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Penousal Machado

Publications and source records attributed to Penousal Machado.

At least 37 records · Page 2Linked to original sources

Probabilistic Structured Grammatical Evolution

The grammars used in grammar-based Genetic Programming (GP) methods have a significant impact on the quality of the solutions generated since they define the search space by restricting the solutions to its syntax. In this work, we propose Probabilistic Structured Grammatical Evolution (PSGE), a new approach that combines the Structured Grammatical Evolution (SGE) and Probabilistic Grammatical Evolution (PGE) representation variants and mapping mechanisms. The genotype is a set of dynamic lists, one for each non-terminal in the grammar, with each element of the list representing a probability used to select the next Probabilistic Context-Free Grammar (PCFG) derivation rule. PSGE statistically outperformed Grammatical Evolution (GE) on all six benchmark problems studied. In comparison to PGE, PSGE outperformed 4 of the 6 problems analyzed.

cs.NE↗

Co-evolutionary Probabilistic Structured Grammatical Evolution

This work proposes an extension to Structured Grammatical Evolution (SGE) called Co-evolutionary Probabilistic Structured Grammatical Evolution (Co-PSGE). In Co-PSGE each individual in the population is composed by a grammar and a genotype, which is a list of dynamic lists, each corresponding to a non-terminal of the grammar containing real numbers that correspond to the probability of choosing a derivation rule. Each individual uses its own grammar to map the genotype into a program. During the evolutionary process, both the grammar and the genotype are subject to variation operators. The performance of the proposed approach is compared to 3 different methods, namely, Grammatical Evolution (GE), Probabilistic Grammatical Evolution (PGE), and SGE on four different benchmark problems. The results show the effectiveness of the approach since Co-PSGE is able to outperform all the methods with statistically significant differences in the majority of the problems.

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On the Exploitation of Neuroevolutionary Information: Analyzing the Past for a More Efficient Future

Neuroevolutionary algorithms, automatic searches of neural network structures by means of evolutionary techniques, are computationally costly procedures. In spite of this, due to the great performance provided by the architectures which are found, these methods are widely applied. The final outcome of neuroevolutionary processes is the best structure found during the search, and the rest of the procedure is commonly omitted in the literature. However, a good amount of residual information consisting of valuable knowledge that can be extracted is also produced during these searches. In this paper, we propose an approach that extracts this information from neuroevolutionary runs, and use it to build a metamodel that could positively impact future neural architecture searches. More specifically, by inspecting the best structures found during neuroevolutionary searches of generative adversarial networks with varying characteristics (e.g., based on dense or convolutional layers), we propose a Bayesian network-based model which can be used to either find strong neural structures right away, conveniently initialize different structural searches for different problems, or help future optimization of structures of any type to keep finding increasingly better structures where uninformed methods get stuck into local optima.

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Speed Benchmarking of Genetic Programming Frameworks

Genetic Programming (GP) is known to suffer from the burden of being computationally expensive by design. While, over the years, many techniques have been developed to mitigate this issue, data vectorization, in particular, is arguably still the most attractive strategy due to the parallel nature of GP. In this work, we employ a series of benchmarks meant to compare both the performance and evolution capabilities of different vectorized and iterative implementation approaches across several existing frameworks. Namely, TensorGP, a novel open-source engine written in Python, is shown to greatly benefit from the TensorFlow library to accelerate the domain evaluation phase in GP. The presented performance benchmarks demonstrate that the TensorGP engine manages to pull ahead, with relative speedups above two orders of magnitude for problems with a higher number of fitness cases. Additionally, as a consequence of being able to compute larger domains, we argue that TensorGP performance gains aid the discovery of more accurate candidate solutions.

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Evolving Learning Rate Optimizers for Deep Neural Networks

Artificial Neural Networks (ANNs) became popular due to their successful application difficult problems such image and speech recognition. However, when practitioners want to design an ANN they need to undergo laborious process of selecting a set of parameters and topology. Currently, there are several state-of-the art methods that allow for the automatic selection of some of these aspects. Learning Rate optimizers are a set of such techniques that search for good values of learning rates. Whilst these techniques are effective and have yielded good results over the years, they are general solution i.e. they do not consider the characteristics of a specific network. We propose a framework called AutoLR to automatically design Learning Rate Optimizers. Two versions of the system are detailed. The first one, Dynamic AutoLR, evolves static and dynamic learning rate optimizers based on the current epoch and the previous learning rate. The second version, Adaptive AutoLR, evolves adaptive optimizers that can fine tune the learning rate for each network eeight which makes them generally more effective. The results are competitive with the best state of the art methods, even outperforming them in some scenarios. Furthermore, the system evolved a classifier, ADES, that appears to be novel and innovative since, to the best of our knowledge, it has a structure that differs from state of the art methods.

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Probabilistic Grammatical Evolution

Grammatical Evolution (GE) is one of the most popular Genetic Programming (GP) variants, and it has been used with success in several problem domains. Since the original proposal, many enhancements have been proposed to GE in order to address some of its main issues and improve its performance. In this paper we propose Probabilistic Grammatical Evolution (PGE), which introduces a new genotypic representation and new mapping mechanism for GE. Specifically, we resort to a Probabilistic Context-Free Grammar (PCFG) where its probabilities are adapted during the evolutionary process, taking into account the productions chosen to construct the fittest individual. The genotype is a list of real values, where each value represents the likelihood of selecting a derivation rule. We evaluate the performance of PGE in two regression problems and compare it with GE and Structured Grammatical Evolution (SGE). The results show that PGE has a a better performance than GE, with statistically significant differences, and achieved similar performance when comparing with SGE.

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TensorGP -- Genetic Programming Engine in TensorFlow

In this paper, we resort to the TensorFlow framework to investigate the benefits of applying data vectorization and fitness caching methods to domain evaluation in Genetic Programming. For this purpose, an independent engine was developed, TensorGP, along with a testing suite to extract comparative timing results across different architectures and amongst both iterative and vectorized approaches. Our performance benchmarks demonstrate that by exploiting the TensorFlow eager execution model, performance gains of up to two orders of magnitude can be achieved on a parallel approach running on dedicated hardware when compared to a standard iterative approach.

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Demonstrating the Evolution of GANs through t-SNE

Generative Adversarial Networks (GANs) are powerful generative models that achieved strong results, mainly in the image domain. However, the training of GANs is not trivial, presenting some challenges tackled by different strategies. Evolutionary algorithms, such as COEGAN, were recently proposed as a solution to improve the GAN training, overcoming common problems that affect the model, such as vanishing gradient and mode collapse. In this work, we propose an evaluation method based on t-distributed Stochastic Neighbour Embedding (t-SNE) to assess the progress of GANs and visualize the distribution learned by generators in training. We propose the use of the feature space extracted from trained discriminators to evaluate samples produced by generators and from the input dataset. A metric based on the resulting t-SNE maps and the Jaccard index is proposed to represent the model quality. Experiments were conducted to assess the progress of GANs when trained using COEGAN. The results show both by visual inspection and metrics that the Evolutionary Algorithm gradually improves discriminators and generators through generations, avoiding problems such as mode collapse.

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Using Skill Rating as Fitness on the Evolution of GANs

Generative Adversarial Networks (GANs) are an adversarial model that achieved impressive results on generative tasks. In spite of the relevant results, GANs present some challenges regarding stability, making the training usually a hit-and-miss process. To overcome these challenges, several improvements were proposed to better handle the internal characteristics of the model, such as alternative loss functions or architectural changes on the neural networks used by the generator and the discriminator. Recent works proposed the use of evolutionary algorithms on GAN training, aiming to solve these challenges and to provide an automatic way to find good models. In this context, COEGAN proposes the use of coevolution and neuroevolution to orchestrate the training of GANs. However, previous experiments detected that some of the fitness functions used to guide the evolution are not ideal. In this work we propose the evaluation of a game-based fitness function to be used within the COEGAN method. Skill rating is a metric to quantify the skill of players in a game and has already been used to evaluate GANs. We extend this idea using the skill rating in an evolutionary algorithm to train GANs. The results show that skill rating can be used as fitness to guide the evolution in COEGAN without the dependence of an external evaluator.

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Exploring the Evolution of GANs through Quality Diversity

Generative adversarial networks (GANs) achieved relevant advances in the field of generative algorithms, presenting high-quality results mainly in the context of images. However, GANs are hard to train, and several aspects of the model should be previously designed by hand to ensure training success. In this context, evolutionary algorithms such as COEGAN were proposed to solve the challenges in GAN training. Nevertheless, the lack of diversity and premature optimization can be found in some of these solutions. We propose in this paper the application of a quality-diversity algorithm in the evolution of GANs. The solution is based on the Novelty Search with Local Competition (NSLC) algorithm, adapting the concepts used in COEGAN to this new proposal. We compare our proposal with the original COEGAN model and with an alternative version using a global competition approach. The experimental results evidenced that our proposal increases the diversity of the discovered solutions and leverage the performance of the models found by the algorithm. Furthermore, the global competition approach was able to consistently find better models for GANs.

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AutoLR: An Evolutionary Approach to Learning Rate Policies

The choice of a proper learning rate is paramount for good Artificial Neural Network training and performance. In the past, one had to rely on experience and trial-and-error to find an adequate learning rate. Presently, a plethora of state of the art automatic methods exist that make the search for a good learning rate easier. While these techniques are effective and have yielded good results over the years, they are general solutions. This means the optimization of learning rate for specific network topologies remains largely unexplored. This work presents AutoLR, a framework that evolves Learning Rate Schedulers for a specific Neural Network Architecture using Structured Grammatical Evolution. The system was used to evolve learning rate policies that were compared with a commonly used baseline value for learning rate. Results show that training performed using certain evolved policies is more efficient than the established baseline and suggest that this approach is a viable means of improving a neural network's performance.

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Incremental Evolution and Development of Deep Artificial Neural Networks

NeuroEvolution (NE) methods are known for applying Evolutionary Computation to the optimisation of Artificial Neural Networks(ANNs). Despite aiding non-expert users to design and train ANNs, the vast majority of NE approaches disregard the knowledge that is gathered when solving other tasks, i.e., evolution starts from scratch for each problem, ultimately delaying the evolutionary process. To overcome this drawback, we extend Fast Deep Evolutionary Network Structured Representation (Fast-DENSER) to incremental development. We hypothesise that by transferring the knowledge gained from previous tasks we can attain superior results and speedup evolution. The results show that the average performance of the models generated by incremental development is statistically superior to the non-incremental average performance. In case the number of evaluations performed by incremental development is smaller than the performed by non-incremental development the attained results are similar in performance, which indicates that incremental development speeds up evolution. Lastly, the models generated using incremental development generalise better, and thus, without further evolution, report a superior performance on unseen problems.

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Evolution of Scikit-Learn Pipelines with Dynamic Structured Grammatical Evolution

The deployment of Machine Learning (ML) models is a difficult and time-consuming job that comprises a series of sequential and correlated tasks that go from the data pre-processing, and the design and extraction of features, to the choice of the ML algorithm and its parameterisation. The task is even more challenging considering that the design of features is in many cases problem specific, and thus requires domain-expertise. To overcome these limitations Automated Machine Learning (AutoML) methods seek to automate, with few or no human-intervention, the design of pipelines, i.e., automate the selection of the sequence of methods that have to be applied to the raw data. These methods have the potential to enable non-expert users to use ML, and provide expert users with solutions that they would unlikely consider. In particular, this paper describes AutoML-DSGE - a novel grammar-based framework that adapts Dynamic Structured Grammatical Evolution (DSGE) to the evolution of Scikit-Learn classification pipelines. The experimental results include comparing AutoML-DSGE to another grammar-based AutoML framework, Resilient ClassificationPipeline Evolution (RECIPE), and show that the average performance of the classification pipelines generated by AutoML-DSGE is always superior to the average performance of RECIPE; the differences are statistically significant in 3 out of the 10 used datasets.

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Coevolution of Generative Adversarial Networks

Generative adversarial networks (GAN) became a hot topic, presenting impressive results in the field of computer vision. However, there are still open problems with the GAN model, such as the training stability and the hand-design of architectures. Neuroevolution is a technique that can be used to provide the automatic design of network architectures even in large search spaces as in deep neural networks. Therefore, this project proposes COEGAN, a model that combines neuroevolution and coevolution in the coordination of the GAN training algorithm. The proposal uses the adversarial characteristic between the generator and discriminator components to design an algorithm using coevolution techniques. Our proposal was evaluated in the MNIST dataset. The results suggest the improvement of the training stability and the automatic discovery of efficient network architectures for GANs. Our model also partially solves the mode collapse problem.

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COEGAN: Evaluating the Coevolution Effect in Generative Adversarial Networks

Generative adversarial networks (GAN) present state-of-the-art results in the generation of samples following the distribution of the input dataset. However, GANs are difficult to train, and several aspects of the model should be previously designed by hand. Neuroevolution is a well-known technique used to provide the automatic design of network architectures which was recently expanded to deep neural networks. COEGAN is a model that uses neuroevolution and coevolution in the GAN training algorithm to provide a more stable training method and the automatic design of neural network architectures. COEGAN makes use of the adversarial aspect of the GAN components to implement coevolutionary strategies in the training algorithm. Our proposal was evaluated in the Fashion-MNIST and MNIST dataset. We compare our results with a baseline based on DCGAN and also with results from a random search algorithm. We show that our method is able to discover efficient architectures in the Fashion-MNIST and MNIST datasets. The results also suggest that COEGAN can be used as a training algorithm for GANs to avoid common issues, such as the mode collapse problem.

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Automatic Design of Artificial Neural Networks for Gamma-Ray Detection

The goal of this work is to investigate the possibility of improving current gamma/hadron discrimination based on their shower patterns recorded on the ground. To this end we propose the use of Convolutional Neural Networks (CNNs) for their ability to distinguish patterns based on automatically designed features. In order to promote the creation of CNNs that properly uncover the hidden patterns in the data, and at same time avoid the burden of hand-crafting the topology and learning hyper-parameters we resort to NeuroEvolution; in particular we use Fast-DENSER++, a variant of Deep Evolutionary Network Structured Representation. The results show that the best CNN generated by Fast-DENSER++ improves by a factor of 2 when compared with the results reported by classic statistical approaches. Additionally, we experiment ensembling the 10 best generated CNNs, one from each of the evolutionary runs; the ensemble leads to an improvement by a factor of 2.3. These results show that it is possible to improve the gamma/hadron discrimination based on CNNs that are automatically generated and are trained with instances of the ground impact patterns.

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Fast-DENSER++: Evolving Fully-Trained Deep Artificial Neural Networks

This paper proposes a new extension to Deep Evolutionary Network Structured Evolution (DENSER), called Fast-DENSER++ (F-DENSER++). The vast majority of NeuroEvolution methods that optimise Deep Artificial Neural Networks (DANNs) only evaluate the candidate solutions for a fixed amount of epochs; this makes it difficult to effectively assess the learning strategy, and requires the best generated network to be further trained after evolution. F-DENSER++ enables the training time of the candidate solutions to grow continuously as necessary, i.e., in the initial generations the candidate solutions are trained for shorter times, and as generations proceed it is expected that longer training cycles enable better performances. Consequently, the models discovered by F-DENSER++ are fully-trained DANNs, and are ready for deployment after evolution, without the need for further training. The results demonstrate the ability of F-DENSER++ to effectively generate fully-trained DANNs; by the end of evolution, whilst the average performance of the models generated by F-DENSER++ is of 88.73%, the performance of the models generated by the previous version of DENSER (Fast-DENSER) is 86.91% (statistically significant), which increases to 87.76% when allowed to train for longer.

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A Pig, an Angel and a Cactus Walk Into a Blender: A Descriptive Approach to Visual Blending

A descriptive approach for automatic generation of visual blends is presented. The implemented system, the Blender, is composed of two components: the Mapper and the Visual Blender. The approach uses structured visual representations along with sets of visual relations which describe how the elements (in which the visual representation can be decomposed) relate among each other. Our system is a hybrid blender, as the blending process starts at the Mapper (conceptual level) and ends at the Visual Blender (visual representation level). The experimental results show that the Blender is able to create analogies from input mental spaces and produce well-composed blends, which follow the rules imposed by its base-analogy and its relations. The resulting blends are visually interesting and some can be considered as unexpected.

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