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Darwinian Invention & Problem Solving by means of Genetic Programming

Darwinian Invention & Problem Solving by means of Genetic Programming. Koza Book Series Presented by: Luke Wissmann. Can Machines be Creative?.

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Darwinian Invention & Problem Solving by means of Genetic Programming

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  1. Darwinian Invention & Problem Solving by means of Genetic Programming Koza Book Series Presented by: Luke Wissmann

  2. Can Machines be Creative? “No machine can compare with a man’s hands. Machinery gives speed, power, complete uniformity, and precision, but it cannot give creativity, adaptability, freedom, heterogeneity. These the machine is incapable of, hence the superiority of the hand, which no amount of rationalism can negate.” -Soetsu Yanagi (1972) Luke Wissmann--Darwinian Invention using Machines

  3. Paraphrasing Arthur Samuel (1959) How can computers be made to do what needs to be done, without being told exactly how to do it?

  4. John Koza • University of Michigan • Set up a company that built computer systems for state lotteries that printed instant lottery tickets. • More than 800 papers have been published on GP since 1992 and, 51 PhD students are preparing theses on the subject. (’98) Consulting Professor (Medical Informatics)Stanford Biomedical Informatics Department of MedicineSchool of Medicine Department of Electrical EngineeringSchool of EngineeringStanford University Luke Wissmann--Darwinian Invention using Machines

  5. Presentation Outline • Koza Video • Description of Genetic Programming • Design of Analog Circuits using GP’s • Koza Books • A:I ratio as a metric of machine creativity • Koza’s 8 Human-Competitive Criteria • Koza’s Successes • Artificial Invention—Necessary Components? • Back to the Literature Luke Wissmann--Darwinian Invention using Machines

  6. Koza Book Series • Book 1: Introduced GP principles • Book 2: Automatically defined functions and scalability • Book 3: Darwinian invention and problem solving • Book 4: Routine invention problem solving Luke Wissmann--Darwinian Invention using Machines

  7. Koza’s Answer: 16 Attributes • Starts with ‘what needs to be done’ • Tells us ‘how to do it’ • Produces computer program • Automatic determination of program size • Reuses code • Reuses parameters • Internal storage • Iterations, loops, recursions • Self-organization of hierarchies • Automatic determination of program architecture • Wide range of program constructs • Well-defined • Program independent • Wide applicability • Scalability • Competitive with human-produced results How can computers be made to do what needs to be done, without being told exactly how to do it? Interesting!!!! Luke Wissmann--Darwinian Invention using Machines

  8. Human-Competitive Results • p to a million significant digits? • Speed of calculation? • Balancing a checkbook? We are not talking about deterministic calculations & Behavior!!! Luke Wissmann--Darwinian Invention using Machines

  9. The 8 Human-Competitive Criteria • Result was or could be patented • Equal or better (EoB) than published scientific result at that time • EoB than result placed in internationally paneled scientific database • Result publishable now regardless of source • EoB than most recent solution to ‘big’ problem • EoB than result considered an achievement within field in past • Solves problem of indisputable difficulty within field • Holds it own or wins regulated competition ? All measure the worth of a result outside the field of artificial intelligence Luke Wissmann--Darwinian Invention using Machines

  10. 36 Human-Competitive Results(May 2003) • 21 previously patented results • 6 after January 2000 • Algorithms • Information science, biology • Soccer-playing program • Circuits • Controllers and tuning rules • Yagi-Uda antenna • Classifier program Luke Wissmann--Darwinian Invention using Machines

  11. Necessary Elements for Artificial Invention (GP style) • Design that can be created in a hierarchical fashion • Behavior of elements must be well understood • Elements can be described quantitatively • Quantitative performance metrics • Simulation technique Luke Wissmann--Darwinian Invention using Machines

  12. Putting A & B together……. “Learning, then, in the most general sense of the word, consists of putting two and two or A and B together…. But let me repeat that such lightning inductions based on a single case are possible only if MA and MB are well established, flexible matrices which the subject knows ‘inside out’.” -Arthur Koestler (The Act of Creation) Luke Wissmann--Darwinian Invention using Machines

  13. Inventors as Critics “If the shortcomings of things are what drive their evolution, then inventors must be among technology’s severest critics. They are, and it is the inventor’s unique ability not only to realize what is wrong with existing artifacts but also to see how such wrong may be righted in order to provide increasingly more sophisticated gadgets and devices.” From: The Evolution of Useful Things, Henry Petroski (1992) Luke Wissmann--Darwinian Invention using Machines

  14. Source: Conceptual Blockbusting, by James Adams

  15. Harold Cohen or AARON? http://crca.ucsd.edu/~hcohen/ Can computers be creative?

  16. Behavior X Confusion???? An idea or invention can be creative An individual (or computer) can be intelligent or adept. Luke Wissmann--Darwinian Invention using Machines

  17. Invention vs. Design Invention—process of discovering a principle Design—process of applying that principle Source: Pye (1964) Do GP’s discover principles or apply principles? Luke Wissmann--Darwinian Invention using Machines

  18. A Slight Change……. Luke Wissmann--Darwinian Invention using Machines

  19. “To remaining skeptics who doubt the inventive competence of genetics and evolution, I say read this book and change your mind or risk the strong possibility that your doubts will soon cause you significant intellectual embarrassment.” —David E. Goldberg, University of Illinois Luke Wissmann--Darwinian Invention using Machines

  20. When Machines are able to Discover andApply Principles ….. Luke Wissmann--Darwinian Invention using Machines

  21. Summary • Genetic programming • It’s COOL!! • It can be used to routinely invent (design) • The solutions can compete with those of humans • There seems to be a list of necessary elements • It gets past some common barriers to creative solutions • New Shirt for Koza Fund Luke Wissmann--Darwinian Invention using Machines

  22. References Pye, D. (1964). The Nature of Design. Reinhold: New York, NY. Yanagi, S. (1972). The Unkown Craftsman: A Japanese Insight into Beauty (Adapted by Bernard Leach). Kodansha International: New York, NY. Petroski, H. (1992). The Evolution of Useful Things. Vintage: New York, NY. Luke Wissmann--Darwinian Invention using Machines

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