, evaluate the fitness,
If the mutant is not worse, replace solution with mutant
If a termination condition is reached, stop. Else repeat.

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8
Q

What is a neighbourhood?

A

The set of all possible mutants of s.

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9
Q

What is a typical landscape

A

The huge majority of landscape has poor fitness, there are tiny areas where decent solutions lurk. Big random changes are very likely to take us away from nice areas.
Most are multimodal

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10
Q

4 types of landscape

A

Unimodal
Plateau
Multimodal
Deceptive

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11
Q

What problems does Hillclimbing have with typical landscapes?

A

Needs to allow downhill moves - a family of methods called local search does this
Have a population - so we can have poor solutions around and give them a chance to develop

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12
Q

Types of local search

A

Monte-carlo (accept x with some random probability if its worse)

Tabu search (evaluate all immediate neighbours of c, choose the best to be the next solution (even if not improving, unless it is recently visited, then choose next best)

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13
Q

Problems with local search

A

Gets stuck in local optima (less than HC though)

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14
Q

What is Population-Based search?

A

Rather than having a single current solution we have a population of them. (multiple generations of populations)

This means we need a selection method to choose the ones to mutate
With more than one solution available we can mate, recombine, crossover etc two or more solutions.

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15
Q

What are the 2 types of genetic algorithm?

A

Generational
Steady-state

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16
Q

Generational genetic algorithm

A

Genetic operators applied repeatedly to generate new population
Generational elitist algorithms copy n best individuals unchanged to the next generation.

17
Q

Steady state genetic algorithm

A

Genetic operators applied N times (N small, 1 or 2) and bad solutions replaced.

18
Q

What is weakest first replacement?

A

Find first solution in population which is weaker than new solution and replace it.

19
Q

What is roulette wheel selection?

A

Spinning a roulette wheel of solutions with sectors proportional to fitness.
Doesnt work when we are trying to minimise fitness or negative fitness
Requires similar scaling

20
Q

What is rank-based selection?

A

Fitnesses in the pop are ranked from popsize (fittest) down to 1 (least fit)
Selection probabilities are proportional to rank.
Can power the rank to bias it.

21
Q

What is tournament selection?

A

Choose t individuals randomly
Choose the best of the t individuals
Very tunable
Avoids superfit/superpoor
Very simple to implement and efficient
- needs to tune tournament size param

22
Q

Why do we need good selection methods

A

Exploitation vs exploration
Represent our strategy for deciding which areas of the search space to focus our efforts on

23
Q

How can we encode a chromosome of a solution

A

Integer vectors
Binary strings
Real values
Permutations
Trees

24
Q

What is single gene mutation

A

Choose a gene at random, change it to a new value e.g. 352782 -> 312872
M-gene is multiple instances of this

25
Q

What is uniform crossover

A

Generate a random binary mask
Use it to decide which genes swap and which stay.