random boolean networks. attractors a boolean network has 2 ^n possible states. sooner or later it...

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Random Boolean Networks

Random Boolean Networks

Random Boolean Networks

Attractors

A Boolean network has 2^N possible states. Sooner or later it will reach a previously visited state, and thus, since

the dynamics are deterministic, fall into an attractor. If the attractor has only a single state it is called a point

attractor, and if the attractor consists of more than one state it is called a cycle attractor. The set of states that

lead to an attractor is called the basin of the attractor. States with no incoming connections are called garden-of-

Eden states and the dynamics of the network flow from these states towards attractors. The time it takes to reach

an attractor is called transient time. (Gershenson 2004)

Random Boolean networks (RBNs) are known as NK networks or Kauffman

networks (Dubrova 2005). An RBN is a system of N binary-state nodes

(representing genes) with K inputs to each node representing regulatory

mechanisms. The two states (on/off) represent respectively, the status of a

gene being active or inactive. The variable K is typically held constant, but it

can also be varied across all genes, making it a set of integers instead of a

single integer. In the simplest case each gene is assigned, at random, K

regulatory inputs from among the N genes, and one of the possibleBoolean

functions of K inputs. This gives a random sample of the possible

ensembles of the NKnetworks. The state of a network at any point in time is

given by the current states of all N genes. Thus the state space of any such

network is 2^N.

Genetic Algorithms

Chapter 9, Complexity: A Guided Tour

Evolution by Natural Selection

Charles Darwin

Evolution by Natural Selection

Charles Darwin

• Organisms inherit traits from parents

Evolution by Natural Selection

Charles Darwin

• Organisms inherit traits from parents

• Traits are inherited with some variation, via mutation and sexual recombination

Evolution by Natural Selection

Charles Darwin

• Organisms inherit traits from parents

• Traits are inherited with some variation, via mutation and sexual recombination

• Due to competition for limited resources, the organisms best adapted to the environment tend to produce the most offspring.

Evolution by Natural Selection

Charles Darwin

• Organisms inherit traits from parents

• Traits are inherited with some variation, via mutation and sexual recombination

• Due to competition for limited resources, the organisms best adapted to the environment tend to produce the most offspring.

• This way traits producing adapted individuals spread in the population

Evolution by Natural Selection

• Organisms inherit traits from parents

• Traits are inherited with some variation, via mutation and sexual recombination

• Due to competition for limited resources, the organisms best adapted to the environment tend to produce the most offspring.

• This way traits producing adapted individuals spread in the population

in computers

Computer programs

Charles Darwin

Evolution by Natural Selection

• Organisms inherit traits from parents

• Traits are inherited with some variation, via mutation and sexual recombination

• Due to competition for limited resources, the organisms best adapted to the environment tend to produce the most offspring.

• This way traits producing adapted individuals spread in the population

in computers

Computer programs

Charles Darwin

John Holland

Evolution by Natural Selection

• Organisms inherit traits from parents

• Traits are inherited with some variation, via mutation and sexual recombination

• Due to competition for limited resources, the organisms best adapted to the environment tend to produce the most offspring.

• This way traits producing adapted individuals spread in the population

in computers

Computer (e.g., programs)

Charles Darwin

John Holland

Genetic Algorithms (GAs)

Some real-world uses of genetic algorithms

Some real-world uses of genetic algorithms

• Used by GE to automate parts of aircraft design

Some real-world uses of genetic algorithms

• Used by GE to automate parts of aircraft design

• Used by pharmaceutical companies to discover new drugs

Some real-world uses of genetic algorithms

• Used by GE to automate parts of aircraft design

• Used by pharmaceutical companies to discover new drugs

• Used by the London Stock Exchange to automatically detect fraudulent trades

Some real-world uses of genetic algorithms

• Used by GE to automate parts of aircraft design

• Used by pharmaceutical companies to discover new drugs

• Used by the London Stock Exchange to automatically detect fraudulent trades

• Used to generate realistic computer animation in the movies Lord of the Rings: The Return of the King and Troy

Some real-world uses of genetic algorithms

• Used by GE to automate parts of aircraft design

• Used by pharmaceutical companies to discover new drugs

• Used by the London Stock Exchange to automatically detect fraudulent trades

• Used to generate realistic computer animation in the movies Lord of the Rings: The Return of the King and Troy

• Used to model and understand evolution in nature!

Robby the Robot

Example: Evolving Strategies for Robby the Robot

Example: Evolving Strategies for Robby the Robot

Input: Contents of N, S, E, W,

C(Current)

Example: Evolving Strategies for Robby the Robot

Input: Contents of N, S, E, W,

C(Current)

Possible actions:Move N

Move S

Move E

Move W

Move random

Stay put

Try to pick up can

Example: Evolving Strategies for Robby the Robot

Input: Contents of N, S, E, W,

C(Current)

Possible actions:Move N

Move S

Move E

Move W

Move random

Stay put

Try to pick up can

Rewards/Penalties (points): Picks up can: 10

Tries to pick up can on empty site: -1

Crashes into wall: -5

Example Strategy

Encoding a Strategy

Code: MoveNorth = 0MoveSouth = 1MoveEast = 2MoveWest = 3StayPut = 4PickUpCan = 5MoveRandom = 6

Encoding a Strategy

Code: MoveNorth = 0MoveSouth = 1MoveEast = 2MoveWest = 3StayPut = 4PickUpCan = 5MoveRandom = 6

Encoding a Strategy

0

Code: MoveNorth = 0MoveSouth = 1MoveEast = 2MoveWest = 3StayPut = 4PickUpCan = 5MoveRandom = 6

Encoding a Strategy

0 2

Code: MoveNorth = 0MoveSouth = 1MoveEast = 2MoveWest = 3StayPut = 4PickUpCan = 5MoveRandom = 6

Encoding a Strategy

0 2 6

Code: MoveNorth = 0MoveSouth = 1MoveEast = 2MoveWest = 3StayPut = 4PickUpCan = 5MoveRandom = 6

Encoding a Strategy

0 2 6 5 . . . 3 . . . 4

Code: MoveNorth = 0MoveSouth = 1MoveEast = 2MoveWest = 3StayPut = 4PickUpCan = 5MoveRandom = 6

Encoding a Strategy

0 2 6 5 . . . 3 . . . 4

243 values

Code: MoveNorth = 0MoveSouth = 1MoveEast = 2MoveWest = 3StayPut = 4PickUpCan = 5MoveRandom = 6

Genetic algorithm for evolving strategies for Robby

Genetic algorithm for evolving strategies for Robby

1. Generate 200 random strategies (i.e., programs for controlling Robby)

Random Initial Population

Genetic algorithm for evolving strategies for Robby

1. Generate 200 random strategies (i.e., programs for controlling Robby)

2. For each strategy, calculate fitness (average reward minus penalties earned on random environments)

Genetic algorithm for evolving strategies for Robby

1. Generate 200 random strategies (i.e., programs for controlling Robby)

2. For each strategy, calculate fitness (average reward minus penalties earned on random environments)

3. The strategies pair up and create offspring via “sexual recombination” with random mutations ― the fitter the parents, the more offspring they create.

Parent 1:

Parent 2:

Parent 1:

Parent 2:

Parent 1:

Parent 2:

Child:

Genetic algorithm for evolving strategies for Robby

1. Generate 200 random strategies (i.e., programs for controlling Robby)

2. For each strategy, calculate fitness (average reward minus penalties earned on random environments)

3. The strategies pair up and create offspring via “sexual recombination” with random mutations ― the fitter the parents, the more offspring they create.

4. Keep going back to step 2 until a good-enough strategy is found!

My hand-designed strategy:

My hand-designed strategy:

“If there is a can in the current site, pick it up.”

My hand-designed strategy:

“If there is a can in the current site, pick it up.”

“Otherwise, if there is a can in one of the adjacent

sites, move to that site.”

My hand-designed strategy:

“If there is a can in the current site, pick it up.”

“Otherwise, if there is a can in one of the adjacent

sites, move to that site.”

“Otherwise, choose a random direction to move in.”

My hand-designed strategy:

“If there is a can in the current site, pick it up.”

“Otherwise, if there is a can in one of the adjacent

sites, move to that site.”

“Otherwise, choose a random direction to move in.”

Average fitness of this strategy: 346

(out of max possible ≈500)

My hand-designed strategy:

“If there is a can in the current site, pick it up.”

“Otherwise, if there is a can in one of the adjacent

sites, move to that site.”

“Otherwise, choose a random direction to move in.”

Average fitness of this strategy: 346

(out of max possible ≈500)

Average fitness of GA evolved strategy: 486

(out of max possible ≈500)

My hand-designed strategy:

“If there is a can in the current site, pick it up.”

“Otherwise, if there is a can in one of the adjacent

sites, move to that site.”

“Otherwise, choose a random direction to move in.”

Average fitness of this strategy: 346

(out of max possible ≈500)

Average fitness of GA evolved strategy: 486

(out of max possible ≈500)???

One Run of the Genetic AlgorithmB

est

fitne

ss in

pop

ulat

ion

Generation number

Generation 1

Best average score = −81

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Time: 0 Score: 0

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Time: 1 Score: 0

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Time: 2 Score: −5

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Time: 2 Score: −5

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Time: 3 Score: −10

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Time: 3 Score: −10

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Time: 4 Score: −15

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Time: 4 Score: −15

Generation 10

Best average score = 0

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Time: 0 Score: 0

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Time: 1 Score: 0

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Time: 2 Score: 0

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Time: 3 Score: 0

Generation 200

Fitness = 240

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Time: 0 Score: 0

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Time: 1 Score: 0

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Time: 2 Score: 0

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Time: 3 Score: 10

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Time: 4 Score: 10

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Time: 5 Score: 20

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Time: 6 Score: 20

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Time: 7 Score: 20

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Time: 8 Score: 20

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Time: 9 Score: 20

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Time: 10 Score: 20

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Time: 11 Score: 20

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Time: 12 Score: 20

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Time: 13 Score: 20

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Time: 14 Score: 30

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Time: 15 Score: 30

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Time: 16 Score: 40

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Time: 17 Score: 40

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Time: 18 Score: 50

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Time: 19 Score: 50

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Time: 20 Score: 60

Generation 1000

Fitness = 492

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Time: 0 Score: 0

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Time: 1 Score: 0

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Time: 2 Score: 10

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Time: 3 Score: 10

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Time: 4 Score: 20

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Time: 5 Score: 20

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Time: 6 Score: 20

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Time: 7 Score: 20

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Time: 8 Score: 20

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Time: 9 Score: 30

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Time: 10 Score: 30

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Time: 11 Score: 40

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Time: 12 Score: 40

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Time: 13 Score: 50

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Time: 14 Score: 50

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Time: 15 Score: 60

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Time: 16 Score: 60

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Time: 17 Score: 70

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Time: 18 Score: 70

Why Did The GA’s Strategy Outperform Mine?

My Strategy

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The GA’s Evolved Strategy

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Principles of Evolution Seen in Genetic Algorithms

Principles of Evolution Seen in Genetic Algorithms

• Natural selection works!

Principles of Evolution Seen in Genetic Algorithms

• Natural selection works!

• Evolution proceeds via periods of stasis “punctuated” by periods of rapid innovation

Principles of Evolution Seen in Genetic Algorithms

• Natural selection works!

• Evolution proceeds via periods of stasis “punctuated” by periods of rapid innovation

Bes

t fit

ness

in p

opul

atio

n

Generation number

Principles of Evolution Seen in Genetic Algorithms

• Natural selection works!

• Evolution proceeds via periods of stasis “punctuated” by periods of rapid innovation

• Exaptation is common

Principles of Evolution Seen in Genetic Algorithms

• Natural selection works!

• Evolution proceeds via periods of stasis “punctuated” by periods of rapid innovation

• Exaptation is common

• Co-evolution speeds up innovation

Principles of Evolution Seen in Genetic Algorithms

• Natural selection works!

• Evolution proceeds via periods of stasis “punctuated” by periods of rapid innovation

• Exaptation is common

• Co-evolution speeds up innovation

• Dynamics and results of evolution are unpredictable and hard to analyze

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