Earlier quoted context omitted.
Well, the accrual of "useless code" (there's a name for this that I forgot") is a known problem, but it is also something that stabilizes the learning process I don't think it's as simple as putting the length of the AST in the goal function (but it's something interesting to try). Depending on compile speed vs running speed you might be better off interpreting your ASTs
It's bloat due to 'introns' (useless statements that don't effect the output, like x = x * 1). And yes, just adding a fitness function to shorten program length isn't optimal. I've found it easier to evolve successful programs (letting the bloat happen) and then keep removing statements from correctly generated programs whilst checking if the output is the same. Probably not optimal either but I feel like it gives be…
Multi-Task Learning in Atari Video Games with Emergent Tangled Program Graphs
31–40 of 58 posts
Re: Multi-Task Learning in Atari Video Games with Emergent Tangled Program Graphs
#32Re: Multi-Task Learning in Atari Video Games with Emergent Tangled Program Graphs
#33Re: Multi-Task Learning in Atari Video Games with Emergent Tangled Program Graphs
#34Re: Multi-Task Learning in Atari Video Games with Emergent Tangled Program Graphs
#35abcd
Re: Multi-Task Learning in Atari Video Games with Emergent Tangled Program Graphs
#36I was a little surprised at the headline, since I expected 'outperforms' to mean that it had better end-results, which is of course not the case. GP is just much faster due to it's relative simplicity and the results are close enough to those achieved with NN and deep learning. > Finally, while generally matching the skill level of controllers from neuro-evolution/deep learning, the genetic programming solutions evol…
> I was a little surprised at the headline, since I expected 'outperforms' to mean that it had better end-results, which is of course not the case. GP is just much faster due to it's relative simplicity and the results are close enough to those achieved with NN and deep learning. From figure 3 in the paper it seems like it outperforms DQN on all games but one. So, it has better end results as well. Edit: There are ot…
Re: Multi-Task Learning in Atari Video Games with Emergent Tangled Program Graphs
#37The convenient thing about Atari games is that there is usually a numerical score that can be used as input for the fitness function.
Re: Multi-Task Learning in Atari Video Games with Emergent Tangled Program Graphs
#38Earlier quoted context omitted.
What a time to live in, when papers from 2015 are "really old" in 2017.
What is "exponential growth"!
Re: Multi-Task Learning in Atari Video Games with Emergent Tangled Program Graphs
#39Re: Multi-Task Learning in Atari Video Games with Emergent Tangled Program Graphs
#40Earlier quoted context omitted.
Well, the accrual of "useless code" (there's a name for this that I forgot") is a known problem, but it is also something that stabilizes the learning process I don't think it's as simple as putting the length of the AST in the goal function (but it's something interesting to try). Depending on compile speed vs running speed you might be better off interpreting your ASTs
It's bloat due to 'introns' (useless statements that don't effect the output, like x = x * 1). And yes, just adding a fitness function to shorten program length isn't optimal. I've found it easier to evolve successful programs (letting the bloat happen) and then keep removing statements from correctly generated programs whilst checking if the output is the same. Probably not optimal either but I feel like it gives be…
I don't know what that would do to the learning process -- but at least it would be useful for end results.