Many real-world problems are not conveniently expressed using the ternary representation typically used by Learning Classifier Systems and for such problems an interval-based representation is preferable. We analyse two interval-based representations recently proposed for XCS, together with their associated operators and find evidence of considerable representational and operator bias. We propose a new interval-based representation that is more straightforward than the previous ones and analyse its bias. The representations presented and their analysis are also applicable to other Learning Classifier System architectures. We discuss limitations of the real multiplexer problem, a benchmark problem used for Learning Classifier Systems that have a continuous-valued representation, and propose a new test problem, the checkerboard problem, that matches many classes of real-world problem more closely than the real multiplexer. Representations and operators are compared using both the real multiplexer and checkerboard problems and we find that representational, operator and sampling bias all affect the performance of XCS in continuous-valued environments.
We propose that the behavior of nonlinear media can be controlled dynamically through coevolutionary systems. In this study, a light-sensitive subexcitable Belousov–Zhabotinsky reaction is controlled using a heterogeneous cellular automaton. A checkerboard image comprising of varying light intensity cells is projected onto the surface of a catalyst-loaded gel resulting in rich spatiotemporal chemical wave behavior. The coevolved cellular automaton is shown to be able to either increase or decrease chemical activity through dynamic control of the light intensity within each cell in both simulated and real chemical systems. The approach is then extended to construct a number of simple logical functions.
In cellular automata models a glider gun is an oscillating pattern of non-quiescent states that periodically emits traveling localizations (gliders). The glider streams can be combined to construct functionally complete systems of logical gates and thus realize universal computation. The glider gun is the only means of ensuring the negation operation without additional external input and therefore is an essential component of a collision-based computing circuit. We demonstrate the existence of glider gun like structures in both experimental and numerical studies of an excitable chemical system -the light-sensitive Belousov-Zhabotinsky reaction. These discoveries could provide the basis for future designs of collision-based reaction-diffusion computers.
We present a method that is capable of implementing information transfer without any rigidly controlled architecture using the light-sensitive Belousov-Zhabotinsky (BZ) reaction system. Chemical wave fragments are injected into a subexcitable area and their collisions result in annihilation, fusion or quasi-elastic interactions depending on their initial positions. The fragments of excitation both pre and post collision possess a considerable freedom of movement when compared to previous implementations of information transfer in chemical systems. We propose that the collision of such wave fragments can be controlled automatically through adaptive computing. By extension, forms of unconventional computing, i.e., massively parallel non-linear computers, can be realised by such an approach. In this study we present initial results from using a simple evolutionary algorithm to design Boolean logic gates within the BZ system.
Access to good benchmark instances is always desirable when developing new algorithms, new constraint models, or when comparing existing ones. Handwritten instances are of limited utility and are timeconsuming to produce. A common method for generating instances is constructing special purpose programs for each class of problems. This can be better than manually producing instances, but developing such instance generators also has drawbacks. In this paper, we present a method for generating graded instances completely automatically starting from a class-level problem specification. A graded instance in our present setting is one which is neither too easy nor too difficult for a given solver. We start from an abstract problem specification written in the Essence language and provide a system to transform the problem specification, via automated type-specific rewriting rules, into a new abstract specification which we call a generator specification. The generator specification is itself parameterised by a number of integer parameters; these are used to characterise a certain region of the parameter space. The solutions of each such generator instance form valid problem instances. We use the parameter tuner irace to explore the space of possible generator parameters, aiming to find parameter values that yield graded instances. We perform an empirical evaluation of our system for five problem classes from CSPlib, demonstrating promising results.
. (2008) Disclaimer UWE has obtained warranties from all depositors as to their title in the material deposited and as to their right to deposit such material. UWE makes no representation or warranties of commercial utility, title, or fitness for a particular purpose or any other warranty, express or implied in respect of any material deposited. UWE makes no representation that the use of the materials will not infringe any patent, copyright, trademark or other property or proprietary rights. UWE accepts no liability for any infringement of intellectual property rights in any material deposited but will remove such material from public view pending investigation in the event of an allegation of any such infringement. Abstract We propose that the behavior of nonlinear media can be controlled automatically through evolutionary learning. By extension, forms of unconventional computing (viz., massively parallel nonlinear computers) can be realized by such an approach. In this initial study a light-sensitive subexcitable Belousov-Zhabotinsky reaction in which a checkerboard image, composed of cells of varying light intensity projected onto the surface of a thin silica gel impregnated with a catalyst and indicator, is controlled using a learning classifier system. Pulses of wave fragments are injected into the checkerboard grid, resulting in rich spatiotemporal behavior, and a learning classifier system is shown to be able to direct the fragments to an arbitrary position through dynamic control of the light intensity within each cell in both simulated and real chemical systems. Similarly, a learning classifier system is shown to be able to control the electrical stimulation of cultured neuronal networks so that they display elementary learning. Results indicate that the learned stimulation protocols identify seemingly fundamental properties of in vitro neuronal networks. Use of another learning scheme presented in the literature confirms that such fundamental behavioral characteristics of a given network must be considered in training experiments. PLEASE SCROLL DOWN FOR TEXT. Towards Unconventional IntroductionThere is growing interest in research into the development of hybrid wetware-silicon devices focused on exploiting their potential for nonlinear computing. The aim is to harness the as yet only partially understood intricate dynamics of nonlinear media to perform complex computations, (potentially) more effectively than with traditional architectures, and to further the understanding of how such systems function. The area provides the prospect of radically new forms of machines and is enabled by improving capabilities in wetware-silicon interfacing. We are developing an approach by which networks of nonlinear media -reaction-diffusion systems and in vitro neuronal networks-can be n
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