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Risto Miikkulainen

Publications and source records attributed to Risto Miikkulainen.

77 records · Page 5Linked to original sources

Conversion Rate Optimization through Evolutionary Computation

Conversion optimization means designing a web interface so that as many users as possible take a desired action on it, such as register or purchase. Such design is usually done by hand, testing one change at a time through A/B testing, or a limited number of combinations through multivariate testing, making it possible to evaluate only a small fraction of designs in a vast design space. This paper describes Sentient Ascend, an automatic conversion optimization system that uses evolutionary optimization to create effective web interface designs. Ascend makes it possible to discover and utilize interactions between the design elements that are difficult to identify otherwise. Moreover, evaluation of design candidates is done in parallel online, i.e. with a large number of real users interacting with the system. A case study on an existing media site shows that significant improvements (i.e. over 43%) are possible beyond human design. Ascend can therefore be seen as an approach to massively multivariate conversion optimization, based on a massively parallel interactive evolution.

cs.HC↗

Discovering Evolutionary Stepping Stones through Behavior Domination

Behavior domination is proposed as a tool for understanding and harnessing the power of evolutionary systems to discover and exploit useful stepping stones. Novelty search has shown promise in overcoming deception by collecting diverse stepping stones, and several algorithms have been proposed that combine novelty with a more traditional fitness measure to refocus search and help novelty search scale to more complex domains. However, combinations of novelty and fitness do not necessarily preserve the stepping stone discovery that novelty search affords. In several existing methods, competition between solutions can lead to an unintended loss of diversity. Behavior domination defines a class of algorithms that avoid this problem, while inheriting theoretical guarantees from multiobjective optimization. Several existing algorithms are shown to be in this class, and a new algorithm is introduced based on fast non-dominated sorting. Experimental results show that this algorithm outperforms existing approaches in domains that contain useful stepping stones, and its advantage is sustained with scale. The conclusion is that behavior domination can help illuminate the complex dynamics of behavior-driven search, and can thus lead to the design of more scalable and robust algorithms.

cs.NE↗

Evolving Deep Neural Networks

The success of deep learning depends on finding an architecture to fit the task. As deep learning has scaled up to more challenging tasks, the architectures have become difficult to design by hand. This paper proposes an automated method, CoDeepNEAT, for optimizing deep learning architectures through evolution. By extending existing neuroevolution methods to topology, components, and hyperparameters, this method achieves results comparable to best human designs in standard benchmarks in object recognition and language modeling. It also supports building a real-world application of automated image captioning on a magazine website. Given the anticipated increases in available computing power, evolution of deep networks is promising approach to constructing deep learning applications in the future.

cs.NE↗

Reuse of Neural Modules for General Video Game Playing

A general approach to knowledge transfer is introduced in which an agent controlled by a neural network adapts how it reuses existing networks as it learns in a new domain. Networks trained for a new domain can improve their performance by routing activation selectively through previously learned neural structure, regardless of how or for what it was learned. A neuroevolution implementation of this approach is presented with application to high-dimensional sequential decision-making domains. This approach is more general than previous approaches to neural transfer for reinforcement learning. It is domain-agnostic and requires no prior assumptions about the nature of task relatedness or mappings. The method is analyzed in a stochastic version of the Arcade Learning Environment, demonstrating that it improves performance in some of the more complex Atari 2600 games, and that the success of transfer can be predicted based on a high-level characterization of game dynamics.

cs.NE↗

Increasing Behavioral Complexity for Evolved Virtual Creatures with the ESP Method

Since their introduction in 1994 (Sims), evolved virtual creatures (EVCs) have employed the coevolution of morphology and control to produce high-impact work in multiple fields, including graphics, evolutionary computation, robotics, and artificial life. However, in contrast to fixed-morphology creatures, there has been no clear increase in the behavioral complexity of EVCs in those two decades. This paper describes a method for moving beyond this limit, making use of high-level human input in the form of a syllabus of intermediate learning tasks--along with mechanisms for preservation, reuse, and combination of previously learned tasks. This method--named ESP for its three components: encapsulation, syllabus, and pandemonium--is presented in two complementary versions: Fast ESP, which constrains later morphological changes to achieve linear growth in computation time as behavioral complexity is added, and General ESP, which allows this restriction to be removed when sufficient computational resources are available. Experiments demonstrate that the ESP method allows evolved virtual creatures to reach new levels of behavioral complexity in the co-evolution of morphology and control, approximately doubling the previous state of the art.

cs.NE↗