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An empirical study of the efficiency of learning boolean functions using a Cartesian Genetic Programming approach

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TLDR
The efficacy of the PH suggests that boolean function learning may not be an appropriate problem for testing the effectiveness of GP and EP, and that extremely low populations are most effective.
Abstract
A new form of Genetic Programming (GP) called Cartesian Genetic Programming (CGP) is proposed in which programs are represented by linear integer chromosomes in the form of connections and functionalities of a rectangular array of primitive functions. The effectiveness of this approach is investigated for boolean even-parity functions (3,4,5), and the 2-bit multiplier. The minimum number of evaluations required to give a 0.99 probability of evolving a target function is used to measure the efficiency of the new approach. It is found that extremely low populations are most effective. A simple probabilistic hillclimber (PH) is devised which proves to be even more effective. For these boolean functions either method appears to be much more efficient than the GP and Evolutionary Programming (EP) methods reported. The efficacy of the PH suggests that boolean function learning may not be an appropriate problem for testing the effectiveness of GP and EP.

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Citations
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Book

A Field Guide to Genetic Programming

TL;DR: A unique overview of this exciting technique is written by three of the most active scientists in GP, which starts from an ooze of random computer programs, and progressively refines them through processes of mutation and sexual recombination until high-fitness solutions emerge.
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Principles in the Evolutionary Design of Digital Circuits—Part II

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Cartesian Genetic Programming.

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Redundancy and computational efficiency in Cartesian genetic programming

TL;DR: The results presented demonstrate the role of mutation and genotype length in the evolvability of the graph-based Cartesian genetic programming system and find that the most evolvable representations occur when the genotype is extremely large and in which over 95% of the genes are inactive.
References
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Book

Genetic Programming: On the Programming of Computers by Means of Natural Selection

TL;DR: This book discusses the evolution of architecture, primitive functions, terminals, sufficiency, and closure, and the role of representation and the lens effect in genetic programming.
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Artificial Intelligence through Simulated Evolution

TL;DR: This chapter contains sections titled: References Artificial Intelligence through a Simulation of Evolution Natural Automata and Prosthetic Devices and Artificial intelligence through a simulation of Evolution natural automata and prosthetic devices.
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Evolutionary Computation: Towards a New Philosophy of Machine Intelligence

TL;DR: In-depth and updated, Evolutionary Computation shows you how to use simulated evolution to achieve machine intelligence and carefully reviews the "no free lunch theorem" and discusses new theoretical findings that challenge some of the mathematical foundations of simulated evolution.
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Genetic Programming II: Automatic Discovery of Reusable Programs

TL;DR: This book presents a method to automatically decompose a program into solvable components, called automatically defined functions (ADF), and then presents case studies of the application of this method to a variety of problems.
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