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GENETIC PROGRAMMING

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Title: GENETIC PROGRAMMING


1
GENETIC PROGRAMMING
2
  • John R. Koza
  • Consulting Professor (Biomedical Informatics)
  • Department of Medicine
  • School of Medicine
  • Consulting Professor
  • Department of Electrical Engineering
  • School of Engineering
  • Stanford University
  • Stanford, California 94305
  • koza_at_stanford.edu
  • http//www.smi.stanford.edu/people/koza/

3
THE CHALLENGE OF ARTIFICIAL INTELLIGENCE
  • How can computers learn to solve problems
    without being explicitly programmed? In other
    words, how can computers be made to do what is
    needed to be done, without being told exactly how
    to do it?
  • ? Attributed to Arthur Samuel (1959)

4
CRITERION FOR SUCCESS
  • "The aim is ... to get machines to exhibit
    behavior, which if done by humans, would be
    assumed to involve the use of intelligence.
  • ? Arthur Samuel (1983)

5
MAIN POINT No. 1
  • Genetic programming now routinely delivers
    high-return human-competitive machine intelligence

6
MAIN POINT No. 2
  • Genetic programming is an automated invention
    machine

7
MAIN POINT No. 3
  • Genetic programming has delivered a progression
    of qualitatively more substantial results in
    synchrony with five approximately
    order-of-magnitude increases in the expenditure
    of computer time

8
MAIN POINT No. 1
  • Genetic programming now routinely delivers
    high-return human-competitive machine intelligence

9
HUMAN-COMPETITIVE
  • The result is equal or better than human-designed
    solution to the same problem

10
NASA EVOLVED ANTENNA
  • X-Band Antenna for NASA's Space Technology 5
    Mission in 2004

11
HUMAN-COMPETITIVE
  • Previously patented, an improvement over a
    patented invention, or patentable today

12
DEFINITION OF HIGH-RETURN
  • The AI ratio (the artificial-to-intelligence
    ratio) of a problem-solving method as the ratio
    of that which is delivered by the automated
    operation of the artificial method to the amount
    of intelligence that is supplied by the human
    applying the method to a particular problem

13
DEFINITION OF ROUTINE
  • A problem solving method is routine if it is
    general and relatively little human effort is
    required to get the method to successfully handle
    new problems within a particular domain and to
    successfully handle new problems from a different
    domain.

14
PROGRESSION OF QUALITATIVELY MORE SUBSTANTIAL
RESULTS PRODUCED BY GP
  • Toy problems
  • Human-competitive non-patent results
  • 20th-century patented inventions
  • 21st-century patented inventions
  • Patentable new inventions

15
REPRESENTATIONS
  • Decision trees
  • If-then production rules
  • Horn clauses
  • Neural nets
  • Bayesian networks
  • Frames
  • Propositional logic
  • Binary decision diagrams
  • Formal grammars
  • Coefficients for polynomials
  • Reinforcement learning tables
  • Conceptual clusters
  • Classifier systems

16
A COMPUTER PROGRAM
17
DESIRED OUTPUT OF PROGRAM
Time Output
0 6
1 6
2 6
3 6
4 6
5 6
6 6
7 6
8 6
9 6
10 6
11 7
12 7
18
PROGRAM TREE
  • ( 1 2 (IF (gt TIME 10) 3 4))

19
GENETIC PROGRAMMING
  • Create initial population (random)
  • Main generational loop
  • Execute all programs
  • Evaluate fitness of all programs
  • Select single individuals or pairs of individuals
    based on fitness to participate in the genetic
    operations (mutation, crossover, reproduction,
    architecture-altering operations)
  • Termination Criterion

20
CREATING RANDOM PROGRAMS
21
CREATING RANDOM PROGRAMS
  • Function Set
    F , -, , , IFLTE
  • Terminal Set
    T X, Y, Random-Values

22
CREATING RANDOM PROGRAMS
  • The random programs are
  • Of different sizes and shapes
  • Syntactically valid
  • Executable

23
DARWINIAN SELECTION
  • Selection based on fitness
  • Better individual more likely to be selected
  • Probabilistic selection
  • - Best is not always picked
  • - Worst is not necessarily excluded

24
MUTATION OPERATION
25
MUTATION OPERATION
  • Select 1 parent probabilistically based on
    fitness
  • Pick point from 1 to NUMBER-OF-POINTS
  • Delete subtree at the picked point
  • Grow new subtree at the mutation point in same
    way as generated trees for initial random
    population (generation 0)
  • The result is a syntactically valid executable
    program
  • Put the offspring into the next generation of the
    population

26
CROSSOVER OPERATION
27
CROSSOVER OPERATION
  • Select 2 parents probabilistically based on
    fitness
  • Randomly pick a number from 1 to NUMBER-OF-POINTS
    for 1st parent
  • Independently randomly pick a number for 2nd
    parent
  • The result is a syntactically valid executable
    program
  • Put the offspring into the next generation of the
    population
  • Identify the subtrees rooted at the two picked
    points

28
REPRODUCTION OPERATION
  • Select parent probabilistically based on fitness
  • Copy it (unchanged) into the next generation of
    the population

29
PROBABILISTIC STEPS
  • The initial population is typically random
  • Probabilistic selection based on fitness
  • - Best is not always picked
  • - Worst is not necessarily excluded
  • Random picking of mutation and crossover points

30
ILLUSTRATIVE GP RUN
31
SYMBOLIC REGRESSION
Independent variable X Dependent variable Y
-1.00 1.00
-0.80 0.84
-0.60 0.76
-0.40 0.76
-0.20 0.84
0.00 1.00
0.20 1.24
0.40 1.56
0.60 1.96
0.80 2.44
1.00 3.00
32
5 MAJOR PREPARATORY STEPS OF GP
  • Determining the set of terminals
  • Determining the set of functions
  • Determining the fitness measure
  • Determining the parameters for the run
  • Determining the criterion for terminating a run

33
PREPARATORY STEPS
Objective Find a computer program with one input (independent variable X) whose output equals the given data
1 Terminal set T X, Random-Constants
2 Function set F , -, ,
3 Fitness The sum of the absolute value of the differences between the candidate programs output and the given data (computed over numerous values of the independent variable x from 1.0 to 1.0)
4 Parameters Population size M 4
5 Termination An individual emerges whose sum of absolute errors is less than 0.1
34
SYMBOLIC REGRESSION
  • POPULATION OF 4 RANDOMLY CREATED INDIVIDUALS FOR
    GENERATION 0

35
SYMBOLIC REGRESSION x2 x 1
  • GENERATION 1

36
CLASSIFICATION
37
GP TABLEAU INTERTWINED SPIRALS
Objective Create a program to classify a given point in the x-y plane to the red or blue spiral
1 Terminal set T X,Y,Random-Constants
2 Function set F ,-,,,IFLTE
3 Fitness Accuracy of classification (0 194)
4 Parameters M 10,000. G 51
5 Termination A program is 100 accurate
38
BOX MOVER BEST OF GEN 0
39
BOX MOVERGEN 45 FITNESS CASE 1
40
GENETIC PROGRAMMING ON THE PROGRAMMING OF
COMPUTERS BY MEANS OF NATURAL SELECTION(Koza
1992)
41
2 MAIN POINTS FROM 1992 BOOK
  • Virtually all problems in artificial
    intelligence, machine learning, adaptive systems,
    and automated learning can be recast as a search
    for a computer program.
  • Genetic programming provides a way to
    successfully conduct the search for a computer
    program in the space of computer programs.

42
PROGRESSION OF QUALITATIVELY MORE SUBSTANTIAL
RESULTS PRODUCED BY GP
  • Toy problems
  • Human-competitive non-patent results
  • 20th-century patented inventions
  • 21st-century patented inventions
  • Patentable new inventions

43
COMPUTER PROGRAMS
  • Subroutines provide one way to REUSE code ?
    possibly with different instantiations of the
    dummy variables (formal parameters)
  • Loops (and iterations) provide a 2nd way to REUSE
    code
  • Recursion provide a 3rd way to REUSE code
  • Memory provides a 4th way to REUSE the results of
    executing code

44
DIFFERENCE IN VOLUMES
  • D L0W0H0 L1W1H1

45
EVOLVED SOLUTION
  • (- ( ( W0 L0) H0)
  • ( ( W1 L1) H1))

46
AUTOMATICALLY DEFINED FUNCTION volume
47
AUTOMATICALLY DEFINED FUNCTION volume
  • (progn
  • (defun volume (arg0 arg1 arg2)
  • (values
  • ( arg0 ( arg1 arg2))))
  • (values
  • (- (volume L0 W0 H0)
  • (volume L1 W1 H1))))

48
AUTOMATICALLY DEFINED FUNCTIONS (SUBROUTINES)
  • ADFs provide a way to REUSE code
  • Code is typically reused with different
    instantiations of the dummy variables (formal
    parameters)

49
DIVIDE AND CONQUER
50
DIVIDE AND CONQUER
  • Decompose a problem into sub-problems
  • Solve the sub-problems
  • Assemble the solutions of the sub-problems into a
    solution for the overall problem

51
CHANGE OF REPRESENTATION
52
CHANGE OF REPRESENTATION
  • Identify regularities
  • Change the representation
  • Solve the overall problem

53
GENETIC PROGRAMMING II AUTOMATIC DISCOVERY OF
REUSABLE PROGRAMS(Koza 1994)
54
MAIN POINTS OF 1994 BOOK
  • Scalability is essential for solving non-trivial
    problems in artificial intelligence, machine
    learning, adaptive systems, and automated
    learning
  • Scalability can be achieved by reuse
  • Genetic programming provides a way to
    automatically discover and reuse subprograms in
    the course of automatically creating computer
    programs to solve problems

55
MEMORY
Settable (named) variables Indexed vector memory Matrix memory Relational memory
56
TRANSMEMBRANE SEGMENT IDENTIFICATION PROBLEM
  • (progn
  • (defun ADF0 ()
  • (ORN (ORN (ORN (I?) (H?)) (ORN (P?) (G?))) (ORN
    (ORN (ORN (Y?) (N?)) (ORN (T?) (Q?))) (ORN (A?)
    (H?))))))
  • (defun ADF1 ()
  • (values (ORN (ORN (ORN (A?) (I?)) (ORN (L?)
    (W?))) (ORN (ORN (T?) (L?)) (ORN (T?) (W?))))))
  • (defun ADF2 ()
  • (values (ORN (ORN (ORN (ORN (ORN (D?) (E?)) (ORN
    (ORN (ORN (D?) (E?)) (ORN (ORN (T?) (W?)) (ORN
    (Q?) (D?)))) (ORN (K?) (P?)))) (ORN (K?) (P?)))
    (ORN (T?) (W?))) (ORN (ORN (E?) (A?)) (ORN (N?)
    (R?))))))
  • (progn (loop-over-residues (SETM0 ( (-
    (ADF1) (ADF2)) (SETM3 M0))))
  • (values ( ( M3 M0) ( ( ( (- L -0.53) ( M0
    M0)) ( ( ( M3 M0) ( ( M0 M3) ( M1 M2)))
    M2)) ( M3 M0))))))

57
ADL
58
ADR
59
HUMAN-COMPETITIVE RESULTS(NOT RELATED TO PATENTS)
Transmembrane segment identification problem for proteins
Motifs for DEAD box family and manganese superoxide dismutase family of proteins
Cellular automata rule for Gacs-Kurdyumov-Levin (GKL) problem
Quantum algorithm for the Deutsch-Jozsa early promise problem
Quantum algorithm for Grovers database search problem
Quantum algorithm for the depth-two AND/OR query problem
Quantum algorithm for the depth-one OR query problem
Protocol for communicating information through a quantum gate
Quantum dense coding
Soccer-playing program that won its first two games in the 1997 Robo Cup competition
Soccer-playing program that ranked in the middle of field in 1998 Robo Cup competition
Antenna designed by NASA for use on spacecraft
Sallen-Key filter
60
PROGRESSION OF QUALITATIVELY MORE SUBSTANTIAL
RESULTS PRODUCED BY GP
  • Toy problems
  • Human-competitive non-patent results
  • 20th-century patented inventions
  • 21st-century patented inventions
  • Patentable new inventions

61
AUTOMATIC SYNTHESIS OF BOTH THE TOPOLOGY AND
SIZING OF ANALOG ELECTRICAL CIRCUITS
62
COMPONENT-CREATING FUNCTIONS
  • Resistor R function
  • Capacitor C function
  • Inductor L function
  • Diode D function
  • Transistor Q function (3-leaded)

63
COMPONENT-CREATING FUNCTIONS
64
TOPOLOGY-MODIFYING FUNCTIONS
  • SERIES division
  • PARALLEL division
  • VIA
  • FLIP

65
TOPOLOGY-MODIFYING FUNCTIONS
66
DEVELOPMENT-CONTROLLING FUNCTIONS
  • END function
  • NOP (No Operation) function
  • SAFE_CUT function

67
DEVELOPMENTAL GP
68
DEVELOPMENTAL GP
  • (LIST (C ( 0.963 ( ( -0.875 -0.113) 0.880))
    (series (flip end) (series (flip end) (L -0.277
    end) end) (L ( -0.640 0.749) (L -0.123 end))))
    (flip (nop (L -0.657 end)))))

69
CAPACITOR-CREATING FUNCTION
  • (LIST (C ( 0.963 ( ( -0.875
  • -0.113) 0.880)) (series (flip
  • end) (series (flip end) (L
  • 0.277 end) end) (L ( -0.640
  • 0.749) (L -0.123 end)))) (flip
  • (nop (L -0.657 end)))))

70
CAPACITOR-CREATING FUNCTION
71
SERIES DIVISION FUNCTION
  • (LIST (C ( 0.963 ( ( -0.875
  • -0.113) 0.880)) (series (flip
  • end) (series (flip end) (L
  • 0.277 end) end) (L ( -0.640
  • 0.749) (L -0.123 end)))) (flip
  • (nop (L -0.657 end)))))

72
SERIES DIVISION
73
EVALUATION OF FITNESS
74
DESIRED BEHAVIOR OF A LOWPASS FILTER
75
EVOLVED CAMPBELL FILTER
  • U. S. patent 1,227,113
  • George Campbell
  • American Telephone and Telegraph
  • 1917

76
EVOLVED ZOBEL FILTER
  • U. S. patent 1,538,964
  • Otto Zobel
  • American Telephone and Telegraph Company
  • 1925

77
EVOLVED SALLEN-KEY FILTER
78
EVOLVED DARLINGTON EMITTER-FOLLOWER SECTION
U. S. patent 2,663,806 Sidney Darlington Bell
Telephone Laboratories 1953
79
NEGATIVE FEEDBACK
80
HAROLD BLACKS RIDE ON THE LACKAWANNA FERRY
Courtesy of Lucent Technologies
81
20th-CENTURY PATENTS
Campbell ladder topology for filters
Zobel M-derived half section and constant K filter sections
Crossover filter
Negative feedback
Cauer (elliptic) topology for filters
PID and PID-D2 controllers
Darlington emitter-follower section and voltage gain stage
Sorting network for seven items using only 16 steps
60 and 96 decibel amplifiers
Analog computational circuits
Real-time analog circuit for time-optimal robot control
Electronic thermometer
Voltage reference circuit
Philbrick circuit
NAND circuit
Simultaneous synthesis of topology, sizing, placement, and routing
82
PROGRESSION OF QUALITATIVELY MORE SUBSTANTIAL
RESULTS PRODUCED BY GP
  • Toy problems
  • Human-competitive non-patent results
  • 20th-century patented inventions
  • 21st-century patented inventions
  • Patentable new inventions

83
SIX POST-2000 PATENTED INVENTIONS
84
EVOLVED HIGH CURRENT LOAD CIRCUIT
85
REGISTER-CONTROLLED CAPACITOR CIRCUIT
86
LOW-VOLTAGE CUBIC CIRCUIT
87
VOLTAGE-CURRENT-CONVERSION CIRCUIT
88
LOW-VOLTAGE BALUN CIRCUIT
89
TUNABLE INTEGRATED ACTIVE FILTER
90
21st-CENTURY PATENTED INVENTIONS
Low-voltage balun circuit
Mixed analog-digital variable capacitor circuit
High-current load circuit
Voltage-current conversion circuit
Cubic function generator
Tunable integrated active filter
91
PROGRESSION OF QUALITATIVELY MORE SUBSTANTIAL
RESULTS PRODUCED BY GP
  • Toy problems
  • Human-competitive non-patent results
  • 20th-century patented inventions
  • 21st-century patented inventions
  • Patentable new inventions

92
NOVELTY-DRIVEN EVOLUTION
  • Two factors in fitness measure
  • Circuits behavior
  • Largest number of nodes and edges (circuit
    components) of a subgraph of the given circuit
    that is isomorphic to a subgraph of a template
    representing the prior art.

93
PRIOR ART TEMPLATE
94
NON-INFRINGING SOLUTION NO. 1
95
NON-INFRINGING SOLUTION NO. 5
96
GP AS AN INVENTION MACHINE
97
AUTOMATIC SYNTHESIS OF CIRCUIT LAYOUTINCLUDING
THE PLACEMENT OF COMPONENTS AND ROUTING OF WIRES
ALONG WITH THE TOPOLOGY AND SIZING
98
CIRCUIT LAYOUT
  • Circuit placement involves the assignment of each
    of the circuit's components to a particular
    physical location on a printed circuit board or
    silicon wafer.
  • Routing involves the assignment of a particular
    physical location to the wires between the leads
    of the circuit's components.

99
LAYOUT
100
LAYOUT GENERATION 0
101
100-COMPLIANT LOWPASS FILTER GENERATION 25
WITH 5 CAPACITORS AND 11 INDUCTORS ? AREA OF
1775.2
102
100-COMPLIANT LOWPASS FILTERBEST-OF-RUN
CIRCUIT OF GENERATION 138 WITH 4 INDUCTORS AND 4
CAPACITORS ? AREA OF 359.4
103
REVERSE ENGINEERING OF METABOLIC PATHWAYS
104
USING A TURTLE TO DRAW TWO-DIMENSIONAL ANTENNA
105
BEST-OF-RUN ANTENNA FROM GENERATION 90
106
3-DIMENSIONAL ANTENNA
107
EVOLVED SORTING NETWORK
108
GENETIC NETWORK FOR lac operon
109
EVOLVED NETWORK
  • (IF (lt LACTOSE_LEVEL 9.139 ) (IF (lt
  • REPRESSOR_LEVEL 6.270 ) (IF (gt GLUCOSE_LEVEL
  • 5.491 ) 2.02 (IF (lt CAP_LEVEL 0.639 ) 2.033 (IF
  • (lt CAP_LEVEL 4.858 ) (IF (gt LACTOSE_LEVEL 2.511 )
  • (IF (gt CAP_LEVEL 7.807 ) 5.586 (IF (gt
  • LACTOSE_LEVEL 2.114 ) 1.978 2.137 ) ) 0.0 ) (IF
  • (gt REPRESSOR_LEVEL 4.015 ) 0.036 (IF (lt
  • GLUCOSE_LEVEL 5.128 ) 10.0 (IF (lt REPRESSOR_LEVEL
  • 4.268 ) 2.022 9.122 ) ) ) ) ) ) (IF (gt CAP_LEVEL
  • 0.842 ) 0.0 5.97 ) ) (IF (lt CAP_LEVEL 1.769 )
  • 2.022 (IF (lt GLUCOSE_LEVEL 2.382 ) (IF (gt
  • LACTOSE_LEVEL 1.256 ) (IF (gt LACTOSE_LEVEL 1.933
  • ) (IF (gt GLUCOSE_LEVEL 2.022 ) (IF (lt
  • GLUCOSE_LEVEL 5.183 ) 6.323 (IF (gt CAP_LEVEL
  • 1.208 ) 9.713 0.842 ) ) 10.0 ) (IF (gt
  • GLUCOSE_LEVEL 6.270 ) 2.109 ) 1.965 ) ) 0.665 )
  • 1.982 ) ) )

110
OTHER STRUCTURES
111
GENETIC PROGRAMMING III DARWINIAN INVENTION AND
PROBLEM SOLVING(Koza, Bennett, Andre, Keane 1999)
112
SUBROUTINE DUPLICATION
113
SUBROUTINE CREATION
114
SUBROUTINE DELETION
115
ARGUMENT DUPLICATION
116
ARGUMENT DELETION
117
16 ATTRIBUTES OF A SYSTEM FOR AUTOMATICALLY
CREATING COMPUTER PROGRAMS
  • Starts with "What needs to be done"
  • Tells us "How to do it"
  • Produces a computer program
  • Automatic determination of program size
  • Code reuse
  • Parameterized reuse
  • Internal storage
  • Iterations, loops, and recursions
  • Self-organization of hierarchies
  • Automatic determination of program architecture
  • Wide range of programming constructs
  • Well-defined
  • Problem-independent
  • Wide applicability
  • Scalable
  • Competitive with human-produced results

118
GENETIC PROGRAMMING PROBLEM SOLVER (GPPS)
119
PROGRESSION OF QUALITATIVELY MORE SUBSTANTIAL
RESULTS PRODUCED BY GP
  • Toy problems
  • Human-competitive non-patent results
  • 20th-century patented inventions
  • 21st-century patented inventions
  • Patentable new inventions

120
AUTOMATIC SYNTHESIS OF BOTH THE TOPOLOGY AND
TUNING OF CONTROLLERS
121
PARAMETERIZED TOPOLOGY FOR GENERAL-PURPOSE
CONTROLLER
122
EVOLVED EQUATIONS FOR GENERAL-PURPOSE CONTROLLER
123
EVOLVED EQUATIONS FOR GENERAL-PURPOSE CONTROLLER
124
PATENTABLE NEW INVENTIONS
PID tuning rules that outperform the Ziegler-Nichols and Åström-Hägglund tuning rules
General-purpose controllers outperforming Ziegler-Nichols and Åström-Hägglund rules


125
PARALLELIZATION WITH SEMI-ISOLATED SUBPOPULATIONS
126
GP PARALLELIZATION
  • Like Hormel, Get Everything Out of the Pig,
    Including the Oink
  • Keep on Trucking
  • It Takes a Licking and Keeps on Ticking
  • The Whole is Greater than the Sum of the Parts

127
PETA-OPS
  • Human brain operates at 1012 neurons operating at
    103 per second 1015 ops per second
  • 1015 ops 1 peta-op 1 bs (brain second)

128
GP 19872002
System Dates Speed-up over first system Human-competitive results Problem Category
Serial LISP 19871994 1 (base) 0 toy problems
64 transputers 19941997 9 2 human-competitive results not related to patented inventions
64 PowerPCs 19952000 204 12 20th-century patented inventions
70 Alphas 19992001 1,481 2 20th-century patented inventions
1,000 Pentium IIs 20002002 13,900 12 21st-century patented inventions
4-week runs on 1,000 Pentium IIs 2002-2003 130,000 2 patentable new inventions
129
PROMISING GP APPLICATION AREAS
  • Problem areas involving many variables that are
    interrelated in highly non-linear ways
  • Inter-relationship of variables is not well
    understood
  • Discovery of the size and shape of the solution
    is a major part of the problem

130
PROMISING GP APPLICATION AREAS (CONTINUED)
  • "Black art" problems
  • Areas where you simply have no idea how to
    program a solution, but where you know what you
    want

131
PROMISING GP APPLICATION AREAS (CONTINUED)
  • Problem areas where a good approximate solution
    is satisfactory
  • ? design
  • ? control
  • ? bioinformatics
  • ? classification
  • ? data mining
  • ? system identification
  • ? forecasting

132
PROMISING GP APPLICATION AREAS (CONTINUED)
  • ? Areas where large computerized databases are
    accumulating and computerized techniques are
    needed to analyze the data
  • ? genome, protein, microarray data
  • ? satellite image data
  • ? astronomical data
  • ? petroleum databases
  • ? financial databases
  • ? medical records
  • ? marketing databases

133
PROMISING GP APPLICATION AREAS (CONTINUED)
  • ? Areas for which humans find it very difficult
    to write good programs
  • ? parallel computers
  • ? cellular automata
  • ? multi-agent strategies
  • ? field-programmable game arrays
  • ? digital signal processors
  • ? swarm intelligence

134
DIFFERENCES BETWEEN GP AND ARTIFICIAL
INTELLIGENCE (AI) AND MACHINE LEARNING (ML)
APPROACHES
135
REPRESENTATION
  • Genetic programming overtly conducts it
  • search for a solution to the given problem
  • in program space

136
POINT-TO-POINT TRANSFORMATIONS IN THE SEARCH
  • Genetic programming does not conduct its
  • search by transforming a single point in the
  • search space into another single point, but
  • instead transforms a set of points into
  • another set of points

137
HILL CLIMBING IN THE SEARCH
  • Genetic programming does not rely
  • exclusively on greedy hill climbing to
  • conduct its search, but instead allocates a
  • certain number of trials, in a principled
  • way, to choices that are known to be
  • inferior

138
DETERMINISM IN THE SEARCH
  • Genetic programming conducts its search
  • probabilistically

139
EXPLICIT KNOWLEDGE BASE
  • Genetic programming does NOT make use
  • of a knowledge base

140
ROLE OF FORMAL LOGIC IN THE SEARCH
  • Genetic programming does not utilize
  • formal logic in its search strategy.
    Contradictory alternatives are created and
    actively maintained.

141
SOURCE
  • Genetic programming is biologically inspired.

142
RESULTS
  • Genetic programming now routinely delivers
    high-return human-competitive machine intelligence
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