Self-Improving Systems
Roland Olsson writes "A relatively easy way to construct "intelligent" systems that improve
themselves practically ad infinitum is described at
http://www-ia.hiof.no/~rolando/SIG/
Maybe Steven Spielberg's AI film is closer to reality than the general
public knows *smile*?"
Please. Two notes on a page? Breakthrough? Hah. It's a hell of a lot tougher than it looks.
Read Koza's three tomes for extensive research on genetic programming (the art of developing programs through genetic-evolutionary techniques).
Read about particle swarms if you want to learn about an evolutionary technique that is quietly kicking the ass of most others wherever it is used.
From a theoretical point of view, this feels like it won't solve or do anything that can't be found within the solution space anyway, by another technique.
Someone took a GP algorithm and superimposed it on the architecture of an RS Flip-Flop. On the plus side, with all of /.'s traffic, they probably won't have a hard time finding someone to fill that open position at the bottom of the page.
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The Father of GP (John Koza) may disagree with me - he runs genetic-programming.org and more or less invented the field. He's also known for his vigorous defences of GP: anybody know of real applications?
A somewhat more complete description of GP can be found at Genetic-programming.com.
.sig
Check out the GA Archive. Great collection of the more famous GA's and proceedings.
For those wishing to get an intro to GA, try The Hitchhiker's Guide to Evolutionary Computation.
In college, I did a project in which I attempted to evolve programs for Core Wars, in which two programs running in a virtual machine language basically attempt to overwrite each other's memory space.
My algorithm started with random programs and pitted them against each other in the Core Wars arena. The fitness function was simple: programs that beat other programs got higher ratings. Top-rated programs would "breed", and all programs would mutate. The hope was that after time, successful warriors would evolve.
And, lo and behold, they did! My algorithm "evolved" some simple bombers -- not nearly as good as what a human would write, but amazing considering I put no knowledge about strategy into the algorithm, and started with random core wars code.
Ah, but (there's always a but) I found that there was no significant correlation between how successful a warrior was and how many generations of crossover went into it. In other words, the genetic algorithm did no better than an algorithm which simply selected lots of random programs and kept the ones that work. So actually, my result was not very impressive at all -- I was basically doing a brute force random search for programs, and happened to find a few.
Others might get much better results with different languages, because Core Wars machine code does not lend itself to crossover (i.e. it's had to merge two Core Wars programs into a better program). Functional languages do a bit better with this. But I really doubt that Genetic Algorithms will prove useful in the near future for generating any sort of code that wouldn't be trivially easy for a human to write.
This got me intrigued, so I hopped on to Google, and, lo and behold, this is what I found. Probably one of the more interesting works that I have read online in quite some time, although there were parts that I didn't understand since I haven't yet taken enough coursees in high math to properly comprehend them.
--sdem