Evolutionary Computing Via FPGAs
fm6 writes "There's this computer scientist named Adrian Thompson who's into what he calls "soft computing". He takes FPGAs and programs them to "evolve", Darwin-style. The chip modifies its own logic randomly. Changes that improve the chips ability to do some task are kept, others are discarded. He's actually succeeded in producing a chip that recognized a tone. The scary part: Thompson cannot explain exactly how the chip works! Article here."
One thing people should consider is that while Genetic Algorithms are neat, they are limited.
Here's the fundamental decoder-based GA:
* Take an array of N identically long bits.
* Write a function, called the fitness function, that considers a single element in the array as a solution to your problem, and rates how good that solution is as a floating point number. Rate every bit string in the population of N.
* Take the M strings with the highest ratings. Create N-M new strings by randomly picking two or more parent strings, randmoly picking a spot or two in them, and combining the two parts of them.
* Rinse and repeat until the entire population is identical.
Their main limitation is that they take a lot of memory. Take the number of bits in a genome, multiply by population size, and your processing time grows exponentially with both population size and parent genome grouping. The other problem is that they require that the problem have a quantifiable form of measurement - how do you rate an AI as a single number?
The other problem is commonly called the "superman" problem - what happens if you get a gene by chance very early in your generations that rates very very high, but isn't perfect. Imagine a human walking out of apes, albeit with only one arm. It'll dominate the population. GAs do not guarantee an optimal solution. For some problems, this isn't a problem, or it can be avoided, or reduced to a very small probability. For others, this is unacceptable.
That said, you can do some neat shit with them. This screenshot is from a project I did during undergraduate studies at UP, geared towards an RTS style of game, automatically generating waypoints between a start and end position. I'll probably clean it up sometime, add a little guy actually walking around the landscape, stick it in my portfolio. Yay, OpenGL eye candy.
I found the paper on this project, and I found a few things disturbing. First of all, there was no clock: the circuit was completely asynchronous. In other words, the only timing reference they had was the timing of the FPGA itself. Trying to do something like this in silicon is difficult, and doing it in an FPGA is just plain insane. Delays in a circuit vary with just about everything: power supply voltage (and noise), temperature, different chips, the current state of the circuit, and so on. While you might be able to deal with these problems in a custom chip, an FPGA was never designed to be stable in these respects. Also mentioned is that there are several cells in the circuit that appear to have no real use, but when removed, the circuit ceases to operate. As they mention, this could be because of electromagnetic coupling or coupling through the power supplies. Again, I would never want to see something like that in one of my chips.
Another thing that bothers me, how the heck does he know which cells are being used? Last time I checked, the bitstream (programming) files for these chips is extremely proprietary, and nobody (except XILINX) has the formats for these files. I really want to know how they know how this thing is wired.
Now I should mention, this is pretty cool from an academic standpoint, and it would be interesting if they could produce something that is both stable and useful using these techniques. It's also pretty cool that they could get this to work at all.