Evolutionary Algorithms

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Introduction  (?)

Evolutionary algorithms are a computational tool that has been used both for studying the abilities and limitations of evolution in given situations and for harnessing those abilities.

Evolution in its most general form requires the following:

  • A population of organisms
  • Reproduction of the organisms
  • Mutation of some feature of the organisms
  • A "fitness function" based on that feature
  • Selective culling of the population based on their fitness

In the world around us, the organisms are living creatures or viruses, the critical feature of the organism is its DNA, and the fitness function is the organism's ability to survive and reproduce in its environment. In an evolutionary algorithm, the organisms might be field-programmable gate arrays, the critical feature might be the FPGA's logic states and the fitness function might be the FPGA's success at a particular task.

Evolutionary algorithms have been successfully employed in computer science and engineering, among other fields, to produce highly efficient programs and designs for a vast array of tasks. Their ability to successfully search through large solution spaces varies heavily depending on the shape of the fitness function - for example, an evolutionary algorithm would fare poorly at a task that had only one "right" solution, but would often do much better than a human at a task that had a large quantity of partially "right" solutions.

Making an evolutionary algorithm that accurately reflects real-world evolution is something of a challenge. Setting up a fitness function that is too tightly-defined will limit the effectiveness of evolutionary techniques such as co-option. Keeping the fitness function static will lead to stagnation. Limiting the simulation to only one "species" will eliminate all chance of seeing behaviours such as sexual dimorphism that are believed to only be advantageous in the presence of multiple mutually-antagonistic species. Currently the evolutionary algorithm that is most "realistic" in this sense (whilst not being computationally impractical) is probably Avida, which is based on the old Core Wars multiplayer hacker game.

Type  (?)

Theoria, Praxis

Level  (?)

Graduate, Doctorate, Postdoctorate

Definition  (?)

Explore the limitations of real-world evolution by analogy with computer programs possessing the necessary conditions for evolution to occur.

Objectives  (?)

  • Build up a small library of evolutionary algorithms against which theoretically-derived claims such as Dembski's Displacement Theorem and Conservation of Information can be tested
  • Experimentally determine the limitations of evolutionary algorithms of particular varieties in particular circumstances; compare with real world to determine areas where evolution may be insufficient

Questions  (?)

  • How can evolutionary algorithms be made more accurate in their reflection of real-world evolution?
  • Under what circumstances do evolutionary algorithms succeed and fail?
    • What restrictions would this place on the initial conditions for life?
  • It has been claimed that macroevolution and microevolution are fundamentally different phenomena rather than simply the same phenomenon viewed at different orders of magnitude. Does the behaviour of genetic algorithms support or undermine this claim?

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  • Evolving 3D Morphology and Behavior by Competition An evolutionary simulation of populations of artificial creatures with evolved morphology and behaviour. The fitness function is based upon creature's ability to stay in contact with a goal object relative to other members of the population.

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