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A Generative Hyper-Heuristic for Deriving Heuristics for Classical Artificial Intelligence Problems

机译:一种生成的超启发式,用于衍生古典人工智能问题的启发式问题

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A recent direction of hyper-heuristics is the automated design of intelligent systems with the aim of reducing the man hours needed to implement such systems. One of the design decisions that often has to be made when developing intelligent systems is the low-level construction heuristic to use. These are usually rules of thumb derived based on human intuition. Generally a heuristic is derived for a particular domain. However, according to the no free lunch theorem different low-level heuristics will be effective for different problem instances. Deriving low-level heuristics for problem instances will be time consuming and hence we examine the automatic induction of low-level heuristics using hyper-heuristics. We investigate this for classical artificial intelligence. At the inception of the field of artificial intelligence search methods to solve problems were generally uninformed, such as the depth first and breadth first searches, and did not take any domain specific knowledge into consideration. As the field matured domain specific knowledge in the form of heuristics were used to guide the search, thereby reducing the search space. Search methods using heuristics to guide the search became known as informed searches, such as the best-first search, hill-climbing and the A* algorithm. Heuristics used by these searches are problem specific rules of thumb created by humans. This study investigates the use of a generative hyper-heuristic to derive these heuristics. The hyper-heuristic employs genetic programming to evolve the heuristics. The approach was tested on two classical artificial intelligence problems, namely, the 8-puzzle problem and Towers of Hanoi. The genetic programming system was able to evolve heuristics that produced solutions for 20 8-puzzle problems and 5 instances of Towers of Hanoi. Furthermore, the heuristics induced were able to produce solutions to the instances of the 8-puzzle problem which could not be solved using the A* algorithm with the number of tiles out of place heuristic and at least one admissible heuristic was evolved for all 25 problems.
机译:最近的超级启发式方向是智能系统的自动设计,目的是减少实施此类系统所需的人员。在开发智能系统时,通常必须制作的设计决策之一是使用的低级别建设启发式。这些通常是基于人类直觉衍生的拇指规则。一般来说,派发是针对特定域的启发式。但是,根据免费的午餐定理,不同的低级启发式是不同的问题实例有效。衍生出问题实例的低级启发式机器将是耗时的,因此我们使用超高启发式来检查低水平启发式的自动诱导。我们调查这一点是古典人工智能。在人工智能搜索方法的成立时,解决问题的方法通常是不知情的,例如深度第一和广度的第一搜索,并且没有采取任何域特定知识考虑。随着现场成熟的域以启发式形式的特异性知识用于指导搜索,从而减少搜索空间。使用启发式搜索来指导搜索的搜索方法被称为知情搜索,例如最好的首先搜索,爬山和A *算法。这些搜索使用的启发式是人类创建的拇指的特定规则。本研究调查了使用生成的超高启发式来导出这些启发式学。超级启发式使用遗传编程来发展启发式。该方法在两个古典人工智能问题上进行了测试,即河内的8谜问题和塔。遗传编程系统能够发展启发式,产生20个8谜题的解决方案和河内塔的5个实例。此外,引起的启发式能够为8谜问题的情况产生解决方案,这是通过使用A *算法无法解决与地点的瓷砖的数量来解决的一个难题,并且至少为所有25个问题演变至少一个可允许的启发式。

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