Evolutionary Computation Glossary

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E

EA:

See EVOLUTIONARY ALGORITHM.

EC:

See EVOLUTIONARY COMPUTATION.

ELITISM:

ELITISM (or an elitist strategy) is a mechanism which is employed in some EAs which ensures that the CHROMOSOMEs of the most highly fit member(s) of the POPULATION are passed on to the next GENERATION without being altered by GENETIC OPERATORs. Using elitism ensures that the mamimum FITNESS of the population can never reduce from one generation to the next. Elitism usually brings about a more rapid convergence of the population. In some applications elitism improves the chances of locating an optimal INDIVIDUAL, while in others it reduces it.

ENCORE:

The EvolutioNary Computation REpository Network. An collection of FTP servers/World Wide Web sites holding all manner of interesting things related to EC. See Q15.3 for more information.

ENVIRONMENT:

(biol) That which surrounds an organism. Can be 'physical' (abiotic), or biotic. In both, the organism occupies a NICHE which influences its FITNESS within the total ENVIRONMENT. A biotic environment may present frequency-dependent fitness functions within a POPULATION, that is, the fitness of an organism's behaviour may depend upon how many others are also doing it. Over several GENERATIONs, biotic environments may foster co-evolution, in which fitness is determined with SELECTION partly by other SPECIES.

EP:

See EVOLUTIONARY PROGRAMMING.

EPISTASIS:

(biol) A "masking" or "switching" effect among GENEs. A biology textbook says: "A gene is said to be epistatic when its presence suppresses the effect of a gene at another locus. Epistatic genes are sometimes called inhibiting genes because of their effect on other genes which are described as hypostatic."

(EC) When EC researchers use the term EPISTASIS, they are generally referring to any kind of strong interaction among genes, not just masking effects. A possible definition is:

Epistasis is the interaction between different genes in a CHROMOSOME. It is the extent to which the contribution to FITNESS of one gene depends on the values of other genes.

Problems with little or no epistasis are trivial to solve (hillclimbing is sufficient). But highly epistatic problems are difficult to solve, even for GAs. High epistasis means that BUILDING BLOCKs cannot form, and there will be DECEPTION.

ES:

See EVOLUTION STRATEGY.

EVOLUTION:

That process of change which is assured given a reproductive POPULATION in which there are (1) varieties of INDIVIDUALs, with some varieties being (2) heritable, of which some varieties (3) differ in FITNESS (reproductive success). (See the talk.origins FAQ for discussion on this (See Q10.7).)

"Don't assume that all people who accept EVOLUTION are atheists"

--- Talk.origins FAQ

EVOLUTION STRATEGIE:

EVOLUTION STRATEGY:

A type of EVOLUTIONARY ALGORITHM developed in the early 1960s in Germany. It employs real-coded parameters, and in its original form, it relied on MUTATION as the search operator, and a POPULATION size of one. Since then it has evolved to share many features with GENETIC ALGORITHMs. See Q1.3 for more information.

EVOLUTIONARILY STABLE STRATEGY:

A strategy that does well in a POPULATION dominated by the same strategy. (cf Maynard Smith, 1974) Or, in other words, "An 'ESS' ... is a strategy such that, if all the members of a population adopt it, no mutant strategy can invade." (Maynard Smith "Evolution and the Theory of Games", 1982).

EVOLUTIONARY ALGORITHM:

A algorithm designed to perform EVOLUTIONARY COMPUTATION.

EVOLUTIONARY COMPUTATION:

Encompasses methods of simulating EVOLUTION on a computer. The term is relatively new and represents an effort bring together researchers who have been working in closely related fields but following different paradigms. The field is now seen as including research in GENETIC ALGORITHMs, EVOLUTION STRATEGIEs, EVOLUTIONARY PROGRAMMING, ARTIFICIAL LIFE, and so forth. For a good overview see the editorial introduction to Vol. 1, No. 1 of "Evolutionary Computation" (MIT Press, 1993). That, along with the papers in the issue, should give you a good idea of representative research.

EVOLUTIONARY PROGRAMMING:

An evolutionay algorithm developed in the mid 1960s. It is a stochastic OPTIMIZATION strategy, which is similar to GENETIC ALGORITHMs, but dispenses with both "genomic" representations and with CROSSOVER as a REPRODUCTION OPERATOR. See Q1.2 for more information.

EVOLUTIONARY SYSTEMS:

A process or system which employs the evolutionary dynamics of REPRODUCTION, MUTATION, competition and SELECTION. The specific forms of these processes are irrelevant to a system being described as "evolutionary."

EXPECTANCY:

Or expected value. Pertaining to a random variable X, for a continuous random variable, the expected value is:
E(X) = INTEGRAL(-inf, inf) [X f(X) dX].
The discrete expectation takes a similar form using a summation instead of an integral.

EXPLOITATION:

When traversing a SEARCH SPACE, EXPLOITATION is the process of using information gathered from previously visited points in the search space to determine which places might be profitable to visit next. An example is hillclimbing, which investigates adjacent points in the search space, and moves in the direction giving the greatest increase in FITNESS. Exploitation techniques are good at finding local maxima.

EXPLORATION:

The process of visiting entirely new regions of a SEARCH SPACE, to see if anything promising may be found there. Unlike EXPLOITATION, EXPLORATION involves leaps into the unknown. Problems which have many local maxima can sometimes only be solved by this sort of random search.

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Hitch Hiker's Guide to Evolutionary Computation, Issue 7.4, released 18 January 2000
Copyright © 1993-2000 by J. Heitkötter and D. Beasley, all rights reserved.