Genetic Network Programming with Rule Accumulation and its Application to Tile-World Problem
Lutao Wang*,**,1, Shingo Mabu*,2, Fengming Ye*,3, Shinji Eto*,4, Xuefeng Fan**,5, and Kotaro Hirasawa*,6
*Graduate School of Information, Production and Systems, Waseda University, Japan
**School of Electronics and Information Engineering, Tongji University,
Siping Road 1239, 200092, Shanghai, China
Genetic Network Programming (GNP) is an evolutionary algorithm derived from GA and GP. Directed graph structure, reusability of nodes, and implicit memory function enable GNP to deal with complex problems in dynamic environments efficiently and effectively, as many paper demonstrated. This paper proposed a new method to optimize GNP by extracting and using rules. The basic idea of GNP with Rule Accumulation (GNP with RA) is to extract rules with higher fitness values from the elite individuals and store them in the pool every generation. A rule is defined as a sequence of successive judgment results and a processing node, which represent the good experiences of the past behavior. As a result, the rule pool serves as an experience set of GNP obtained in the evolutionary process. By extracting the rules during the evolutionary period and then matching them with the situations of the environment, we could, for example, guide agents’ behavior properly and get better performance of the agents. In this paper, we apply GNP with RA to the problem of determining agents’ behaviors in the Tile-world environment in order to evaluate its effectiveness. The simulation results demonstrate that GNP with RA could have better performances than the conventional GNP both in the average fitness value and its stability.
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