Evolutionary computation: Difference between revisions
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In [[computer science]] '''evolutionary computation''' denotes a subfield of [[artificial intelligence]] (more particular [[computational intelligence]]) involving [[combinatorial optimization]] problems. Whereas [[evolutionary algorithms]] generally only include methods natural [[reproduction]], [[mutation]], [[recombination]] and [[survival of the fittest]], '''evolutionary computation''' is loosely recognised by the following criteria: |
In [[computer science]] '''evolutionary computation''' denotes a subfield of [[artificial intelligence]] (more particular [[computational intelligence]]) involving [[combinatorial optimization]] problems. Whereas [[evolutionary algorithms]] generally only include methods such as natural [[reproduction]], [[mutation]], [[recombination]] and [[survival of the fittest]], '''evolutionary computation''' is loosely recognised by the following criteria: |
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*iterative progress, growth or development (see [[evolution (disambiguation)|evolution]]) |
*iterative progress, growth or development (see [[evolution (disambiguation)|evolution]]) |
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*[[population]] based |
*[[population]] based |
Revision as of 16:26, 15 October 2005
In computer science evolutionary computation denotes a subfield of artificial intelligence (more particular computational intelligence) involving combinatorial optimization problems. Whereas evolutionary algorithms generally only include methods such as natural reproduction, mutation, recombination and survival of the fittest, evolutionary computation is loosely recognised by the following criteria:
- iterative progress, growth or development (see evolution)
- population based
- guided random processes
- often biologically inspired
This mostly involves metaheuristic methods such as:
- evolutionary algorithms - e.g. genetic algorithm, genetic programming, evolutionary programming, evolution strategy
- swarm intelligence - e.g. ant colony optimization, particle swarm optimization
and in a lesser extent also:
- self organizing maps, systems & networks - e.g. growing neural gas, competitive learning [1]
- artificial life, cultural algorithms & swarms