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Interactive Genetic Algorithm |
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Forensic Imaging Group, University of Kent, Canterbury, UK |
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| Introduction Thank you for your interest in
this research. We are investigating the effect of an evolution
rejection strategy on the performance of interactive genetic
algorithms.
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Instructions
The aim is to evolve a colour that matches the target colour
as closely as possible using human interaction. This is done by
selecting the closest colour match from a swatch of nine
candidate colours. The algorithm will then create a new swatch
of colours from which the best match to the target must once
again be selected. Additionally, at each stage you can guide the
process more effectively by rejecting colours that are poor
matches to the target colour. This works best if you
only reject a few dissimilar colours to the target. When you
feel that you have achieved a good colour match and no more
improvement can be made, select the best match from the
current colour swatch and then click finish.
To start the experiment click on the link
below which will launch a Java applet.
Online Interactive Genetic Algorithm
Experiment
This study is based on work by Breukelaer et al (1).
Note: The applet requires Java 1.4.2
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About Genetic Algorithms
Evolutionary algorithms are search techniques inspired by
evolutionary biology and employing operations such as
inheritance, mutation, selection and crossover. Evolution starts
from a population of randomly generated individuals and occurs
over a number of generations. At each generation, the
individuals that best solve the problem are selected and
recombined to form new individuals that can represent better
solutions.
In an interactive evolutionary algorithm the user cannot be
expected to rate a large set of individuals at each generation,
so the selection task has to be kept simple. This is done
by using a small number of individuals at each generation and
asking the user to simply select the best. The best (or fittest)
individual is then cloned and mutated to form a new population.
By also allowing the user to reject some of the individuals it
is hoped that this extra information can be used to increase the
speed at which the algorithm converges.
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Contact
For further information, contact Ben George -
bg37@kent.ac.uk
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References
1) R. Breukelaer, M. Emmerich, T. Back. On Interactive Evolutionary Algorithms. Lecture Notes in Computer Science, 3907, 530-541, 2006.
2) M. Herdy. Evolution Strategies with Subjection Selection.
Parallel Problem Solving from Nature IV, Berlin, Germany,
1996. |
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