Class SteadyStateEvolutionState

java.lang.Object
ec.EvolutionState
ec.steadystate.SteadyStateEvolutionState
All Implemented Interfaces:
Setup, Singleton, Serializable

public class SteadyStateEvolutionState extends EvolutionState
This subclass of EvolutionState implements basic Steady-State Evolution and (in distributed form) Asynchronous Evolution. The procedure is as follows. We begin with an empty Population and one by one create new Indivdiuals and send them off to be evaluated. In basic Steady-State Evolution the individuals are immediately evaluated and we wait for them; but in Asynchronous Evolution the individuals are evaluated for however long it takes and we don't wait for them to finish. When individuals return they are added to the Population until it is full. No duplicate individuals are allowed.

At this point the system switches to its "steady state": individuals are bred from the population one by one, and sent off to be evaluated. Once again, in basic Steady-State Evolution the individuals are immediately evaluated and we wait for them; but in Asynchronous Evolution the individuals are evaluated for however long it takes and we don't wait for them to finish. When an individual returns, we mark an individual in the Population for death, then replace it with the new returning individual. Note that during the steady-state, Asynchronous Evolution could be still sending back some "new" individuals created during the initialization phase, not "bred" individuals.

The determination of how an individual is marked for death is done by the SteadyStateBreeder.

SteadyStateEvolutionState will run either for some N "generations" or for some M evaluations of individuals. A "generation" is defined as a Population's worth of evaluations. If you do not specify the number of evaluations (the M), then SteadyStateEvolutionState will use the standard generations parameter defined in EvolutionState.

Parameters

evaluations
int >= 1
(maximal number of evaluations to run.)
steady.replacement-probability
0.0 <= double <= 1.0 (default is 1.0)
(probability that an incoming individual will unilaterally replace the individual marked for death, as opposed to replacing it only if the incoming individual is superior in fitness)
See Also:
  • Field Details

    • P_REPLACEMENT_PROBABILITY

      public static final String P_REPLACEMENT_PROBABILITY
      See Also:
    • P_EMPTY_AT_GEN

      public static final String P_EMPTY_AT_GEN
      See Also:
    • generationBoundary

      public boolean generationBoundary
      Did we just start a new generation?
    • generationSize

      public int generationSize
      how big is a generation? Set to the size of subpopulation 0 of the initial population.
    • replacementProbability

      public double replacementProbability
      When a new individual arrives, with what probability should it directly replace the existing "marked for death" individual, as opposed to only replacing it if it's superior?
    • emptyAtGenerationBoundary

      public boolean emptyAtGenerationBoundary
      If true, the population will be emptied after each "generation," so no replacement or breeding occurrs. This is used, for example, by Ant Colony algorithms, which have no notion of breeding.
    • firstTime

      protected boolean firstTime
      First time calling evolve
  • Constructor Details

    • SteadyStateEvolutionState

      public SteadyStateEvolutionState()
  • Method Details