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<P>
<B><FONT SIZE="5">Chapter 2</FONT></B></P>
<PRE>
2.1 <A HREF="#2.1">Introduction</A>
2.2 <A HREF="#2.2">Defining an Application</A>
2.2.1 <A HREF="#2.2.1">Closure</A>
2.2.2 <A HREF="#2.2.2">Examples
</A>
2.3 <A HREF="#2.3">Size of Individuals</A>
2.4 <A HREF="#2.4">Fitness</A>
2.5 <A HREF="#2.5">Population Initialization</A>
2.6 <A HREF="#2.6">Selection</A>
2.7 <A HREF="#2.7">Operators</A>
2.7.1 <A HREF="#2.7.1">Crossover</A>
2.7.2 <A HREF="#2.7.2">Reproduction</A>
2.7.3 <A HREF="#2.7.3">Mutation</A>
2.8 <A HREF="#2.8">Automatically Defined Functions (ADFs)</A>
2.8.1 <A HREF="#2.8.1">ADFs in lil-gp</A><BR>
<HR></PRE>
<P>
<B><FONT SIZE="5">Background<BR>
</FONT></B>
</P>
<P>
<B><A NAME="2.1">2.1 Introduction</A></B></P>
<P>
The term <I>Genetic Programming</I> is associated with the work
of John Koza [3,4]. A genetic program (or GP) is an adaptive
learning system based on many of the principles of genetic algorithms
(GA) as described by Holland's <I>Adaptation in Natural and Artificial
Systems</I> [2] and Goldberg's <I>Genetic Algorithms</I> [1].
</P>
<P>
There are many similarities between a GA and a GP. Both maintain
a multitude of independent solutions, represented as individuals
in a population. Each runs in a cycle called a generation, in
which the members of the present population are moved forward,
deleted or modified into a new population. Each uses a set of
genetic operators
</P>
<P>
to modify individuals of the population. Each uses a selection
operation to determine which individuals will moved to the next
generation based on the <I>fitness</I> of those individuals, typically
as measured by an external evaluation function.<BR>
</P>
<P>
However, there are some important, basic differences as well:
<BR>
</P>
<OL>
<LI>
The structure of representation for a GP is a tree, while
most GA applications use a string for representing an individual
in the population.<BR>
</LI>
<LI>
The nodes of a GP tree are typically functions or terminals, allowing each tree to be interpreted as a program. While
this could be true of a GA, it typically is not. It is
almost
always true of a GP however.<BR>
</LI>
<LI>
While the length of a GA string is often fixed, the size
of a GP individual is intrinsically variable in length.<BR>
</LI>
</OL>
<P>
In the rest of this section we will lay some of the groundwork
for what a GP is, and how to work with it. It will, by no means,
be a complete exposition on genetic programming. For such a description,
we refer you to [3,4].<BR>
</P>
<P>
<B><A NAME="2.2">2.2 Defining an Application</A></B></P>
<P>
To define a GP application, one must<SAMP> </SAMP>provide both the <I>function</I>
and <I>terminal</I> nodes from which the GP tree is constructed.
The function nodes constitute the internal nodes of the tree,
representing a function whose arguments are the subtrees below
that node. The
terminal nodes constitute the terminal nodes of the tree, representing
non-argument taking functions, or atoms</P>
<P>
Thus a GP constructs a parse tree of a function, and the functions
contained in that tree take arguments from the evaluation of their
subtrees. The GP system generally either runs for a prespecified
number of generations or until a satisfactory soluttion has been found.<BR>
</P>
<P>
<B><A NAME="2.2.1">2.2.1 Closure</A></B></P>
<P>
Because a GP structure represents a program, and because the program
can be constructed in ways not necessarily foreseen, the functions
must designed such that they can take <I>any</I> arguments that
could possibly be returned by an atom or the evaluation of another
GP function. A classic example would be a division operator.
A <B>division</B> used in a GP application that has numbers as
atoms must be designed so that, when given a divisor of 0, <B>division</B>
has some default behavior that allows the program to continue,
rather than signaling an error condition and stopping. Koza calls
this the closure property. One must take some care in designing
the functions for an application such that they are indeed closed
under the other functions and atoms.<BR>
</P>
<P>
<B><A NAME="2.2.2">2.2.2 Examples</A></B></P>
<P>
There are 5 example programs, taken from GP I [3] and GP II [4],
distributed with lil-gp. We define them below to give you a feel
for GP applications.<BR>
</P>
<P>
<B>Artificial Ant</B></P>
<P>
In the artificial ant problem a grid is provided with a &quot;trail&quot;
of food pellets distributed over the grid. Two examples are provided,
the Los Altos trail (100x100 with 105 food pellets) and the Santa
Fe trail (32x32 with 89 food pellets). The GP-program generates
a path by walking through this map. It is allowed to run for
some number of time-steps t (400 in Santa Fe, 3000 in Los Altos),
after which fitness is measured by the number of food pellets
&quot;run over&quot; by the ant. Each terminal costs one time
step to evaluate, each
function takes no time</P>
<P>
The function set has 4 members. The first is <B>if-food-ahead</B>,
which has two arguments_one to be performed if there is food in
front of the ant, the other otherwise. It has the for</P>
<PRE>
<B>(if-food-ahead (arg1-true-subtree) (arg2-false-subtree))
</B></PRE>
<P>
The other 3 functions are <B>progn2</B> (2 args), <B>progn3</B>
(3 args), and <B>progn4</B> (4 args). Each of these functions
simply executes its children from left to right</P>
<P>
The terminal set has 3 members: <B>move</B>, which moves the ant
one step forward. <B>left</B>, which turns the ant left, and
<B>right</B>, turns the ant right.<BR>
</P>
<P>
<B>Boolean 11-multiplexer</B></P>
<P>
The Boolean 11-multiplexer problem generates GP-programs/individuals
that show the same be- havior as a multiplexer with 3 address
lines and 8 data lines. That is, given all the possible inputs
of an 11-multiplexer (211 possibilities), determine GP-program
fitness based on how it compares on all 2048 cases</P>
<P>
The function set has 4 members, which are: <B>and</B> (2 args),
<B>or</B> (2 args), <B>not</B> (1 arg), and an <B>if</B> function
(3 args) that evaluates one or the other subtree associated with
it based on a condition, as follows</P>
<PRE>
<B>(if (arg1-cond) (arg2-true-subtree) (arg3-false-subtree))
</B></PRE>
<P>
The terminal set has 11 members which are: the data lines {<I>d<SUB>0</SUB></I>
: : :<I>d<SUB>7</SUB></I> }, and the address lines {<I>a<SUB>0</SUB></I>
: : :<I>a<SUB>2</SUB></I> }.<BR>
</P>
<P>
<B>Regression</B></P>
<P>
The GP-programs/individuals are designed to generate a function
which matches a target curve. The fitness cases are a number
of known (<I>x,y</I>) pairs on the target curve. The GP-program
is evaluated at each of these <I>x</I>-coordinates, and the difference
between the <I>y</I> value and the value returned by the GP-program,
summed over all the cases, is the fitness</P>
<P>
The function set has 8 members which are: multiply, protected-divide
(returns 1 when dividing by 0), add, subtract, sin, cos, exponentiation
and protected-log (log of 0 is 0, otherwise is the log of the
absolute value)</P>
<P>
The terminal set has one or two members: the input value <I>x</I>,
and (optionally) <I>ephemeral random constants</I> or ERCs. An
ERC is a special terminal whose value is fixed. When an ERC terminal
is generated, either during the filling of the initial population
or by mutation later in the run, a value is attached to that terminal
and is unchanged by subsequent operations. In our example, ERC's
were generated in the range of [-1; 1).<BR>
</P>
<P>
<B>Two-Boxes</B></P>
<P>
Here, the GP attempts to evolve the function <I>l<SUB>0</SUB>
h<SUB>0</SUB> w<SUB>0</SUB> - l<SUB>1</SUB> h<SUB>1</SUB> w<SUB>1</SUB></I>
using the four elementary arithmetic functions and six terminals,
one for each variable. This problem is included because it provides
a simple introduction to the use of ADFs.<BR>
</P>
<P>
<B>Lawnmower</B></P>
<P>
This problem evolves a control program for a lawnmower, with the
goal being to mow the grass on every square of a toroidal grid.
The mower can move forward (and mow) one square, turn left, or
jump any distance (relative to its own position and facing direction).
For more information, the reader is referred to [4].<BR>
</P>
<P>
<B><A NAME="2.3">2.3 Size of Individuals</A></B></P>
<P>
The trees evolved by GP can grow very large. To avoid wasting
time evaluating a few very large trees, the user can place limits
on the number of nodes and/or the depth of an individual. In
problems where individuals are composed of multiple trees (see
Section 2.8.1), separate limits can be set for each component
tree, as well as for the individual as a whole.</P>
<P>
Koza's experiments, in both books [3,4], place a maximum depth
limit of 17 (with no restriction on the number of nodes).<BR>
</P>
<P>
<B><A NAME="2.4">2.4 Fitness</A></B></P>
<P>
The fitness of each individual in the population is determined
by use of an evaluation function. Based on the results of the
evaluation function, decisions are made with regards to the propagation
and recombination of an individual into the next generation.
There are a number of types of &quot;fitness&quot; that can be
used by a GP, which we note below:</P>
<P>
<B>Raw Fitness</B>, <I>f<SUB>r</SUB></I> This measure is some
direct measure, based on the application itself, of progress made
in solving the problem. More often than not, such a measure is
based on some comparison to fitness cases. Much like a training
set used in other applications like a neural net, one applies
each of the fitness cases to the GP-program being evaluated, and
the sum performance of that GP-program on <I>all</I> the cases
is the raw fitness.<BR>
For the three of the lil-gp test cases, raw fitness is
measured as follows:<BR>
</P>
<BLOCKQUOTE>
<B>Regression</B> Raw fitness is based on measuring
the GP-generate curve against 20 test points on a test curve.
For each GP, if the generated point is within some , (0.01 by
default) then it counts as a &quot;hit.&quot; The raw fitness
is the sum of the distances between the ideal and GP-calculated
values over all the fitness cases.<BR>
</BLOCKQUOTE>
<BLOCKQUOTE>
<B>Multiplexer </B> For the &quot;11-multiplexer&quot;
(3 address lines, 8 data lines), each of the 2048 cases (2<SUP>11</SUP>
possible values of the 11 variables) is tested. Raw fitness is
the number of cases that the GP gets correct.<BR>
</BLOCKQUOTE>
<BLOCKQUOTE>
<B>Artificial Ant </B>A number of &quot;food&quot; pellets
are placed on a map. The GP evolves a control program for the
ant, and simulates the repeated execution of it until all the
food is consumed or the maximum time limit is reached. Raw fitness
is the number of food pellets that the ant hits.<BR>
</BLOCKQUOTE>
<BLOCKQUOTE>
<B>Two-boxes</B> Raw fitness is equal to the absolute
difference between the correct answer and the GP-answer, summed
over 10 fitness cases. A hit is defined as a fitness case where
the GP is within 0.01 of the correct answer.<BR>
</BLOCKQUOTE>
<BLOCKQUOTE>
<B>Lawnmower</B> Raw fitness is equal to the number
of squares mowed during one execution of the GP-program.<BR>
</BLOCKQUOTE>
<P>
<B>Standardized Fitness</B>, <I>f<SUB>s</SUB></I> Standardized
fitness simply reverses and/or translates the raw fitness so that
all fitnesses are nonnegative, with 0 being for the best possible
fitness.<BR>
</P>
<P>
<B>Adjusted Fitness</B>, <I>f<SUB>a</SUB></I> This value is
calculated from the standardized fitness. It is defined as follows
for each individual <I>i </I></P>
<PRE>
1
<I>f</I></PRE>
<P><SUB>a</SUB> (<I>i</I>) =
-----------
1 + <I>f<SUB>s</SUB></I>(<I>i</I>)
</P>
<P>
<I> f<SUB>a</SUB></I> varies from 0 to 1, with 1 being best.
It has the advantage of exaggerating small differences as the
fitness of the individuals increases. Thus, as the solution is
nearly complete, better feedback is give to the GP so that the
best solutions can be pursued.<BR>
</P>
<P>Koza and others also refer to a &quot;normalized fitness.&quot;
This is simply adjusted fitness divided by the sum of all adjusted
fitnesses in the population. lil-gp does not use normalized fitness
explicitly, but instead does implicit normalization of adjusted
fitness where necessary (for instance, in fitness-proportionate
selection).<BR>
</P>
<P>
<B><A NAME="2.5">2.5 Population Initialization</A></B></P>
<P>
The GP-programs are created from random selections from the function
and terminal set. However, even though the selections are random
there are some parameters which control the initial population.
See page 33 for a listing of lil-gp parameter names</P>
<P>
There are three methods available for creating these initial random
structures</P>
<P>
<B>Full </B> The full method generates only full trees, that
is, trees which have all terminal nodes in the same level of the
generated program tree. Another way to say this is that the tree
path length from any terminal node to the root of the tree is
the same.<BR>
</P>
<P>
<B>Grow </B> The grow method chooses any node (function or terminal)
for the root, then recursively calls itself to generate child
trees for any nodes which need them. It is restricted so that
each tree has a maximum depth (if the tree reaches the maximum
depth, all further nodes are restricted to be terminals, so growth
will cease).<BR>
</P>
<P>
<B>Half-and-half</B> This method merely chooses the full method
50% of the time and the grow method the other 50%.<BR>
</P>
<P>
All of the generation methods can be specified with a &quot;ramp&quot;
of initial depth values instead of a single value. For instance,
if the ramp is 2 - 5, then 25% of the trees will be generated
with depth 2, 25% will be generated with depth 3, and so on.
Note that the grow method (and consequently, the half-and-half
method), when called to generate a tree of depth <I>n</I>, can
produce a tree with actual depth less than <I>n</I></P>
<P>
Half-and-half with a depth ramp is typically the method of choice
for initialization since it produces a wide variety of tree shapes
and sizes</P>
<P>
lil-gp checks each individual generated against node and/or depth
limits (if any have been) set before inserting it into the initial
population. It also ensures that no duplicates are present in
the initial population.<BR>
</P>
<P>
<B><A NAME="2.6">2.6 Selection</A></B></P>
<P>
A selection method is routines used to select an individual from
a population. Currently, selections are used for two purposes
in lil-gp: selecting the input individuals for a genetic operator
(such as crossover) to work on, and selecting individuals to undergo
subpopulation exchange in multiple- population problems</P>
<P>
Three commonly used selection methods are</P>
<P>
<B>Fitness-proportionate selection</B> This selects an individual
based on the proportion of that individual's adjusted fitness
in comparison to the total adjusted fitness of the population.
When there are <I>n</I> individuals in the population, an individual
<I>i</I> will be chosen with probability</P>
<PRE><BR>
<I>f</I></PRE>
<P><SUB>a</SUB>(<I>i</I>)
<I> p<SUB>i </SUB></I>= ----------------------- Sum(<I>j=1...n</I>)<I>f<SUB>a</SUB></I> (<I>j</I>)<BR>
</P>
<P>
This is also known as the &quot;roulette wheel&quot; algorithm
[1]. That is, each individual gets a portion of a roulette wheel
based on the above formula (the entire wheel being equal to 1).
The wheel is then &quot;spun&quot; to determine which individual
is next selected. Individuals with a large portion of the overall
fitness have an increased chance of being selected, but <I>every</I>
individual has <I>some</I> chance.<BR>
</P>
<P>
<B>(Greedy) Overselection</B> Though fitness-proportionate selection
is considered good for most applications, it is sometimes desirable
to speed up the process. For large populations (in [3] Koza defines
large as over 500), you might use overselection. Overselection
partitions the population into two groups. In Koza's standard
formulation, 80% of the time, individuals are selected from Group
I (based on fitness proportionate selection within the group)
and 20% of the time from Group II. The partition into two groups
can be arbitrary, but Koza has defined this partition based on
fitness. For a population of 1000, the top individuals accounting
for 32% of the total adjusted fitness go into the first group,
the rest into the second. For popu- lations of 2000, the split
occurs at 16% of the adjusted fitness, for populations of 4000,
the split occurs at 8% and so on. The particular percentages
are parameters in lil-gp and can be altered.<BR>
</P>
<P>
<B>Overselection</B> results in much higher selection
pressures on the population than fitness proportionate selection.
While such pressure often results in local minima solutions in
GAs, Koza does not report such results in GPs.<BR>
</P>
<P>
<B>Tournament Selection</B> Tournament selection was originated
in GAs to avoid overselection pres- sure on a population that
could cause premature convergence. In tournament selection <I>n</I>
individuals are chosen in a uniform random manner, then the best
(by fitness) of those <I>n</I> individuals is selected. <I>n</I>
is the <I>tournament size</I>. Koza uses this type of selection,
with a tournament size of 7, for most of the runs given in GP
II [4].</P>
<P>
lil-gp provides these and 4 other selection methods. See page
33 for more information on these methods in lil-gp.<BR>
</P>
<P>
<B><A NAME="2.7">2.7 Operators</A></B></P>
<P>
A genetic operator is a method for creating the individuals in
each generation, usually by recombining pieces of individuals
in the current generation. Crossover, reproduction, and mutation
are the three operators implemented in lil-gp. For information
on their use in lil-gp, see page 36.<BR>
</P>
<P>
<B><A NAME="2.7.1">2.7.1 Crossover</A></B></P>
<P>
Crossover is the main operator in recombining old solutions into
new and potentially better solutions in both GAs and GPs. In
a GP, crossover occurs on trees. Thus two individuals are selected
(using whatever selection method is in force) for crossover.
Let's call them A and B. If the individuals in the current problem
are composed of multiple trees (see Section 2.8.1), then one tree
is randomly selected from each individual, subject to the restriction
that both trees must share the same function set. A node is randomly
selected on each tree, <I>n</I><SUB>A</SUB> and <I>n</I><SUB>B</SUB>
. Crossover occurs by moving <I>n</I><SUB>A</SUB> <I>and</I>
the subtree which has <I>n</I><SUB>A</SUB> as its root, to tree
B at the position of <I>n</I><SUB>B</SUB> , and at the same time
moving <I>n</I><SUB>B</SUB> <I>and</I> the subtree which has <I>n</I><SUB>B</SUB>
as its root, to A at the position of <I>n</I><SUB>A</SUB> </P>
<P>
lil-gp allows mixed selection operations. That is, certain operators
such as crossover can use one selection method, while other operators
use another. This allows for experiments with mixed strategies.
lil-gp also allows a different selection method to be used for
each
</P>
<P>
parent in crossover, and the probability that each crossover point
is at an internal node versus an external node can be set by the
user. If the individuals are composed of multiple trees, the probability
that a given tree within an individual is chosen as the crossover
tree can be set as well</P>
<P>
It is possible for crossover to create a tree that violates some
of the node and/or depth maximums, if any are set by the user.
In such cases, Koza just reproduces one of the parents into the
new population in place of the too-large offspring. lil-gp supports
this behavior, but can be set to continue picking random crossover
points until two legal offspring are produced.<BR>
</P>
<P>
<B><A NAME="2.7.2">2.7.2 Reproduction</A></B></P>
<P>
The simplest operator, reproduction simply chooses an individual
in the current population and copies it verbatim into the new
population. Apart from the choice of selection method, no options
are available (or needed).<BR>
</P>
<P>
<B><A NAME="2.7.3">2.7.3 Mutation</A></B></P>
<P>
Mutation in GP is typically a point mutation. An individual is
selected, and a mutation point picked. The subtree with the mutation
point as its root is deleted and replaced with a randomly generated
subtree</P>
<P>
The mutation options in lil-gp are similar to those of crossover:
method for selecting the individual, probabilities governing the
location of the mutation point, what to do when mutation produces
a tree that violates node and/or depth limits. In addition, the
user can specify the method and depth ramp for creating the new,
random subtree.<BR>
</P>
<P>
<B><A NAME="2.8">2.8 Automatically Defined Functions (ADFs)</A></B></P>
<P>
Koza's second book on genetic programming [4] was devoted mainly
to exploring the use of au- tomatically defined functions (ADFs).
This technique places constraints on the tree_usually the nodes
around the root have a constant structure for all individuals,
and this constrant structure has two or more &quot;slots&quot;
where the evolved portions of the individual hang off</P>
<P>
The running example in this section will be the &quot;two-boxes&quot;
problem presented in [4]. This problem attempts to evolve a program
to compute <I>l<SUB>0</SUB> w<SUB>0</SUB> h<SUB>0</SUB> - l<SUB>1</SUB>
w<SUB>1</SUB> h<SUB>1</SUB></I> using the four basic arithmetic
functions and six terminals representing the six variables. Koza's
experiments with this problem use a single three-argument ADF.
All individuals in the LISP representation of this problem fit
the general framework depicted in Figure 2.1.<BR>
</P>
<PRE>
progn
/ \
defun \
/ | \ \
ADF0 | \ \
| \ \
(ARG0 ARG1 ARG2) \ \
| \
- - - - - - - - - - - -|- - - -\- - - - - - - - - - - - - -
| \
&lt;body of ADF0&gt; &lt;body of main program&gt;
<BR></PRE>
<PRE>
Figure 2.1: LISP representation of individual in two-boxes
problem. (After figures in GP II.)<BR>
</PRE>
<P>
The portion of the individual above the dotted line is just setup
for the evaluation. It serves to define a new three-argument
function <B>ADF0</B> with the given body, and bind the arguments
of the function to the symbols <B>ARG0</B>, <B>ARG1,</B> and <B>ARG2</B>
within the function body. It then evaluates the right, &quot;result-producing&quot;
branch of the individual</P>
<P>
Each of the two evolved sections of the tree has its own set of
functions and terminals. The left branch (<B>ADF0</B>) has the
four arithmetic functions available, but only its only terminals
are the three arguments <B>ARG0</B>, <B>ARG1</B>, and <B>ARG2</B>.
The right branch, though, has the four arithmetic functions,
the six terminals representing variables, and an additional three-argument
function <B>ADF0</B> which causes evaluation of the left branch.
Genetic operators, such as crossover, must ensure that new individuals
fit this scheme. In this case, crossover must not occur within
the nodes above the dotted line, and it must ensure that the operation
preserves the separate function sets_ADF0s can only cross over
with other ADF0s and RPBs can only cross over with other RPBs.
Similar retrictions apply for mutation.<BR>
</P>
<P>
<B><A NAME="2.8.1">2.8.1 ADFs in lil-gp</A></B></P>
<P>
Representation of ADFs in lil-gp is different but essentially
equivalent. lil-gp stores only the &quot;guts&quot; of the individual_the
portions below the dotted line. lil-gp defines an &quot;individual&quot;
as being a set of trees rather than a single tree. The number
of trees per individual is fixed (set by the application code),
say at K. Each tree 0...(K - 1) within an individual can have
a different function set . The function set for a particular
tree number <I>k</I> is the same for all individuals</P>
<P>
lil-gp replaces the LISP bookkeeping stuff explicitly stored in
the individual (the portions above the dotted line) with C bookkeeping
stuff represented (1) implicitly in the user-defined func- tion
sets, and (2) explicitly in the structure of the user-written
individual evaluation function (<B>app_eval_fitness()</B>)</P>
<P>
In the two-boxes example, the application code would specify that
individuals have two trees each. Let us suppose tree 0 is the
RPB and tree 1 is ADF0. The corresponding function sets would
look like</P>
<PRE>
<B> tree 0: {+, -, *, =, l0, w0, h0, l1, w1, h1, EVAL1}</B>
<B> tree 1: {+, -, *, =, ARG0 , ARG1 , ARG2 }<BR></B></PRE>
<P>
<B>EVAL1</B> is a special type of function. When the evaluation
routine hits an <B>EVAL1</B>, it will evaluate tree 1 of the individual
and take that value as the value of <B>EVAL1</B>. <B>ARG0</B>,
<B>ARG1</B>, and <B>ARG2</B> are special terminals that will take
on the appropriate values (the arguments to the <B>EVAL1</B> function)
each time an <B>EVAL1</B> is hit and tree 1 is evaluated.
</P>
<P>
<B>EVAL</B><I>n</I> functions may be of any arity, including zero.
The arity of these functions is determined when the function
set is initialized, by counting the number of <B>ARG</B><I>n</I>
terminals in the target tree</P>
<P>
To determine the fitness of the individual in this example, the
application code would just evaluate tree 0</P>
<PRE>
<B>value = evaluate_tree ( ind-&gt;tr[0].data, 0 );<BR></B></PRE>
<P>
Any evaluation of tree 1 of the individual will be done via the
<B>EVAL1</B> functions in tree 0.<BR>
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