Above are papers related to the following paper: [Paper_ID] Paper #1034. 	[Title] Landscapes, Learning Costs and Genetic Assimilation. [Abstract] The evolution of a population can be guided by phenotypic traits acquired by members of that population during their lifetime. This phenomenon, known as the Baldwin Effect, can speed the evolutionary process as traits that are initially acquired become genetically specified in later generations. This paper presents conditions under which this genetic assimilation can take place. As well as the benefits that lifetime adaptation can give a population, there may be a cost to be paid for that adaptive ability. It is the evolutionary trade-off between these costs and benefits that provides the selection pressure for acquired traits to become genetically specified. It is also noted that genotypic space, in which evolution operates, and phenotypic space, on which adaptive processes (such as learning) operate, are, in general, of a different nature. To guarantee an acquired characteristic can become genetically specified, then these spaces must have the property of neighbourhood correlation which means that a small distance between two individuals in phenotypic space implies that there is a small distance between the same two individuals in genotypic space. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1026. 	[Title] Genes, Phenes and the Baldwin Effect: Learning and Evolution in a Simulated Population [Abstract] The Baldwin Effect, first proposed in the late nineteenth century, suggests that the course of evolutionary change can be influenced by individually learned behavior. The existence of this effect is still a hotly debated topic. In this paper clear evidence is presented that learning-based plasticity at the phenotypic level can and does produce directed changes at the genotypic level. This research confirms earlier experimental work done by others, notably Hinton & Nowlan (1987). Further, the amount of plasticity of the learned behavior is shown to be crucial to the size of the Baldwin Effect: either too little or too much and the effect disappears or is significantly reduced. Finally, for learnable traits, the case is made that over many generations it will become easier for the population as a whole to learn these traits (i.e. the phenotypic plasticity of these traits will increase). In this gradual transition from a genetically driven population to one driven by learning, the importance of the Baldwin Effect decreases. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #35. 	[Title] 4 Implementing Application Specific Routines  Genetic algorithms in search, optimization, and machine learning. Reading, MA: Addison-Wesley. [Abstract] To implement a specific application, you should only have to change the file app.c. Section 2 describes the routines in app.c in detail. If you use additional variables for your specific problem, the easiest method of making them available to other program units is to declare them in sga.h and external.h. However, take care that you do not redeclare existing variables. Two example applications files are included in the SGA-C distribution. The file app1.c performs the simple example problem included with the Pascal version; finding the maximum of x 10 , where x is an integer interpretation of a chromosome. A slightly more complex application is include in app2.c. This application illustrates two features that have been added to SGA-C. The first of these is the ithruj2int function, which converts bits i through j in a chromosome to an integer. The second new feature is the utility pointer that is associated with each population member. The example application interprets each chromosome as a set of concatenated integers in binary form. The lengths of these integer fields is determined by the user-specified value of field size, which is read in by the function app data(). The field size must be less than the smallest of the chromosome length and the length of an unsigned integer. An integer array for storing the interpreted form of each chromosome is dynamically allocated and assigned to the chromosome's utility pointer in app malloc(). The ithruj2int routine (see utility.c) is used to translate each chromosome into its associated vector. The fitness for each chromosome is simply the sum of the squares of these integers. This example application will function for any chromosome length. SGA-C is intended to be a simple program for first-time GA experimentation. It is not intended to be definitive in terms of its efficiency or the grace of its implementation. The authors are interested in the comments, criticisms, and bug reports from SGA-C users, so that the code can be refined for easier use in subsequent versions. Please email your comments to rob@galab2.mh.ua.edu, or write to TCGA: The authors gratefully acknowledge support provided by NASA under Grant NGT-50224 and support provided by the National Science Foundation under Grant CTS-8451610. We also thank Hillol Kargupta for donating his tournament selection implementation. Booker, L. B. (1982). Intelligent behavior as an adaptation to the task environment (Doctoral dissertation, Technical Report No. 243. Ann Arbor: University of Michigan, Logic of Computers Group). Dissertations Abstracts International, 43(2), 469B. (University Microfilms No. 8214966) Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #45605. 	[Title] Learning and evolution in neural networks [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1129798. 	[Title] On the relationship between distributed group-behaviour and the behavioural complexity of individuals [Wilson Sober 1994]) [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1033. 	[Title] The Evolutionary Cost of Learning [Abstract] Traits that are acquired by members of an evolving population during their lifetime, through adaptive processes such as learning, can become genetically specified in later generations. Thus there is a change in the level of learning in the population over evolutionary time. This paper explores the idea that as well as the benefits to be gained from learning, there may also be costs to be paid for the ability to learn. It is these costs that supply the selection pressure for the genetic assimilation of acquired traits. Two models are presented that attempt to illustrate this assertion. The first uses Kauffman's NK fitness landscapes to show the effect that both explicit and implicit costs have on the assimilation of learnt traits. A characteristic `hump' is observed in the graph of the level of plasticity in the population showing that learning is first selected for and then against as evolution progresses. The second model is a practical example in which neural network controllers are evolved for a small mobile robot. Results from this experiment also show the hump. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1035. 	[Title] EVOLVING SENSORS IN ENVIRONMENTS OF CONTROLLED COMPLEXITY [Abstract] 1 . Sensors represent a crucial link between the evolutionary forces shaping a species' relationship with its environment, and the individual's cognitive abilities to behave and learn. We report on experiments using a new class of "latent energy environments" (LEE) models to define environments of carefully controlled complexity which allow us to state bounds for random and optimal behaviors that are independent of strategies for achieving the behaviors. Using LEE's analytic basis for defining environments, we then use neural networks (NNets) to model individuals and a steady - state genetic algorithm to model an evolutionary process shaping the NNets, in particular their sensors. Our experiments consider two types of "contact" and "ambient" sensors, and variants where the NNets are not allowed to learn, learn via error correction from internal prediction, and via reinforcement learning. We find that predictive learning, even when using a larger repertoire of the more sophisticated ambient sensors, provides no advantage over NNets unable to learn. However, reinforcement learning using a small number of crude contact sensors does provide a significant advantage. Our analysis of these results points to a tradeoff between the genetic "robustness" of sensors and their informativeness to a learning system. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #35852. 	[Title] Generalization and scaling in reinforcement learning [Abstract] In associative reinforcement learning, an environment generates input vectors, a learning system generates possible output vectors, and a reinforcement function computes feedback signals from the input-output pairs. The task is to discover and remember input-output pairs that generate rewards. Especially difficult cases occur when rewards are rare, since the expected time for any algorithm can grow exponentially with the size of the problem. Nonetheless, if a reinforcement function possesses regularities, and a learning algorithm exploits them, learning time can be reduced below that of non-generalizing algorithms. This paper describes a neural network algorithm called complementary reinforcement back-propagation (CRBP), and reports simulation results on problems designed to offer differing opportunities for generalization. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1105231. 	[Title] Artificial Life as Theoretical Biology: How to do real science with computer simulation [Abstract] Artificial Life (A-Life) research offers, among other things, a new style of computer simulation for understanding biological systems and processes. But most current A-Life work does not show enough methodological sophistication to count as good theoretical biology. As a first step towards developing a stronger methodology for A-Life, this paper (1) identifies some methodological pitfalls arising from the `computer science inuence' in A-Life, (2) suggests some methodological heuristics for A-Life as theoretical biology, (3) notes the strengths of A-Life methods versus previous research methods in biology, (4) examines some open questions in theoretical biology that may benefit from A-Life simulation, and (5) argues that the debate over `Strong A-Life' is not relevant to A-Life's utility for theoretical biology. 1 Introduction: Simulating our way into the Dark Continent Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #41714. 	[Title] Issues in Evolutionary Robotics [Abstract] A version of this paper appears in: Proceedings of SAB92, the Second International Conference on Simulation of Adaptive Behaviour J.-A. Meyer, H. Roitblat, and S. Wilson, editors, MIT Press Bradford Books, Cambridge, MA, 1993. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1110515. 	[Title] Environmental Effects on Minimal Behaviors in the Minimat World [Abstract] The structure of an environment affects the behaviors of the organisms that have evolved in it. How is that structure to be described, and how can its behavioral consequences be explained and predicted? We aim to establish initial answers to these questions by simulating the evolution of very simple organisms in simple environments with different structures. Our artificial creatures, called "minimats," have neither sensors nor memory and behave solely by picking amongst the actions of moving, eating, reproducing, and sitting, according to an inherited probability distribution. Our simulated environments contain only food (and multiple minimats) and are structured in terms of their spatial and temporal food density and the patchiness with which the food appears. Changes in these environmental parameters affect the evolved behaviors of minimats in different ways, and all three parameters are of importance in describing the minimat world. One of the most useful behavioral strategies that evolves is "looping" movement, which allows minimats-despite their lack of internal state-to match their behavior to the temporal (and spatial) structure of their environment. Ultimately we find that minimats construct their own environments through their individual behaviors, making the study of the impact of global environment structure on individual behavior much more complex. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1107062. 	[Title] Guiding or Hiding: Explorations into the Effects of Learning on the Rate of Evolution. [Abstract] Individual lifetime learning can `guide' an evolving population to areas of high fitness in genotype space through an evolutionary phenomenon known as the Baldwin effect (Baldwin, 1896; Hin-ton & Nowlan, 1987). It is the accepted wisdom that this guiding speeds up the rate of evolution. By highlighting another interaction between learning and evolution, that will be termed the Hiding effect, it will be argued here that this depends on the measure of evolutionary speed one adopts. The Hiding effect shows that learning can reduce the selection pressure between individuals by `hiding' their genetic differences. There is thus a trade-off between the Baldwin effect and the Hiding effect to determine learning's influence on evolution and two factors that contribute to this trade-off, the cost of learning and landscape epis tasis, are investigated experimentally. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1102550. 	[Title] Culling Teaching -1 Culling and Teaching in Neuro-evolution [Abstract] The evolving population of neural nets contains information not only in terms of genes, but also in the collection of behaviors of the population members. Such information can be thought of as a kind of culture of the population. Two ways of exploiting that culture are explored in this paper: (1) Culling overlarge litters: Generate a large number of offspring with different crossovers, quickly evaluate them by comparing their performance to the population, and throw away those that appear poor. (2) Teaching: Use backpropagation to train offspring toward the performance of the population. Both techniques result in faster, more effective neuro-evolution, and they can be effectively combined, as is demonstrated on the inverted pendulum problem. Additional methods of cultural exploitation are possible and will be studied in future work. These results suggest that cultural exploitation is a powerful idea that allows leveraging several aspects of the genetic algorithm. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1153945. 	[Title] A study of the effects of group formation on evolutionary search [Abstract]  Please summarise all the given information.

Paper #1034 has the title `Landscapes, Learning Costs and Genetic Assimilation.  
` and the abstract `The evolution of a population can be guided by phenotypic traits acquired by members of that population during their lifetime. This phenomenon, known as the Baldwin Effect, can speed the evolutionary process as traits that are initially acquired become genetically specified in later generations. This paper presents conditions under which this genetic assimilation can take place. As well as the benefits that lifetime adaptation can give a population, there may be a cost to be paid for that adaptive ability. It is the evolutionary trade-off between these costs and benefits that provides the selection pressure for acquired traits to become genetically specified. It is also noted that genotypic space, in which evolution operates, and phenotypic space, on which adaptive processes (such as learning) operate, are, in general, of a different nature. To guarantee an acquired characteristic can become genetically specified, then these spaces must have the property of neighbourhood correlation which means that a small distance between two individuals in phenotypic space implies that there is a small distance between the same two individuals in genotypic space.
`.
Question: Which category should Paper #1034 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #1034 has the title `Landscapes, Learning Costs and Genetic Assimilation.  
` and the abstract `The evolution of a population can be guided by phenotypic traits acquired by members of that population during their lifetime. This phenomenon, known as the Baldwin Effect, can speed the evolutionary process as traits that are initially acquired become genetically specified in later generations. This paper presents conditions under which this genetic assimilation can take place. As well as the benefits that lifetime adaptation can give a population, there may be a cost to be paid for that adaptive ability. It is the evolutionary trade-off between these costs and benefits that provides the selection pressure for acquired traits to become genetically specified. It is also noted that genotypic space, in which evolution operates, and phenotypic space, on which adaptive processes (such as learning) operate, are, in general, of a different nature. To guarantee an acquired characteristic can become genetically specified, then these spaces must have the property of neighbourhood correlation which means that a small distance between two individuals in phenotypic space implies that there is a small distance between the same two individuals in genotypic space.
`.
Question: Which category should Paper #1034 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].

This paper should be classified into: Genetic_Algorithms