Above are papers related to the following paper: [Paper_ID] Paper #117316. 	[Title] A Simulation of Adaptive Agents in a Hostile Environment [Abstract] In this paper we use the genetic programming technique to evolve programs to control an autonomous agent capable of learning how to survive in a hostile environment. In order to facilitate this goal, agents are run through random environment configurations. Randomly generated programs, which control the interaction of the agent with its environment, are recombined to form better programs. Each generation of the population of agents is placed into the Simulator with the ultimate goal of producing an agent capable of surviving any environment. The environment that an agent is presented consists of other agents, mines, and energy. The goal of this research is to construct a program which when executed will allow an agent (or agents) to correctly sense, and mark, the presence of items (energy and mines) in any environment. The Simulator determines the raw fitness of each agent by interpreting the associated program. General programs are evolved to solve this problem. Different environmental setups are presented to show the generality of the solution. These environments include one agent in a fixed environment, one agent in a fluctuating environment, and multiple agents in a fluctuating environment cooperating together. The genetic programming technique was extremely successful. The average fitness per generation in all three environments tested showed steady improvement. Programs were successfully generated that enabled an agent to handle any possible environment. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #593544. 	[Title] Toward Simulated Evolution of Machine-Language Iteration [Abstract] We use a simulated evolution search (genetic programming) for the automatic synthesis of small iterative machine-language programs. For an integer register machine with an addition instruction as its sole arithmetic operator, we show that genetic programming can produce exact and general multiplication routines by synthesizing the necessary iterative control structures from primitive machine-language instructions. Our program representation is a virtual register machine that admits arbitrary control flow. Our evolution strategy furthermore does not artificially restrict the synthesis of any control structure; we only place an upper bound on program evaluation time. A program's fitness is the distance between the output produced by a test case and the desired output (multiplication). The test cases exhaustively cover multiplication over a finite subset of the natural numbers (N 10 ); yet the derived solutions constitute general multiplication for the positive integers. For this problem, simulated evolution with a two-point crossover operator examines significantly fewer individuals in finding a solution than random search. Introduction of a small rate of mutation fur ther increases the number of solutions. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1129610. 	[Title] Coevolving Communicative Behavior in a Linear Pursuer-Evader Game [Abstract] The pursuer-evader (PE) game is recognized as an important domain in which to study the coevolution of robust adaptive behavior and protean behavior (Miller and Cliff, 1994). Nevertheless, the potential of the game is largely unrealized due to methodological hurdles in coevolutionary simulation raised by PE; versions of the game that have optimal solutions (Isaacs, 1965) are closed-ended, while other formulations are opaque with respect to their solution space, for the lack of a rigorous metric of agent behavior. This inability to characterize behavior, in turn, obfuscates coevolutionary dynamics. We present a new formulation of PE that affords a rigorous measure of agent behavior and system dynamics. The game is moved from the two-dimensional plane to the one-dimensional bit-string; at each time step, the evader generates a bit that the pursuer must simultaneously predict. Because behavior is expressed as a time series, we can employ information theory to provide quantitative analysis of agent activity. Further, this version of PE opens vistas onto the communicative component of pursuit and evasion behavior, providing an open-ended serial communications channel and an open world (via coevolution). Results show that subtle changes to our game determine whether it is open-ended, and profoundly affect the viability of arms-race dynamics. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #61069. 	[Title] Tracking the red queen: Measurements of adaptive progress in co-evolution ary simulations. In Third European [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #108047. 	[Title] Evolving a Team [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1153942. 	[Title]  [Abstract] As the field of Genetic Programming (GP) matures and its breadth of application increases, the need for parallel implementations becomes absolutely necessary. The transputer-based system presented in [Koza and Andre 1995] is one of the rare such parallel implementations. Until today, no implementation has been proposed for parallel GP using a SIMD architecture, except for a data-parallel approach [Tufts 1995], although others have exploited workstation farms and pipelined supercomputers. One reason is certainly the apparent difficulty of dealing with the parallel evaluation of different S-expressions when only a single instruction can be executed at the same time on every processor. The aim of this chapter is to present such an implementation of parallel GP on a SIMD system, where each processor can efficiently evaluate a different S-expression. We have implemented this approach on a MasPar MP-2 computer, and will present some timing results. To the extent that SIMD machines, like the MasPar are available to offer cost-effective cycles for scientific experimentation, this is a useful approach. The idea of simulating a MIMD machine using a SIMD architecture is not new [Hillis and Steele 1986; Littman and Metcalf 1990; Dietz and Cohen 1992]. One of the original ideas for the Connection Machine [Hillis and Steele 1986] was that it could simulate other parallel architectures. Indeed, in the extreme, each processor on a SIMD architecture can simulate a universal Turing machine (TM). With different turing machine specifications stored in each local memory, each processor would simply have its own tape, tape head, state table and state pointer, and the simulation would be performed by repeating the basic TM operations simultaneously. Of course, such a simulation would be very inefficient, and difficult to program, but would have the advantage of being really MIMD, where no SIMD processor would be in idle state, until its simulated machine halts. Now let us consider an alternative idea, that each SIMD processor would simulate an individual stored program computer using a simple instruction set. For each step of the simulation, the SIMD system would sequentially execute each possible instruction on the subset of processors whose next instruction match it. For a typical assembly language, even with a reduced instruction set, most processors would be idle most of the time. However, if the set of instructions implemented on the virtual processor is very small, this approach can be fruitful. In the case of Genetic Programming, the "instruction set" is composed of the specified set of functions designed for the task. We will show below that with a precompilation step, simply adding a push, a conditional, and unconditional branching and a stop instruction, we can get a very effective MIMD simulation running. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1136791. 	[Title] Program Optimization for Faster Genetic Programming [Abstract] We have used genetic programming to develop efficient image processing software. The ultimate goal of our work is to detect certain signs of breast cancer that cannot be detected with current segmentation and classification methods. Traditional techniques do a relatively good job of segmenting and classifying small-scale features of mammo-grams, such as micro-calcification clusters. Our strongly-typed genetic programs work on a multi-resolution representation of the mammogram, and they are aimed at handling features at medium and large scales, such as stel-lated lesions and architectural distortions. The main problem is efficiency. We employ program optimizations that speed up the evolution process by more than a factor of ten. In this paper we present our genetic programming system, and we describe our optimization techniques. 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 #593060. 	[Title] 17 Massively Parallel Genetic Programming [Abstract] As the field of Genetic Programming (GP) matures and its breadth of application increases, the need for parallel implementations becomes absolutely necessary. The transputer-based system presented in the chapter by Koza and Andre ([11]) is one of the rare such parallel implementations. Until today, no implementation has been proposed for parallel GP using a SIMD architecture, except for a data-parallel approach ([20]), although others have exploited workstation farms and pipelined supercomputers. One reason is certainly the apparent difficulty of dealing with the parallel evaluation of different S-expressions when only a single instruction can be executed at the same time on every processor. The aim of this chapter is to present such an implementation of parallel GP on a SIMD system, where each processor can efficiently evaluate a different S-expression. We have implemented this approach on a MasPar MP-2 computer, and will present some timing results. To the extent that SIMD machines, like the MasPar are available to offer cost-effective cycles for scientific experimentation, this is a useful approach. The idea of simulating a MIMD machine using a SIMD architecture is not new ([8, 15]). One of the original ideas for the Connection Machine ([8]) was that it could simulate other parallel architectures. Indeed, in the extreme, each processor on a SIMD architecture can simulate a universal Turing machine (TM). With different turing machine specifications stored in each local memory, each processor would simply have its own tape, tape head, state table and state pointer, and the simulation would be performed by repeating the basic TM operations simultaneously. Of course, such a simulation would be very inefficient, and difficult to program, but would have the advantage of being really MIMD, where no SIMD processor would be in idle state, until its simulated machine halts. Now let us consider an alternative idea, that each SIMD processor would simulate an individual stored program computer using a simple instruction set. For each step of the simulation, the SIMD system would sequentially execute each possible instruction on the subset of processors whose next instruction match it. For a typical assembly language, even with a reduced instruction set, most processors would be idle most of the time. However, if the set of instructions implemented on the virtual processor is very small, this approach can be fruitful. In the case of Genetic Programming, the "instruction set" is composed of the specified set of functions designed for the task. We will show below that with a precompilation step, simply adding a push, a conditional, and unconditional branching and a stop instruction, we can get a very effective MIMD simulation running. This chapter reports such an implementation of GP on a MasPar MP-2 parallel computer. The configuration of our system is composed of 4K processor elements Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1128997. 	[Title] Stochastic Random or probabilistic but with some direction. For example the arrival of people at [Abstract] Simulated Annealing Search technique where a single trial solution is modified at random. An energy is defined which represents how good the solution is. The goal is to find the best solution by minimising the energy. Changes which lead to a lower energy are always accepted; an increase is probabilistically accepted. The probability is given by exp(E=k B T ). Where E is the change in energy, k B is a constant and T is the Temperature. Initially the temperature is high corresponding to a liquid or molten state where large changes are possible and it is progressively reduced using a cooling schedule so allowing smaller changes until the system solidifies at a low energy solution. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #28336. 	[Title] Evolving Behavioral Strategies in Predators and Prey [Abstract] The predator/prey domain is utilized to conduct research in Distributed Artificial Intelligence. Genetic Programming is used to evolve behavioral strategies for the predator agents. To further the utility of the predator strategies, the prey population is allowed to evolve at the same time. The expected competitive learning cycle did not surface. This failing is investigated, and a simple prey algorithm surfaces, which is consistently able to evade capture from the predator algorithms. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #94641. 	[Title] Complexity Compression and Evolution [Abstract] Compression of information is an important concept in the theory of learning. We argue for the hypothesis that there is an inherent compression pressure towards short, elegant and general solutions in a genetic programming system and other variable length evolutionary algorithms. This pressure becomes visible if the size or complexity of solutions are measured without non-effective code segments called introns. The built in parsimony pressure effects complex fitness functions, crossover probability, generality, maximum depth or length of solutions, explicit parsimony, granularity of fitness function, initialization depth or length, and modulariz-ation. Some of these effects are positive and some are negative. In this work we provide a basis for an analysis of these effects and suggestions to overcome the negative implications in order to obtain the balance needed for successful evolution. An empirical investigation that supports our hypothesis is also presented. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #606647. 	[Title] Dynamics of Co-evolutionary Learning [Abstract] Co-evolutionary learning, which involves the embedding of adaptive learning agents in a fitness environment which dynamically responds to their progress, is a potential solution for many technological chicken and egg problems, and is at the heart of several recent and surprising successes, such as Sim's artificial robot and Tesauro's backgammon player. We recently solved the two spirals problem, a difficult neural network benchmark classification problem, using the genetic programming primitives set up by [Koza, 1992]. Instead of using absolute fitness, we use a relative fitness [Angeline & Pollack, 1993] based on a competition for coverage of the data set. As the population reproduces, the fitness function driving the selection changes, and subproblem niches are opened, rather than crowded out. The solutions found by our method have a symbiotic structure which suggests that by holding niches open, crossover is better able to discover modular build ing blocks. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #210871. 	[Title] Coevolving High-Level Representations [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #38205. 	[Title] Competitive Environments Evolve Better Solutions for Complex Tasks [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #608190. 	[Title] Evolving Non-Determinism: An Inventive and Efficient Tool for Optimization and Discovery of Strategies [Abstract] In the field of optimization and machine learning techniques, some very efficient and promising tools like Genetic Algorithms (GAs) and Hill-Climbing have been designed. In this same field, the Evolving Non-Determinism (END) model proposes an inventive way to explore the space of states that, combined with the use of simulated co-evolution, remedies some drawbacks of these previous techniques and even allow this model to outperform them on some difficult problems. This new model has been applied to the sorting network problem, a reference problem that challenged many computer scientists, and an original one-player game named Solitaire. For the first problem, the END model has been able to build from scratch some sorting networks as good as the best known for the 16-input problem. It even improved by one comparator a 25 years old result for the 13-input problem! For the Solitaire game, END evolved a strategy comparable to a human designed strategy. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #608191. 	[Title] Incremental Co-evolution of Organisms: A New Approach for Optimization and Discovery of Strategies [Abstract] In the field of optimization and machine learning techniques, some very efficient and promising tools like Genetic Algorithms (GAs) and Hill-Climbing have been designed. In this same field, the Evolving Non-Determinism (END) model presented in this paper proposes an inventive way to explore the space of states that, using the simulated "incremental" co-evolution of some organisms, remedies some drawbacks of these previous techniques and even allow this model to outperform them on some difficult problems. This new model has been applied to the sorting network problem, a reference problem that challenged many computer scientists, and an original one-player game named Solitaire. For the first problem, the END model has been able to build from "scratch" some sorting networks as good as the best known for the 16-input problem. It even improved by one comparator a 25 years old result for the 13-input problem. For the Solitaire game, END evolved a strategy comparable to a human designed strategy. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #579008. 	[Title] Genetic Programming and Redundancy [Abstract] The Genetic Programming optimization method (GP) elaborated by John Koza [ Koza, 1992 ] is a variant of Genetic Algorithms. The search space of the problem domain consists of computer programs represented as parse trees, and the crossover operator is realized by an exchange of subtrees. Empirical analyses show that large parts of those trees are never used or evaluated which means that these parts of the trees are irrelevant for the solution or redundant. This paper is concerned with the identification of the redundancy occuring in GP. It starts with a mathematical description of the behavior of GP and the conclusions drawn from that description among others explain the "size problem" which denotes the phenomenon that the average size of trees in the population grows with time. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #117315. 	[Title] Evolving Cooperation Strategies [Abstract] The identification, design, and implementation of strategies for cooperation is a central research issue in the field of Distributed Artificial Intelligence (DAI). We propose a novel approach to the construction of cooperation strategies for a group of problem solvers based on the Genetic Programming (GP) paradigm. GPs are a class of adaptive algorithms used to evolve solution structures that optimize a given evaluation criterion. Our approach is based on designing a representation for cooperation strategies that can be manipulated by GPs. We present results from experiments in the predator-prey domain, which has been extensively studied as a easy-to-describe but difficult-to-solve cooperation problem domain. The key aspect of our approach is the minimal reliance on domain knowledge and human intervention in the construction of good cooperation strategies. Promising comparison results with prior systems lend credence to the viability of this ap proach. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #17477. 	[Title] Co-Evolving Soccer Softbot Team Coordination with Genetic Programming [Abstract] Genetic Programming is a promising new method for automatically generating functions and algorithms through natural selection. In contrast to other learning methods, Genetic Programming's automatic programming makes it a natural approach for developing algorithmic robot behaviors. In this paper we present an overview of how we apply Genetic Programming to behavior-based team coordination in the RoboCup Soccer Server domain. The result is not just a hand-coded soccer algorithm, but a team of softbots which have learned on their own how to play a reasonable game of soccer. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #592975. 	[Title] Tackling the Boolean Even N Parity Problem with Genetic Programming and Limited-Error Fitness standard GP [Abstract] This paper presents Limited Error Fitness (LEF), a modification to the standard supervised learning approach in Genetic Programming (GP), in which an individual's fitness score is based on how many cases remain uncovered in the ordered training set after the individual exceeds an error limit. The training set order and the error limit are both altered dynamically in response to the performance of the fittest individual in the previous generation. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #578645. 	[Title] Entailment for Specification Refinement [Abstract] Specification refinement is part of formal program derivation, a method by which software is directly constructed from a provably correct specification. Because program derivation is an intensive manual exercise used for critical software systems, an automated approach would allow it to be viable for many other types of software systems. The goal of this research is to determine if genetic programming (GP) can be used to automate the specification refinement process. The initial steps toward this goal are to show that a well-known proof logic for program derivation can be encoded such that a GP-based system can infer sentences in the logic for proof of a particular sentence. The results are promising and indicate that GP can be useful in aiding pro gram derivation. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #578646. 	[Title] Type Inheritance in Strongly Typed Genetic Programming [Abstract] This paper appears as chapter 18 of Kenneth E. Kinnear, Jr. and Peter J. Angeline, editors Advances in Genetic Programming 2, MIT Press, 1996. Abstract Genetic Programming (GP) is an automatic method for generating computer programs, which are stored as data structures and manipulated to evolve better programs. An extension restricting the search space is Strongly Typed Genetic Programming (STGP), which has, as a basic premise, the removal of closure by typing both the arguments and return values of functions, and by also typing the terminal set. A restriction of STGP is that there are only two levels of typing. We extend STGP by allowing a type hierarchy, which allows more than two levels of typing. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #594649. 	[Title] Effects of Occam's Razor in Evolving Sigma-Pi Neural Nets [Abstract] Several evolutionary algorithms make use of hierarchical representations of variable size rather than linear strings of fixed length. Variable complexity of the structures provides an additional representational power which may widen the application domain of evolutionary algorithms. The price for this is, however, that the search space is open-ended and solutions may grow to arbitrarily large size. In this paper we study the effects of structural complexity of the solutions on their generalization performance by analyzing the fitness landscape of sigma-pi neural networks. The analysis suggests that smaller networks achieve, on average, better generalization accuracy than larger ones, thus confirming the usefulness of Occam's razor. A simple method for implementing the Occam's razor principle is described and shown to be effective in improv ing the generalization accuracy without limiting their learning capacity. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #592986. 	[Title] Small Populations over Many Generations can beat Large Populations over Few Generations in Genetic Programming [Abstract] This paper looks at the use of small populations in Genetic Programming (GP), where the trend in the literature appears to be towards using as large a population as possible, which requires more memory resources and CPU-usage is less efficient. Dynamic Subset Selection (DSS) and Limited Error Fitness (LEF) are two different, adaptive variations of the standard supervised learning method used in GP. This paper compares the performance of GP, GP+DSS, and GP+LEF, on a 958 case classification problem, using a small population size of 50. A similar comparison between GP and GP+DSS is done on a larger and messier 3772 case classification problem. For both problems, GP+DSS with the small population size consistently produces a better answer using fewer tree evaluations than other runs using much larger populations. Even standard GP can be seen to perform well with the much smaller population size, indicating that it is certainly worth an exploratory run or three with a small population size before assuming that a large population size is necessary. It is an interesting notion that smaller can mean faster and better. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #578649. 	[Title] Augmenting Collective Adaptation with Simple Process Agents [Abstract] We have integrated the distributed search of genetic programming based systems with collective memory to form a collective adaptation search method. Such a system significantly improves search as problem complexity is increased. However, there is still considerable scope for improvement. In collective adaptation, search agents gather knowledge of their environment and deposit it in a central information repository. Process agents are then able to manipulate that focused knowledge, exploiting the exploration of the search agents. We examine the utility of increasing the capabilities of the centralized process agents. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #578780. 	[Title] Towards Automatic Discovery of Building Blocks in Genetic Programming [Abstract] This paper presents an algorithm for the discovery of building blocks in genetic programming (GP) called adaptive representation through learning (ARL). The central idea of ARL is the adaptation of the problem representation, by extending the set of terminals and functions with a set of evolvable subroutines. The set of subroutines extracts common knowledge emerging during the evolutionary process and acquires the necessary structure for solving the problem. ARL supports subroutine creation and deletion. Subroutine creation or discovery is performed automatically based on the differential parent-offspring fitness and block activation. Subroutine deletion relies on a utility measure similar to schema fitness over a window of past generations. The technique described is tested on the problem of controlling an agent in a dynamic and non-deterministic environment. The automatic discovery of subroutines can help scale up the GP technique to complex problems. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1128291. 	[Title] A Comparison of Random Search versus Genetic Programming as Engines for Collective Adaptation [Abstract] We have integrated the distributed search of genetic programming (GP) based systems with collective memory to form a collective adaptation search method. Such a system significantly improves search as problem complexity is increased. Since the pure GP approach does not scale well with problem complexity, a natural question is which of the two components is actually contributing to the search process. We investigate a collective memory search which utilizes a random search engine and find that it significantly outperforms the GP based search engine. We examine the solution space and show that as problem complexity and search space grow, a collective adaptive system will perform better than a collective memory search employing random search as an engine. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #575077. 	[Title] Fitness Landscapes and Difficulty in Genetic Programming [Abstract] The structure of the fitness landscape on which genetic programming operates is examined. The landscapes of a range of problems of known difficulty are analyzed in an attempt to determine which landscape measures correlate with the difficulty of the problem. The autocorrelation of the fitness values of random walks, a measure which has been shown to be related to perceived difficulty using other techniques, is only a weak indicator of the difficulty as perceived by genetic programming. All of these problems show unusually low autocorrelation. Comparison of the range of landscape basin depths at the end of adaptive walks on the landscapes shows good correlation with problem difficulty, over the entire range of problems examined. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #594543. 	[Title] A Methodology for Processing Problem Constraints in Genetic Programming [Abstract] Search mechanisms of artificial intelligence combine two elements: representation, which determines the search space, and a search mechanism, which actually explores the space. Unfortunately, many searches may explore redundant and/or invalid solutions. Genetic programming refers to a class of evolutionary algorithms based on genetic algorithms but utilizing a parameterized representation in the form of trees. These algorithms perform searches based on simulation of nature. They face the same problems of redundant/invalid subspaces. These problems have just recently been addressed in a systematic manner. This paper presents a methodology devised for the public domain genetic programming tool lil-gp. This methodology uses data typing and semantic information to constrain the representation space so that only valid, and possibly unique, solutions will be explored. The user enters problem-specific constraints, which are transformed into a normal set. This set is checked for feasibility, and subsequently it is used to limit the space being explored. The constraints can determine valid, possibly unique space. Moreover, they can also be used to exclude subspaces the user considers uninteresting, using some problem-specific knowledge. A simple example is followed thoroughly to illustrate the constraint language, transformations, and the normal set. Experiments with boolean 11-multiplexer illustrate practical applications of the method to limit redundant space exploration by utilizing problem-specific knowledge. fl Supported by a grant from NASA/JSC: NAG 9-847. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #595056. 	[Title] Using Genetic Programming to Evolve Board Evaluation Functions [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #54129. 	[Title] Strongly Typed Genetic Programming [Abstract] BBN Technical Report #7866: Abstract Genetic programming is a powerful method for automatically generating computer programs via the process of natural selection [Koza 92]. However, it has the limitation known as "closure", i.e. that all the variables, constants, arguments for functions, and values returned from functions must be of the same data type. To correct this deficiency, we introduce a variation of genetic programming called "strongly typed" genetic programming (STGP). In STGP, variables, constants, arguments, and returned values can be of any data type with the provision that the data type for each such value be specified beforehand. This allows the initialization process and the genetic operators to only generate syntactically correct parse trees. Key concepts for STGP are generic functions, which are not true strongly typed functions but rather templates for classes of such functions, and generic data types, which are analogous. To illustrate STGP, we present four examples involving vector/matrix manipulation and list manipulation: (1) the multi-dimensional least-squares regression problem, (2) the multi-dimensional Kalman filter, (3) the list manipulation function NTH, and (4) the list manipulation function MAPCAR. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #887. 	[Title] Some studies in machine learning using the game of checkers. IBM Journal, 3(3):211-229, 1959. Some [Abstract]  Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #66556. 	[Title] The Schema Theorem and Price's Theorem [Abstract] Holland's Schema Theorem is widely taken to be the foundation for explanations of the power of genetic algorithms (GAs). Yet some dissent has been expressed as to its implications. Here, dissenting arguments are reviewed and elaborated upon, explaining why the Schema Theorem has no implications for how well a GA is performing. Interpretations of the Schema Theorem have implicitly assumed that a correlation exists between parent and offspring fitnesses, and this assumption is made explicit in results based on Price's Covariance and Selection Theorem. Schemata do not play a part in the performance theorems derived for representations and operators in general. However, schemata re-emerge when recombination operators are used. Using Geiringer's recombination distribution representation of recombination operators, a "missing" schema theorem is derived which makes explicit the intuition for when a GA should perform well. Finally, the method of "adaptive landscape" analysis is examined and counterexamples offered to the commonly used correlation statistic. Instead, an alternative statistic | the transmission function in the fitness domain | is proposed as the optimal statistic for estimating GA performance from limited samples. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #593022. 	[Title] 1 GP-COM: A Distributed, Component-Based Genetic Programming System in C++ [Abstract] Widespread adoption of Genetic Programming techniques as a domain-independent problem solving tool depends on a good underlying software structure. A system is presented that mirrors the conceptual makeup of a GP system. Consisting of a loose collection of software components, each with strict interface definitions and roles, the system maximises flexibility and minimises effort when applied to a new problem domain. Please summarise all the given information.

Above are papers related to the following paper: [Paper_ID] Paper #1128319. 	[Title] Modeling Distributed Search via Social Insects [Abstract] Complex group behavior arises in social insects colonies as the integration of the actions of simple and redundant individual insects [Adler and Gordon, 1992, Oster and Wilson, 1978]. Furthermore, the colony can act as an information center to expedite foraging [Brown, 1989]. We apply these lessons from natural systems to model collective action and memory in a computational agent society. Collective action can expedite search in combinatorial optimization problems [Dorigo et al., 1996]. Collective memory can improve learning in multi-agent systems [Garland and Alterman, 1996]. Our collective adaptation integrates the simplicity of collective action with the pattern detection of collective memory to significantly improve both the gathering and processing of knowledge. As a test of the role of the society as an information center, we examine the ability of the society to distribute task allocation without any omnipotent centralized control. Please summarise all the given information.

Paper #117316 has the title `A Simulation of Adaptive Agents in a Hostile Environment  
` and the abstract `In this paper we use the genetic programming technique to evolve programs to control an autonomous agent capable of learning how to survive in a hostile environment. In order to facilitate this goal, agents are run through random environment configurations. Randomly generated programs, which control the interaction of the agent with its environment, are recombined to form better programs. Each generation of the population of agents is placed into the Simulator with the ultimate goal of producing an agent capable of surviving any environment. The environment that an agent is presented consists of other agents, mines, and energy. The goal of this research is to construct a program which when executed will allow an agent (or agents) to correctly sense, and mark, the presence of items (energy and mines) in any environment. The Simulator determines the raw fitness of each agent by interpreting the associated program. General programs are evolved to solve this problem. Different environmental setups are presented to show the generality of the solution. These environments include one agent in a fixed environment, one agent in a fluctuating environment, and multiple agents in a fluctuating environment cooperating together. The genetic programming technique was extremely successful. The average fitness per generation in all three environments tested showed steady improvement. Programs were successfully generated that enabled an agent to handle any possible environment. 
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Question: Which category should Paper #117316 be classified as ?
You can select one from ['Neural_Networks', 'Case_Based', 'Theory', 'Reinforcement_Learning', 'Probabilistic_Methods', 'Rule_Learning', 'Genetic_Algorithms'].


Paper #117316 has the title `A Simulation of Adaptive Agents in a Hostile Environment  
` and the abstract `In this paper we use the genetic programming technique to evolve programs to control an autonomous agent capable of learning how to survive in a hostile environment. In order to facilitate this goal, agents are run through random environment configurations. Randomly generated programs, which control the interaction of the agent with its environment, are recombined to form better programs. Each generation of the population of agents is placed into the Simulator with the ultimate goal of producing an agent capable of surviving any environment. The environment that an agent is presented consists of other agents, mines, and energy. The goal of this research is to construct a program which when executed will allow an agent (or agents) to correctly sense, and mark, the presence of items (energy and mines) in any environment. The Simulator determines the raw fitness of each agent by interpreting the associated program. General programs are evolved to solve this problem. Different environmental setups are presented to show the generality of the solution. These environments include one agent in a fixed environment, one agent in a fluctuating environment, and multiple agents in a fluctuating environment cooperating together. The genetic programming technique was extremely successful. The average fitness per generation in all three environments tested showed steady improvement. Programs were successfully generated that enabled an agent to handle any possible environment. 
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Question: Which category should Paper #117316 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