Reinforcement Learning for Online Control of Evolutionary Algorithms
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In the era of digital transformation, online learning has become an integral part of our educational landscape. As a high school student, I have embraced the convenience and flexibility that online learning offers. However, the effectiveness of this learning method can vary greatly depending on how efficiently one can navigate through the digital maze. Here, I share my personal experiences and strategies that have helped me enhance my online learning efficiency.Embracing TechnologyThe first step to improving online learning efficiency is to be comfortable with the technology. I remember the initial days when I struggled with various platforms, but with time and practice, I became adept at using them. I learned to use features like bookmarks, notetaking tools, and screen recording, which have been instrumental in my learning process.Setting a Structured RoutineA structured routine is essential for maintaining focus and discipline. I allocate specific hours for online classes, selfstudy, and revision. This routine helps me to avoid procrastination and manage my time effectively. For instance, I start my day with a morning session dedicated to reviewing the previous days learning, followed by new lessons in the afternoon, and end with a revision session in the evening.Active ParticipationEngaging actively in online classes is a key factor in enhancing learning efficiency. I make it a point to participate in discussions, ask questions, and share my thoughts. This not only helps in clarifying doubts but also keeps me attentive throughout the class. Moreover, I find that active participation boosts my understanding and retention of the subject matter.Utilizing Breaks WiselyTaking regular breaks is crucial to avoid mental fatigue. I follow the Pomodoro Technique, which involves working for 25 minutes followed by a 5minute break. During these breaks, I either take a short walk, do some stretching, or simply relax my eyes by looking away from the screen. This method has significantly improved my concentration and productivity.Creating a Conducive Learning EnvironmentA suitable learning environment is essential for effective online learning. I ensure that my study area is welllit, quiet, and free from distractions. I also keep all necessary materials, such as textbooks, stationery, and a glass of water, within reach to minimize interruptions.Leveraging Online ResourcesThe internet is a treasure trove of knowledge. I make use of various online resources, such as educational websites, forums, and video tutorials, to supplement my learning. These resources often provide different perspectives and examples that help me grasp complex concepts moreeasily.Reflecting on LearningReflection is an important aspect of learning. At the end of each day, I spend some time reflecting on what I have learned, identifying areas of improvement, and setting goals for the next day. This practice helps me to stay motivated and focused on my learning objectives.Seeking Help When NeededI believe that there is no shame in seeking help when I am stuck on a concept or a problem. I reach out to my teachers, classmates, or online communities for assistance. This not only helps me to overcome my difficulties but also fosters a sense of community and collaboration.Staying Updated with TechnologyTechnology evolves rapidly, and staying updated with the latest tools and apps can significantly enhance online learning efficiency. I regularly explore new learning management systems, notetaking apps, and productivity tools that can streamline my learning process.ConclusionIn conclusion, improving online learning efficiency is a multifaceted endeavor that requires a combination of effective time management,active engagement, and the smart use of technology. By incorporating these strategies into my daily routine, I have noticed a marked improvement in my understanding and retention of the material. The journey towards becoming a more efficient online learner is continuous, and I am constantly exploring new ways to enhance my learning experience.。
强化学习(Reinforcement Learning, RL)是一种人工智能领域的重要技术,它通过智能体与环境的交互来实现学习和决策。
在强化学习中,智能体通过试错的方式学习,不断优化自己的策略,以获得最大的累积奖励。
策略改进方法是强化学习算法中的关键部分,它可以帮助智能体更有效地学习和改进策略。
本文将详细介绍强化学习算法中的策略改进方法。
## 策略梯度方法策略梯度方法是一种常用的策略改进方法,它通过直接优化策略函数来提高智能体的性能。
在策略梯度方法中,智能体根据当前策略所采取的动作和环境的奖励信号来更新策略参数,使得能够最大化长期累积奖励。
常见的策略梯度方法包括REINFORCE算法、Actor-Critic算法等。
## 价值函数的引入在强化学习中,价值函数是一个重要的概念,它可以帮助智能体评估当前策略的好坏,并指导策略的改进。
通过引入价值函数,智能体可以更加有效地更新策略参数,以达到更好的性能。
常见的价值函数包括状态值函数和动作值函数,它们分别评估在某个状态下采取某个动作的好坏。
## 策略迭代方法策略迭代方法是一种通过交替进行策略评估和策略改进来优化策略的方法。
在策略迭代方法中,智能体首先根据当前策略对环境进行交互,然后根据得到的样本数据进行策略评估,得到当前策略的价值函数。
接着,智能体根据价值函数进行策略改进,更新策略参数。
通过不断地交替进行策略评估和策略改进,智能体可以逐渐优化策略,提高性能。
## 探索与利用的平衡在强化学习中,探索与利用是一个重要的问题。
智能体需要在不断探索未知领域的同时,最大化利用已知信息来获取奖励。
为了解决探索与利用的平衡问题,研究者提出了许多方法,如ε-贪心策略、Upper Confidence Bound(UCB)算法等。
这些方法可以帮助智能体在探索和利用之间找到一个合适的平衡点,以达到更好的性能。
## 基于模型的方法除了基于策略的方法,还有一类基于模型的方法可以用来改进强化学习算法。
基于深度强化学习的推荐系统研究随着互联网和智能设备的不断普及,人们的生活与信息呈现更加紧密地联系在一起。
在这种趋势下,推荐系统在商业应用和科学研究中的地位逐渐凸显。
然而,早期的推荐系统多依赖于基于规则的方法和基于协同过滤的算法,由于受限于数据和模型设计,这些方法存在着一些问题,如推荐精度低、算法解释性差等。
而近年来,深度学习和强化学习技术的新兴兴起为推荐系统的提升带来了新希望。
本文主要探讨基于深度强化学习的推荐系统的研究进展。
一、深度学习与推荐系统深度学习是一种强大的机器学习技术,它通过建立深层次的神经网络来实现对数据的自动抽象和特征提取。
深度学习和推荐系统的结合可以帮助提升推荐的准确率和效率,丰富推荐结果的多样性,并拓展推荐的应用领域。
具体来说,深度学习可以用于推荐模型中的特征抽象和过滤器的训练,从而有效地提升推荐准确率和效率。
传统的基于规则和协同过滤的推荐方法,主要依赖于手动构建的特征和相似性矩阵。
相比之下,深度学习方法在特征抽象方面更加优秀,可以使用深度卷积网络(Deep Convolutional Networks, DCN)、循环神经网络(Recurrent Neural Networks, RNN)和长短时记忆网络(Long Short-Term Memory, LSTM)等结构进行设计。
二、深度强化学习与推荐系统与传统的深度学习方法不同之处在于,深度强化学习能够让模型在与环境交互的过程中逐步学习并优化决策策略,从而完成推荐任务。
在深度强化学习框架下,推荐模型能够将推荐过程看作一个马尔可夫决策过程(Markov Decision Process, MDP),并通过强化学习算法来优化当前状态下推荐意见的决策策略。
因此,深度强化学习能够更好地解决推荐系统中的问题,如数据稀疏、冷启动、长尾效应等。
在深度强化学习领域,许多研究工作已经开始在推荐系统中应用。
三、基于深度强化学习的推荐系统应用案例1、Deep Reinforcement Learning for Online Advertising (DeepMind, 2016)DeepMind团队利用强化学习技术,并基于双重深度Q网络(Double Deep Q-Networks,DDQN)的修改版本,进行了在线广告投放的强化学习实验,获得了优秀的效果。
强化学习(fundamentals of reinforcement learning)是一种机器学习技术,其核心思想是智能体通过与环境互动,通过试错学习如何做出最优决策。
在强化学习中,智能体不断地与环境交互,通过接收环境状态、采取行动、获得奖励的循环,学习如何在给定的环境下采取最优的行动,以最大化长期的累积奖励。
强化学习的基本要素包括:
状态(State):表示环境的当前状态。
行动(Action):智能体可以采取的行动。
奖励(Reward):智能体在采取行动后从环境中获得的正或负反馈。
策略(Policy):智能体的决策规则,用于确定在给定状态下应采取的行动。
价值函数(Value Function):评估在特定状态下采取特定行动的好坏。
回报函数(Return Function):描述从某个状态开始的一系列行动所能获得的累积奖励。
强化学习的算法可以分为基于模型的强化学习和无模型强化学习。
基于模型的强化学习利用环境的模型来预测未来的状态和奖励,而无需实际与环境互动。
无模型强化学习则直接在环境中进行试错,通过不断与环境互动来学习如何做出最优决策。
强化学习的应用非常广泛,包括但不限于:游戏AI、自动驾驶、机器人控制、自然语言处理、推荐系统等。
reinforcement learning的例子Reinforcement learning是一种机器学习方法,它通过尝试与周围环境进行交互,通过正反馈不断地调整自己的学习效果,最终达到使某一目标函数最大化的目标。
Reinforcement learning的应用非常广泛,例如在游戏玩家的智能控制、机器人导航等领域中得到了广泛的应用。
在游戏智能控制领域,reinforcement learning被广泛应用。
比如,在象棋中,使用reinforcement learning可以让模型自动学习最佳的下棋策略。
为此,我们可以使用强化学习方法来训练模型,在不同的棋局中,根据模型预测的结果与实际结果的差异进行学习,不断调整模型参数。
这样的强化学习模型可以通过无数的自我对弈而不断提升自己的水平,最终学习到最佳的下棋策略。
另外,reinforcement learning也可以被应用在机器人导航的领域。
比如,在一个复杂的环境中,我们可以用reinforcement learning来训练机器人,让它通过自身的运动与环境进行交互,不断地调整自己的行动策略,最终找到一个最优的路径,完成任务的目标。
通过这种方式,我们可以让机器人在一个陌生的环境中自主探索,获得更准确和高效的导航能力。
除了上述两个领域,reinforcement learning还可以被应用在其他很多领域。
例如,在自然语言处理领域中,我们可以通过reinforcement learning来训练一个机器翻译模型,使其不断地修正自己的预测,并输出更准确的翻译结果。
在金融领域,我们可以使用reinforcement learning来优化投资组合,以获得更好的投资回报。
还有一个非常重要的领域,就是在医学方面的应用。
我们可以利用reinforcement learning来帮助医生诊断疾病或者选择最佳的治疗方式,从而提高诊断和治疗的准确性和效率。
总之,reinforcement learning在应用上非常广泛,可以被用于各种研究领域。
强化学习强化学习笔记(一)1 强化学习概述Alpha Go 的成功,强化学习(Reinforcement Learning,RL)成为了当下机器学习中最热门的研究领域之一。
与常见的监督学习和非监督学习不同,强化学习强调智能体(agent)与环境(environment)的交互,交互过程中智能体需要根据自身所处的状态(state)选择接下来采取的动作(action),执行动作后,智能体会进入下一个状态,同时从环境中得到这次状态转移的奖励(reward)。
强化学习的目标就是从智能体与环境的交互过程中获取信息,学出状态与动作之间的映射,指导智能体根据状态做出最佳决策,最大化获得的奖励。
2 强化学习要素强化学习通常使用马尔科夫决策过程(Markov Decision Process,MDP)来描述。
MDP数学上通常表示为五元组的形式,分别是状态集合,动作集合,状态转移函数,奖励函数以及折扣因子。
近些年有研究工作将强化学习应用到更为复杂的MDP形式,如部分可观察马尔科夫决策过程(Partially ObservableMarkov Decision Process,POMDP),参数化动作马尔科夫决策过程(Parameterized Action Markov Decision Process,PAMDP)以及随机博弈(Stochastic Game,SG)。
状态(S):一个任务中可以有很多个状态,且我们设每个状态在时间上是等距的;动作(A):针对每一个状态,应该有至少1个操作可选;奖励(R):针对每一个状态,环境会在下一个状态直接给予一个数值回馈,这个值越高,说明该状态越值得青睐;策略(π):给定一个状态,经过π的处理,总是能产生唯一一个操作a,即a=π(s),π可以是个查询表,也可以是个函数;3 强化学习的算法分类强化学习的算法分类众多,比较常见的算法有马尔科夫决策过程算法(MDP),Q-Learning算法等。
ieee tac 几篇全文共四篇示例,供读者参考第一篇示例:IEEE Transctions on Automation Science and Engineering 是一本关于自动科学和工程的权威期刊,它涵盖了广泛的领域,如自动化系统,控制理论,机器学习,优化,计算机视觉,传感器网络等。
在这篇文章中,我们将介绍几篇在该期刊上发表的精彩论文,展示了该领域最新的研究成果和发展趋势。
第一篇论文是《A Survey on Industrial Internet of Things: A Cyber-Physical Systems Perspective》。
这篇论文由业界知名学者撰写,针对工业物联网(IIoT)进行了详细的调查和分析。
IIoT 是将智能设备、传感器和互联网技术融合在一起,实现工业系统的实时监测和控制。
论文从网络结构、数据安全、实时性能等多个方面对IIoT 进行了全面的介绍和评估,为研究人员和工程师提供了重要的参考和指导。
第二篇论文是《Event-Triggered Control for Multi-Agent Systems: A Brief Overview and Recent Advances》。
这篇论文介绍了事件触发控制在多智能体系统中的应用和发展。
传统的时间驱动控制方法可能会导致系统资源的浪费和能耗的增加,而事件触发控制可以根据系统状态的变化主动触发控制器的更新,实现更有效的控制。
论文总结了事件触发控制的基本原理和设计方法,并介绍了最新的研究成果和应用领域,为多智能体系统的控制提供了新的思路和方向。
第三篇论文是《Deep Reinforcement Learning for Robot Manipulation: A Survey》。
这篇论文涵盖了深度强化学习在机器人操作中的应用和研究进展。
机器人操作是自动化科学和工程领域的重要应用领域,深度强化学习可以帮助机器人根据环境反馈和奖励信号学习最优的控制策略。
深度学习-强化学习(RL)概述笔记强化学习(Reinforcement Learning)简介 强化学习是机器学习中的⼀个领域,强调如何基于环境⽽⾏动,以取得最⼤化的预期利益。
其灵感来源于⼼理学中的⾏为主义理论,即有机体如何在环境给予的奖励或惩罚的刺激下,逐步形成对刺激的预期,产⽣能获得最⼤利益的习惯性⾏为。
它主要包含四个元素,环境状态,⾏动,策略,奖励, 强化学习的⽬标就是获得最多的累计奖励。
RL考虑的是智能体(Agent)与环境(Environment)的交互问题,其中的agent可以理解为学习的主体,它⼀般是咱们设计的强化学习模型或者智能体,这个智能体在开始的状态试图采取某些⾏动去操纵环境,它的⾏动从⼀个状态到另⼀个状态完成⼀次初始的试探,环境会给予⼀定的奖励,这个模型根据奖励的反馈作出下⼀次⾏动(这个⾏动就是当前这个模型根据反馈学来的,或者说这就是⼀种策略),经过不断的⾏动、反馈、再⾏动,进⽽学到环境状态的特征规律。
⼀句话概括:RL的⽬标是找到⼀个最优策略,使智能体获得尽可能多的来⾃环境的奖励。
例如赛车游戏,游戏场景是环境,赛车是智能体,赛车的位置是状态,对赛车的操作是动作,怎样操作赛车是策略,⽐赛得分是奖励。
在论⽂中中常⽤观察(Observation)⽽不是环境,因为智能体不⼀定能得到环境的全部信息,只能得到⾃⾝周围的信息。
*************************************************************转⾃ 在每个时间步(timestep),智能体在当前状态根据观察来确定下⼀步的动作,因此状态和动作之间存在映射关系,这种关系就是策略,⽤表⽰:记作a=π(s),a表⽰系统可以做出动作action的集合,s:系统所处状态state的集合。
学习开始时往往采⽤随机策略进⾏实验得到⼀系列的状态、动作和奖励样本,算法根据样本改进策略,最⼤化奖励。
由于奖励越来越⼤的特性,这种算法被称作增强学习。
Title: Enhancing Online Learning Efficiency: Strategies for SuccessIn the digital age, online learning has emerged as a prevalent and flexible mode of education, enabling learners worldwide to access knowledge and skills from the comfort of their own homes. However, the virtual environment poses unique challenges that can hinder learning efficiency. To maximize the benefits of online learning, it is crucial to adopt effective strategies that foster focus, engagement, and productivity. This essay outlines several key strategies for enhancing online learning efficiency.**1. Set Clear Goals and Objectives**The first step towards efficient online learning is to establish clear and achievable goals. Begin by outlining what you aim to accomplish in each session, whether it's mastering a specific concept, completing a chapter, or practicing a skill. Having a roadmap guides your learning journey, helping you stay focused and motivated.**2. Create a Dedicated Learning Space**Designate a quiet, well-lit, and organized area in your home specifically for online learning. This dedicated space should be free from distractions such as television, social media notifications, or clutter. A clean and inviting workspace can significantly improve your concentration and overall learning experience.**3. Use Time Management Techniques**Effective time management is vital for maintaining productivity in online learning. Utilize tools like digital calendars, timers, or productivity apps to plan your study sessions. Break down large tasks into smaller, manageable chunks, and set realistic deadlines for completion. This approach not only reduces overwhelm but also helps you maintain momentum and stay on track.**4. Engage Actively with the Material**Passive consumption of online content is less effective than active engagement. Take notes, ask questions, and participate in discussions to deepen your understanding of the material. Engaging with the content actively promotes critical thinking, retention, and application of knowledge.**5. Practice Self-Discipline and Self-Motivation**Online learning requires a high level of self-discipline and self-motivation. Develop habits that support your learning goals, such as regular breaks to avoid burnout, daily review sessions, and positive self-talk. Celebrate small victories along the way to maintain motivation and a sense of accomplishment.**6. Leverage Technology Wisely**Embrace technology as an enabler rather than a distraction. Use educational apps, online resources, and multimedia tools to enhance your learning experience. However, be mindful of screen time and set boundaries to protect your eyes and maintain a healthy work-life balance.**7. Seek Feedback and Collaborate with Others**Feedback is crucial for growth and improvement. Don't hesitate to ask questions, seek clarification, or request feedback from instructors, peers, or mentors. Additionally, collaborating with others can foster new perspectives, encourage accountability, and make the learning process more enjoyable.**8. Prioritize Rest and Recovery**Lastly, remember that rest and recovery are essential for optimal learning. Ensure you get enough sleep, engage in physical activity, and take breaks throughout the day. A well-rested mind is more receptive to new information and better able to retain what it learns.In conclusion, enhancing online learning efficiency requires a combination of strategic planning, self-discipline, and a willingness to embrace new technologies and learning methods. By setting clear goals, creating a conducive learning environment, managing time effectively, engaging actively with the material, leveraging technology wisely, seeking feedback, collaborating with others, and prioritizing rest, you can maximize the benefits of online learning and achieve academic success.。
自动驾驶论文以下是一些关于自动驾驶的论文的例子:1. "End to End Learning for Self-Driving Cars" by Mariottini, Gianmaria, et al. (2018)这篇论文介绍了一种使用神经网络进行端到端学习的方法,以实现自动驾驶。
通过训练来自摄像头和传感器的原始输入数据与驾驶决策之间的映射关系,实现了自动驾驶车辆的导航。
2. "Unsupervised Domain Adaptation for Autonomous Driving" by Rusu, Andrei A., et al. (2019)该论文探讨了如何通过无监督领域适应来提高自动驾驶车辆的性能。
通过将源领域数据与目标领域数据进行结合,提出了一种无监督学习的方法来使自动驾驶系统更好地适应不同的驾驶场景和环境。
3. "Towards Long-Term Autonomy for Robotic Racing" by Loquercio, Antonio, et al. (2019)该论文研究了如何通过深度学习和强化学习来实现自动驾驶赛车的长期自主性。
作者提出了一种先导式轨迹规划算法,以实现高速自动驾驶车辆的稳定性和动态路径规划能力。
4. "Deep Reinforcement Learning for Autonomous Driving" by Pan, Yuxuan, et al. (2019)这篇论文探讨了使用深度强化学习方法在自动驾驶中学习驾驶策略的可能性。
作者介绍了一种基于深度 Q-学习的方法,通过与环境交互来学习驾驶决策,并通过奖励和惩罚机制来改善驾驶策略。
这些论文都提供了关于自动驾驶的新方法和技术的深入探讨,尽管如今自动驾驶技术仍在不断发展中,但这些论文为进一步的研究和发展提供了有价值的参考。
Reinforcement Learning for Online Control ofEvolutionary AlgorithmsA.E.Eiben,M.Horvath,W.Kowalczyk,and M.C.SchutDepartment of Computer Science,Vrije Universiteit Amsterdam{gusz,mhorvath,wojtek,schut}@cs.vu.nlAbstract.The research reported in this paper is concerned with assessing theusefulness of reinforcment learning(RL)for on-line calibration of parameters inevolutionary algorithms(EA).We are running an RL procedure and the EA simul-taneously and the RL is changing the EA parameters on-the-fly.We evaluate thisapproach experimentally on a range offitness landscapes with varying degreesof ruggedness.The results show that EA calibrated by the RL-based approachoutperforms a benchmark EA.1IntroductionDuring the history of evolutionary computing(EC),the automation offinding good parameter values for EAs have often been considered,but never really achieved.Re-lated approaches include meta-GAs[1,6,15],using statistical methods[5],“parameter sweeps”[11],or most recently,estimation of relevance of parameters and values[10]. To our knowledge there is only one study on using reinforcement learning(RL)to cal-ibrate EAs,namely the mutation step size[9].In this paper we aim at regulating“all”parameters.To position our work we briefly reiterate the classification scheme of para-meter calibration approaches in EC after[2,4].The most conventional approach is parameter tuning,where much experimental work is devoted tofinding good values for the parameters before the“real”runs and then running the algorithm using these values,which remainfixed during the run.This approach is widely practicised,but it suffers from two very important deficiencies. First,the parameter-performance landscape of any given EA on any given problem instance is highly non-linear with complex interactions among the dimensions(para-meters).Therefore,finding high altitude points,i.e.,well performing combinations of parameters,is hard.Systematic,exhaustive search is infeasible and there are no proven optimization algorithms for such problems.Second,things are even more complex,be-cause the parameter-performance landscape is not static.It changes over time,since the best value of a parameter depends on the given stage of the search process.In other words,finding(near-)optimal parameter settings is a dynamic optimisation problem. This implies that the practice of using constant parameters that do not change during a run is inevitably suboptimal.Such considerations have directed the attention to mechanisms that would modify the parameter values of an EA on-the-fly.Efforts in this direction are mainly driven by two purposes:the promise of a parameter-free EA and performance improvement.The related methods–commonly captured by the umbrella term parameter control can further be divided into one of the following three categories[2,4].Deterministic pa-rameter control takes place when the value of a strategy parameter is altered by some deterministic rule modifying the strategy parameter in afixed,predetermined(i.e.,user-specified)way without using any feedback from the ually,a time-dependent schedule is used.Adaptive parameter control works by some form of feedback from the search that serves as input to a heuristic mechanism used to determine the change to the strategy parameter.In the case of self-adaptive parameter control the parameters are encoded into the chromosomes and undergo variation with the rest of the chromo-some.The better values of these encoded parameters lead to better individuals,which in turn are more likely to survive and produce offspring and hence propagate these better parameter values.In the next section we use this taxonomy/terminology to specify the problem(s)to be solved by the RL-based approach.2Problem definitionWe consider an evolutionary algorithm to be a mechanism capable of optimising a col-lection of individuals,i.e.,a way to self-organise some collective of entities.Engineer-ing such an algorithm(specifically:determining the correct/best parameter values)may imply two different approaches:one either designs it such that the parameters are(some-how)determined beforehand(like in[10]),or one includes a component that controls the values of the parameters during deployment.This paper considers such a control component.Thus,we assume some problem to be solved by an EA.As presented in[10],we can distinguish3layers in using an EA:–Application layer:The problem(s)to solve.–Algorithm layer:The EA with its parameters operating on objects from the appli-cation layer(candidate solutions of the problem to solve).–Control layer:A method operating on objects from the algorithm layer(parameters of the EA to calibrate).The problem itself is irrelevant here,the only important aspect is that we have indi-viduals(candidate solutions)and somefitness(utility)function for these individuals de-rived from the problem definition.Without significant loss of generality we can assume that the individuals are bitstrings and the EA we have in mind is a genetic algorithm (GA).For GAs the parameter calibration problem in general meansfinding values for variation operators(crossover and mutation),selection operators(parent selection and survivor selection),and population size.In the present investigation we consider four parameters:crossover rate p c,mutation rate p m,tournament size k1,and population size N.This gives us a paramater quadruple N,k,p m,p c to be regulated.Other com-ponents and parameters are the same as for the simple GA that we use as benchmark, cf.Section4.The rationale behind applying RL for parameter calibration is that we add 1Because the population size can vary we use tournament proportion or tournament rate(re-lated to the whole population),rather than tournament size.an RL component to(“above”)the GA and use it to specify values for N,k,p m,p c to the underlying GA.Monitoring the behavior of the GA with the given parameters enables the RL component to calculate new,hopefully better,values–a loop that can be iterated several times during a GA run.Within this context,the usefulness of the RL approach will be assessed by comparing the performance of the benchmark GA with a GA regulated by RL.To this end,we investigate RL that can perform on-the-fly adjustment of parameter values.This has the same functionality as self-adaptation,but the mechanics are differ-ent,i.e.,not by co-evolving parameters on the chromosomes with the solutions.Here, RL enables the system to learn from the actual run and to calibrate the running EA on-the-fly by using the learned information in the same run.The research questions implied by this problem description can now be summarized as follows.1.Is the performance of the RL-enhanced GA better than that of the benchmark GA?2.How big is the learning overhead implied by using RL?As for related work,we want to mention that including a control component for engineering self organising applications is not new-thefield of autonomic computing recognises the usefulness of reinforcement learning for control tasks[12].Exemplar applications are autonomous cell phone channel allocation,network packet routing[12], and autonomic network repair[8].As usual in reinforcement learning problems,these applications typically boil down tofinding some optimal control policy that best maps actions to system states.For example,in the autonomic network repair application,a policy needs to be found that optimally decides on carrying out costly test and repair actions in order to let the network function properly.The aim of our work is slightly different thanfinding such a control policy:we assume some problem on the application level that needs to be solved by an EA on the algorithm layer.As explained before, we consider the self organisation to take place on the algorithm level rather than the application level(as is the case for autonomic computing applications).3Reinforcement LearningOur objective is to optimize the performance of an EA-process by dynamically adjust-ing the control parameters as mentioned above with help of reinforcement learning.The EA-process is split into a sequence of episodes and after each episode an adjustment of control parameters takes place.The state of the EA-process(measured at the end of every episode)is represented by a vector of numbers that reflect the main properties of the current population:meanfitness,standard deviation offitness,etc.In a given state an action is taken:new control parameters are found and applied to EA to generate a new episode.The quality of the chosen action,the reward,is measured by a function that reflects the progress of the EA-process between the two episodes.Clearly,our main objective is to apply reinforcement learning to learn the function that maps states into actions in such a way that the overall(discounted)reward is maximized.In this paper we decided to represent states and actions by vectors of parameters that are listed in Table1.The reward function could be chosen in several ways.For example,one couldconsider improvement of the best(or mean)fitness value,or the success rate of the breeding process.In[9]four different rewarding schemes were investigated and fol-lowing theirfindings we decided to define reward as the improvement of the bestfitness value.Index State Parameter Type Ranges1Bestfitness I R0-1s2Meanfitness I R0-1s3Standard deviation of thefitness I R0-1s4Breeding success number I N0-control windows5Average distance from the best I R0-100s6Number of evaluations I N0-99999s7Fitness growth I R0-1s8−s11Previous action vectorIndex Control Parameter Type Rangec1Population size I N3-1000c2Tournament proportion I R0-1c3Mutation probability I R0-0.06c4Crossover probability I R0-1ponents of State and Action vectors3.1The Learning AlgorithmOur learning algorithm is based on a combination of two classical algorithms used in RL:the Q-learning and the SARSA algorithm,both belonging to the broader family of Temporal Difference(TD)learning algorithms,see[14]and[7].The algorithms maintain a table of state-action pairs together with their estimated discounted rewards, denoted by Q(s,a).The estimates are systematically updated with help of the so-called temporal difference:r t+1+γQ(s t+1,a∗t+1)−Q(s t,a t)where r,s,a denote reward,state and action,indexed by time,andγis the reward discount factor.The action a∗t+1can be either the best action in the state s t+1(according to the current estimates of Q)or an action(not necessarily optimal)which is actually executed(in the exploration mode of the learning algorithm).When the best action is chosen we talk about on-policy TD control(SARSA learning),otherwise we talk about off-policy TD control(Q-learning),[14].As noticed in[14],both learning strategies have different characteristics concerning convergence speed and ability offinding optima.Therefore,our version of reinforce-ment learning will be switching between on-and off-policy control at random,with a pre-specified frequencyδ.The approach outlined above works with discrete tables of state-action pairs.In our case,however,both states and actions are continuous.Therefore,during the learning process we will maintain a table of observed states,taken actions and obtained rewards and use this table as a trainig set for modeling the function Q with help of some regres-sion model:a neural network,weighted nearest-neighbour algorithm,regression tree, etc.This,in turn,leads to a yet another problem:given an implicit representation of Q and a current state s,how can wefind an optimal action a∗that maximizes Q(s,a)?For the purpose of this paper we used a genetic algorithm to solve this sub-problem.How-ever,one could think about using other(perhaps more efficient)optimization methods.There are two more details that we have implemented in our RL-algorithm:period-ical retraining of the Q-function and a restricted size of the training set.Retraining the regression model of Q is an expensive process,therefore it is performed only when a substantial number of new training cases are generated;we will call this number a batch ing all training cases that were generated during the learning process might be inefficient.For example,“old”cases are usually of low quality and they may negatively influence the learning process.Moreover,a big training set slows down the training process.Therefore we decided to introduce an upper limit on the number of cases that are used in retraining,memory limit,and to remove the oldest cases when necessary. The pseudo-code of our training algorithm is presented below:1Initialize Q abitrarily2Initializeε3Repeat(for each episode)4Ask the controlled system for initial state s5Choose an action a′according to the optimization over the function Q(s,a′)6a=randomize a′withεprobability.7Repeat(for each step of the episode)8Do action a,and observe r,s′9Choose an action a′that oprimizes the function Q(s′,a′)10a′′=randomize a′withεprobability.11Add new training instance to Q: s,a,r+γ(δQ(s′,a′)+(1−δ)Q(s′,a′′)) 12Re-train Q if the number of new cases reached the batch size13s=s′14a=a′′15(until s is not a terminal state)16DecreaseεThe randomization process that is mentioned in lines6and10uses several parameters. Reinforcement learning has to spend some effort on exploring the unknown regions of the policy space by switching,from time to time,to the exploration mode.The probabil-ity of entering this mode is determined by value of the parameterε.During the learning process this value is decreasing exponentially fast,until a lower bound is reached.We will refer to the initial value ofε,the discount factor and the lower bound asε-initial value,ε-discount factor andε-minimal,respectively.In exploration mode an action is usually selected at random using a uniform prob-ability distribution over the space of possible actions.However,this common strategy could be very harmful for the performance of the EA.For instance,by decreasing thepopulation size to1the control algorithm could practically kill the EA-process.To pre-vent such situations we introduced a new mechanism for exploration that explores areas that are close to the optimal action.As the optimal action is found with help of a sep-arate optimization process,we control our exploration strategy with a parameter that measures the optimization effort.Clearly,the smaller the effort,the more randomness in the exploration process.As mentioned earlier,in this research we used a separate genetic algorithm tofind optimal actions.Therefore,we can express the optimization effort in terms of the rate of decrease of the number of evaluations in the underlying genetic process.3.2System ArchitectureThe overall architecture of our learning system is shown in Figure3.2.It consists of three components:General Manager,State-Action Evaluator and Action Optimizer.General Manager is responsible for managing the whole process of RL.It main-tains a training set of state vectors,together with taken actions and rewards,activates the training procedure for modeling the Q function and calls Action Optimizer to chose an action in a given state.Action Optimizer contains an optimisation procedure(in our case:a genetic algo-rithm referred to as AO-EA)which is responsible for seeking an optimal action(a vector of control parameters).In other words,for a given state s the module seeks an optimum of the function Q(s,)that is maintained by the State-Action Evaluator module.State-Action Evaluator maintains a function that estimates the expected discounted reward values for arbitrary state-action pairs.The function is implemented as a regres-sion model(a neural network,weighted nearest-neigbour,regression tree,etc.)and can be retrained with help of a suitable learning alrgoritm and a training set that is main-tained by the General Manager Module.Parameter ValueReward discount factor(γ)0.849643Rate of on-or off-policy learning(δ)0.414492Memory limit8778Exploration probability(ε)0.275283ε-discount factor0.85155ε-minimal0.956004Probablility of uniform random exploration0.384026Optimization effort0.353446Table2.Parameter settings of the RL system4ExperimentsThe test suite2for testing GAs is obtained through the Multimodal Problem Generator of Spears[13].We generate10landscapes of1,2,5,10,25,50,100,250,500and1000 binary peaks whose heights are linearly distributed and where the lowest peak is0.5. The length L of these bit strings is100.Thefitness of an individual is measured by the Hamming distance between the individual and the nearest peak,scaled by the height of that peak.We define an adaptive GA(AGA)with on-the-fly control by RL.The AGA works with control heuristics generated by RL on thefly.RL is thus used here at runtime to generate control heuristics for the GA.The setup of the SGA is as follows(based on[3]).The model we use is a steady-state GA.Every individual is a100-bitstring.The recombination operator is2-point crossover;the recombination probability is0.9.The mutation operator is bit-flip;the mutation probability is0.01.The parent selection is2-tournament and survival selection is delete-worst-two.The population size is100.Initialisation is random.The termina-tion criterion is f(x)=1or10,000evaluations.The parameters of the RL system have to be tuned,which has been done through extensive tuning and testing resulting in the parameter settings shown in Table2.We used the REPTree algorithm[16]as the regression model for the State-Action Evaluator.As mentioned in the introduction,the Success Rate(SR),the Average number of Evaluations to a Solution(AES)and its standard deviation(SDAES),and the Mean Best Fitness(MBF)and its standard deviation(SDMBF)are calculated after100runs of each GA.The results of the experiments are summarised in Figures2,3and4.The experi-ments1-10on the x-axis correspond the different landscapes with1,2,5,10,25,50, 100,250,500and1000binary peaks,respectively.The results shown in Figures2,3and4contain sufficient data to answer our re-search questions from Section2–at least for the test suite used in this investigation. Thefirst research question concerns the performance of the benchmark SGA vs.the RL-enhanced variant.Considering the MBF measure it holds that the AGA consistently outperforms the SGA.More precisely,on the easy problems SGA is equally good,but 2The test suite can be obtained from the webpage of the authors of this paper.Experiment S RFig.2.SR results for SGA and AGA.as the number of peaks(problem hardness)is growing,the adaptive GA becomes bet-ter.The success rate results are in-line with this picture:the more peaks the greater the advantage of the adaptive GA.Considering the third performance measure,speed de-fined by AES,we obtain another ranking.The SGA is faster than the AGA.This is not surprising,because of the RL learning overhead.We are also interested in the overhead caused by reinforcement learning.From the systems perspective this is measurable by the lenghts of the GA runs.The AES results indicate the price of using RL in the on-line mode:approximately20-30%increase of effort.3From the users perspective there is an overhead as well.The RL extension needs to be implemented(one-time investment)and the RL system needs to be calibrated.This latter one can take substantial time and/or innovativeness.For the present study we used a semi-automated approach through a meta-RL to optimize the parameters of our RL controlling the GA.We omit the details here,simply remarking that the RL parameter settings shown in Table2have been obtained by this approach.5Conclusions and Further ResearchThis paper described a study into the usefulness of reinforcement learning for online control of evolutionary algorithms.The study shows:firstly,concerningfitness and succes rate,the RL-enhanced GA outperforms the benchmark GA;concerning speed (number of evaluations),the RL-enhanced GA is outperformed by the benchmark GA. Secondly,also for the overhead of RL the user needs to tune the RL parameters causing overhead.For future work,we consider a number of options.Firstly,our results indicate that on-the-fly control can be effective in design problems(given time interval,in search of optimal solution).Tofind best solutions to a problem,we hypothesize it is better to con-centrate on solving the problem rather thanfinding the optimal control of the problem. 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