Genetics-Based Machine Learning
Genetics-Based Machine Learning
Tim Kovacs
Department of Computer Science
University of Bristol
This is the author’s final version (dated April 2009) of a chapter to appear in Springer Verlag’s
Handbook of Natural Computing in 2010. The published version will be available at
[Link]. In this version 3.5 Learning Classifier Systems had a new sub-
subsection 3.5.2 Representation and several other subsubsections were moved into the new one.
This version also has a more detailed table of contents and its bibliography lists the pages each
reference is cited on. Any other differences are due to the proofreader. By default please cite the
published version:
Abstract
This is a survey of the field of Genetics-based Machine Learning (GBML): the applica-
tion of evolutionary algorithms to machine learning. We assume readers are familiar with
evolutionary algorithms and their application to optimisation problems, but not necessarily
with machine learning. We briefly outline the scope of machine learning, introduce the more
specific area of supervised learning, contrast it with optimisation and present arguments for
and against GBML. Next we introduce a framework for GBML which includes ways of clas-
sifying GBML algorithms and a discussion of the interaction between learning and evolution.
We then review the following areas with emphasis on their evolutionary aspects: GBML for
sub-problems of learning, genetic programming, evolving ensembles, evolving neural net-
works, learning classifier systems, and genetic fuzzy systems.
1
Contents 2
1 Introduction 3
1.1 Machine Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2 Arguments For and Against GBML . . . . . . . . . . . . . . . . . . . . . . 5
3 GBML Areas 13
3.1 GBML for Sub-problems of Learning . . . . . . . . . . . . . . . . . . . . . 13
3.2 Genetic Programming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.2.1 GP Trees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.2.2 Decision Trees . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.2.3 Extensions to GP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.2.4 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
3.3 Evolving Ensembles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
3.3.1 Evolutionary Ensembles . . . . . . . . . . . . . . . . . . . . . . . . 17
3.3.2 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
3.4 Evolving Neural Networks . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
3.4.1 Ensembles of NNs . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
3.4.2 Yao’s Framework for Evolving NNs . . . . . . . . . . . . . . . . . . 22
3.4.3 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.5 Learning Classifier Systems . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.5.1 Production Systems and Rule(Set) Parameters . . . . . . . . . . . . . 24
3.5.2 Representation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.5.3 Rule Discovery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
3.5.4 LCS Credit Assignment . . . . . . . . . . . . . . . . . . . . . . . . 32
3.5.5 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.6 Genetic Fuzzy Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.6.1 Evolution of FRBSs . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3.6.2 Genetic Neuro-fuzzy Systems . . . . . . . . . . . . . . . . . . . . . 36
3.6.3 Conclusions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
4 Conclusions 38
Glossary 39
References 39
2
1 Introduction
Genetics-based Machine Learning (GBML) is the application of Evolutionary Algorithms
(EAs) to machine learning. We assume readers are familiar with EAs, which are well docu-
mented elsewhere, and their application to optimisation problems. In this introductory sec-
tion we outline the scope of machine learning, introduce the more specific area of supervised
learning, and contrast it with optimisation. However, the treatment is necessarily brief and
readers who desire to work in GBML are strongly advised to first gain a solid foundation
in non-evolutionary approaches to machine learning. Section §2 describes a framework for
GBML which includes ways of classifying GBML algorithms and a discussion of the inter-
action between learning and evolution. Section §3 reviews the work of a number of GBML
communities with emphasis on their evolutionary aspects. Finally, section §4 concludes.
What’s Missing Given the breadth of the field and the volume of the literature the cov-
erage herein is necessarily somewhat arbitrary and misses a number of significant subjects.
These include a general introduction to machine learning including the structure of learning
problems and their fitness landscapes (which we must exploit in order to learn efficiently),
non-evolutionary algorithms (which constitute the majority of machine learning methods,
and include both simple and effective methods), and theoretical limitations of learning (such
as the no free lunch theorem for supervised learning [311] and the conservation law of gener-
alisation [245]). Also missing is coverage of GBML for clustering, reinforcement learning,
Bayesian networks, artificial immune systems, artificial life, and application areas. Finally,
some areas which have been touched on have been given an undeservedly cursory treatment,
including EAs for data preparation (e.g. feature selection), co-evolution, and comparisons
between GBML and non-evolutionary alternatives. However, [94] contains good treatments
of GBML for, among others, clustering and data preparation.
3
is enough time to process them. We consider two inductive problems: function optimisation
and learning. We will not deal with abduction.
4
mining, learning from particularly small datasets, learning when there are very many at-
tributes, learning from positive instances only, incorporating bias and prior knowledge, han-
dling structured data, and using additional unlabelled data for training. None of these will be
dealt with here.
5
Increased Run-time GBML methods are generally much slower than the non-evolutionary
alternatives.
Suitability for a Given Problem No single learning method is a good choice for all prob-
lems. For one thing the bias of a given GBML method may be inappropriate for a
given problem. Problems to which GBML methods are particularly prone include pro-
hibitive run-time (or set-up time) and that simpler and/or faster methods may suffice.
Furthermore, even where GBML methods perform better the improvements may be
marginal.
See the SWOT (Strengths, Weaknesses, Opportunities, Threats) analysis of GBML in
[224] for more.
6
2 A Framework for GBML
The aim of the framework presented in this section is to structure the range of GBML systems
into more specific categories about which we can make more specific observations than we
could about GBML systems as a whole. We present two categorisations. In the first (§2.1),
GBML systems are classified by their role in learning; specifically their application to i)
sub-problems of machine learning, ii) learning itself, or iii) meta-learning. In the second
categorisation (§2.2), GBML systems are classified by their high-level algorithmic approach
as either Pittsburgh or Michigan systems. Following this, in §2.3 we briefly review ways in
which learning and evolution interact and in §2.4 we consider various models of GBML not
covered earlier.
Before proceeding we note that evolution can output a huge range of phenotypes, from
scalar values to complex learning agents, and that agents can be more or less plastic (inde-
pendent of evolution). For example, if evolution outputs a fixed hypothesis, that hypothesis
has no plasticity. In contrast, evolution can output a neural net which, when trained with
backpropagation, can learn much. (In the latter approach evolution may specify the network
structure while backpropagation adapts the network weights.)
7
Figure 1: Left: GBML as learner. Input, Output and Fitness shown. Right: GBML as meta-
learner. Subscripts denote generation and time step (1 . . .T)
as any learner can be augmented by GBML, and is related to the wrapper approach to feature
selection in 3.1.
Meta-learning is a broad term with different interpretations but the essential idea is learn-
ing about learning. A meta-learner may optimise parameters of a learner, learn which learner
to apply to a given input or a given problem, learn which representation(s) to use, optimise
the update rules used to train learners, learn an algorithm which solves the problem, evolve
an ecosystem of learners, and potentially be open-ended. See [288, 107] on non-evolutionary
meta-learning and [43, 162, 163, 42] on the hyperheuristics (heuristics to learn heuristics)
approach, of which a subset is evolutionary.
A third role for evolution is application to various sub-problems of learning including
feature selection, feature construction, and other optimisation roles within learning agents.
In these cases evolution neither outputs the final hypothesis nor outputs a learning agent
which does so. Section §3.1 deals with such applications.
8
Figure 2: Michigan and Pittsburgh rule-based systems compared. The F:x associated with each
chromosome indicates its fitness
tarity, and coverage of inputs, all of which makes designing an effective fitness function more
complex than in Pitt systems. In Michigan systems the credit assignment problem is how to
measure a chromosome’s contributions to the overall solution, as reflected in the various as-
pects of fitness just mentioned. To sum up the difficulty in Michigan systems: the best set
of chromosomes may not be the set of best (i.e. fittest) chromosomes [94]. To illustrate,
figure 2 depicts the representation used by Pitt and Michigan versions of the rule-based sys-
tems called Learning Classifier Systems (see §3.5). In a Pittsburgh LCS a chromosome is a
variable-length set of rules while in a Michigan LCS a chromosome is a single fixed-length
rule.
Although the Pittsburgh and Michigan approaches are generally presented as two discrete
cases some hybrids exist e.g. [297].
1 See,however, §3.5.3 on the windowing approach to improving run-time and [9] for an approach which avoids
performing matching operations between rule conditions and irrelevant features.
9
On each time step:
1. Identify match set: subset of population which match current input
2. Compute support in match set for each class
3. Select class
4. Identify action set: subset of match set which advocate selected class
5. Update action set based on feedback
6. Optionally alter population
population must not converge fully, and ii) as noted the best set of chromosomes may not be
the set of best chromosomes.
The two approaches also tend to be applied in different ways. Pitt systems are typically
used offline and are algorithm-driven; the main loop processes each chromosome in turn
and seeks out data to evaluate them (which is how a standard GA works, although fitness
evaluation is typically simpler in a GA). In contrast, Michigan systems are typically used
online and are data-driven; the main loop processes each data input in turn and seeks out
applicable chromosomes (see figure 3). As a result Michigan systems are more often used
as learners (though not necessarily more often as meta-learners) for reinforcement learning,
which is almost always on-line. The Michigan approach has mainly been used with LCS.
See [110, 141, 297, 95, 154] for comparison of the approaches.
Iterative Rule Learning IRL is a variation on the Michigan approach in which, as usual,
one solution is represented by many chromosomes, but only the single best chromosome is
selected after each run, which alters the co-evolutionary dynamics of the system. The output
of multiple runs is combined to produce the solution. The approach originated with SIA
(Supervised Inductive Algorithm) [287, 190], a supervised genetic rule learner.
10
contrast, many learning methods are forms of local search and have the opposite characteris-
tics. We can get the best of both by combining them, which generally generally outperforms
either alone [316]. For example, evolving the initial weights of a neural network and then
training them with gradient descent can be two orders of magnitude faster than using ran-
dom initial weights [92]. Methods which combine global and local search are called memetic
algorithms [117, 118, 214, 212, 252, 213, 240]. See [161] for a self-contained tutorial.
The Baldwin Effect The Baldwin effect is a two-part dynamic between learning and
evolution which depends on Phenotypic Plasticity (PP): the ability to adapt (e.g. learn) during
an individual’s lifetime. The first aspect is this. Suppose a mutation would have no benefit
except for PP. Without PP, the mutation does not increase fitness, but with PP it does. Thus PP
helps evolution to adopt beneficial mutations; it effectively smooths the fitness landscape. A
possible example from nature is lactose tolerance in human adults. At a recent point in human
evolution a mutation occurred which allows adult humans to digest milk. Subsequently,
humans learned to keep animals for milk, which in turn made the mutation more likely to
spread. The smoothing effect on the fitness landscape depends on PP; the greater the PP
the more potential there is for smoothing. All GBML methods exploit the Baldwin effect
to the extent that they have PP. See [293] §7.2 for a short review of the Baldwin effect in
reinforcement learning.
The second aspect of the Baldwin effect is genetic assimilation. Suppose PP has a cost
(e.g. learning involves making mistakes). If PP can be replaced by new genes, it will be;
for instance a learned behaviour can become instinctive. This allows learned behaviours to
become inherited without Lamarckian inheritance.
Turney [280] has connected the Baldwin effect to inductive bias. All inductive algorithms
have a bias and the Baldwin effect can be seen as a shift from weak to strong bias. When bias
is weak agents rely on learning; when bias is strong agents rely on instinctive behaviour.
11
2.4 Other GBML Models
This section covers some models which are orthogonal to those discussed earlier.
Steady State EAs Whereas standard generational EAs replace the entire population each
generation, steady-state EAs replace a subset (e.g. only two in XCS). This approach is stan-
dard in Michigan LCS because they minimise disruption to the population, which is useful
for on-line learning. Steady-state EAs introduce selection for deletion as well as reproduction
and this is typically biased toward lower fitness chromosomes or to reduce crowding.
Co-evolving Learners and Problems Another possibility not mentioned in our earlier
classifications is to co-evolve both learners and problems. When successful, this allows
learners to gradually solve harder problems rather than tackling the most difficult problems
from the start. It also allows us to search the space of problems to find those which are harder
for a given learner, and to explore the dynamics between learners and problems.
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3 GBML Areas
This section covers the main GBML research communities. These communities are more
disjoint than the methods they use and the lines between them are increasingly blurring. For
example, LCS often evolve NNs and fuzzy rules, and some are powered by GP. Nonetheless,
the differences between the communities and their approaches is such that it seemed most
useful to structure this section by community and not e.g. by phenotype or learning paradigm;
such integrated surveys of GBML are left to the future. Many communities have reinvented
the same ideas yet each has its own focus and strengths and so each has much to learn from
the others.
Evolutionary Feature Selection Some attributes (features) of the input are of little or
no use in classification. We can simplify and speed learning by selecting only useful attributes
to work with, especially when there are very many attributes and many contribute little. EAs
are widely used in the wrapper approach to feature selection [143] in which the base learner
(the one which generates hypotheses) is treated as a black box to be optimised by a search
algorithm. In this EAs usually give good results compared to non-evolutionary methods
[139, 250, 166] but there are exceptions [139]. In [62], Estimation of Distribution Algorithms
were found to give similar accuracy but run more slowly than a GA. More generally we can
weight features (instead of making an all-or-nothing selection) and some learners can use
weights directly e.g. weighted k-nearest neighbours [234]. The main drawback of EAs for
feature selection is their slowness compared to non-evolutionary methods. See [201, 94, 95]
for overviews and [266, 11] for some recent real-world applications.
Evolutionary Feature Construction Some features are not very useful by themselves
but can be when combined with others. We can leave the base learner to discover this itself or
we can preprocess data to construct informative new features by combining existing ones e.g.
new feature fnew = f1 AND f3 AND f8 . This is also called constructive induction and there
are different approaches. GP has been used to construct features out of the original attributes
e.g. [131, 164, 253]. The original features have also been linearly transformed by evolving a
vector of coefficients [145, 232]. Simultaneous feature transformation and selection has had
good results [234].
Other Sub-problems of Learning EAs have been used in a variety of other ways.
One is training set optimisation in which we can partition the data into training sets [238],
select the most useful training inputs [137], and even generate synthetic inputs [322, 69].
EAs have also been used for optimisation within a learner e.g. [145] optimised weighted k-
nearest neighbours with a GA, [61] optimised decision tree tests using a GA and an Evolution
Strategy and [272, 273] optimised voting weights in an ensemble. [141] replaced beam
13
A B C Class
0 0 0 0
0 0 1 0
0 1 0 1
0 1 1 1
1 0 0 0
1 0 1 1
1 1 0 0
1 1 1 1
Figure 4: Two representations of the 3 multiplexer function: truth table (left) and GP tree (right)
search in AQ with a genetic algorithm and similarly [269, 82, 80, 81, 270] have investigated
Inductive Logic Programming driven by a GA.
3.2.1 GP Trees
GP Trees for Classification Figure 4 shows the 3 multiplexer Boolean function as a
truth table on the left and as a GP tree on the right. To classify an input with the GP tree: i)
instantiate the leaf variables with the input values, ii) propagate values upwards from leaves
though the functions in the non-leaf nodes and iii) output the value of the root (top) node as
the classification.
14
x2 + 2y2 − 13
A B C Class
0 0 0 0
0 0 1 0
0 1 0 1
0 1 1 1
1 0 0 0
1 0 1 1
1 1 0 0
1 1 1 1
Figure 6: Two representations of the 3 multiplexer function: truth table (left) and decision tree
(right)
15
Evolving First-order Trees First-order trees use both propositional and first-order in-
ternal nodes. [239] found first-order logic made trees more expressive and allowed much
smaller solutions than found by the rule learner CN2 or the tree learner C4.5, with similar
accuracy.
Oblique (Linear) Trees Whereas conventional tree algorithms learn axis-parallel deci-
sion boundaries, oblique trees make tests on a linear combination of attributes. The resulting
trees and more expressive but have a larger search space. See [31].
3.2.3 Extensions to GP
Ensemble Methods and GP Ensemble ideas have been used in two ways. First, to
reduce fitness computation time and memory requirements by training on subsamples of
the data. The bagging approach has been used in [93, 135] and the boosting approach in
[260]. Although not an ensemble technique, the Limited Error Fitness method introduced in
[100] as a way of reducing GP run-time works in a similar manner: in LEF the proportion
of the training set used to evaluate fitness depends on the individual’s performance. The
second ensemble approach has improved accuracy by building an ensemble of GP trees. In
[148, 227] each run adds one tree to the ensemble and weights are computed with standard
boosting.
3.2.4 Conclusions
Lack of Test Sets in GP GP terminology follows a convention in the GA field since at
least [124] in which brittleness refers to overfitting or poor generalisation to unseen cases,
and robustness refers to good generalisation. A feature of the GP literature is that GP is
usually evaluated only on the training set [168, 286]. Kushchu has also criticised the way
in which test sets have been used [168]. Nonetheless GP has the same need for test sets to
evaluate generalisation as other methods [168] and as a result the ability of GP to perform
inductive generalisation is one of the open issues for GP identified in [286]. See [168, 286]
for methods which have been used to encourage generalisation in GP, many of which can be
applied to other methods.
16
Reading See Koza’s 1994 book [159] for the basics of evolving decision trees with GP,
Wong and Leung’s 2000 book on data mining with grammar-based GP [312], Freitas’ 2002
book [94] for a good introduction to GP, decision trees and both evolutionary and non-
evolutionary learning, Poli, Langdon and McPhee’s free 2008 GP book [231], and Vanneschi
and Poli’s 2010 survey of GP [286]. The GP bibliography has over 5000 entries [171].
17
ing on different data (see §3.1). All these approaches have non-evolutionary alternatives. We
now go into more detail on two of the above applications.
Evolutionary Selection of Members There are two extremes. Usually each run pro-
duces one member of the ensemble and many runs are needed. Sometimes, however, the
entire population is eligible to join the ensemble, in which case only one run is needed. The
latter does not resolve the ensemble selection problem: which candidates to use? There are
many combinations possible from just a small pool of candidates, and, as with selecting a
solution set from a Michigan populations, the set of best individuals may not be the best set
of individuals (that is, the best ensemble). The selection problem is formally equivalent to
the feature selection problem [99] §3.2. See e.g. [251, 241] for evolutionary approaches.
3.3.2 Conclusions
Research directions for evolutionary ensembles include multi-objective evolution [68], hy-
brid ensembles [68] and minimising ensemble complexity [192].
Reading Key works include Opitz and Shavlik’s classic 1996 paper on evolving NN en-
sembles [216], Kuncheva’s 2004 book on ensembles [167], Chandra and Yao’s 2006 discus-
sion of multi-objective evolution of ensembles [67], Yao and Islam’s 2008 review of evolving
NN ensembles [317] and Brown’s 2005 and 2010 surveys of ensembles [36, 34]. We cover
evolving NN ensembles in §3.4.
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but having noted this we shall refer simply to NNs. When evolution is involved such sys-
tems may be called EANNs (Evolving Artificial Neural Networks) [316] or ECoSs (Evolving
Connectionist Systems) [147].
A neural network consists of a set of nodes, a set of directed connections between a
subset of nodes and a set of weights on the connections. The connections specify inputs
and outputs to and from nodes and there are three forms of nodes: input nodes (for input to
the network from the outside world), output nodes, and hidden nodes which only connect
to other nodes. Nodes are typically arranged in layers: the input layer, hidden layer(s) and
output layer. Nodes compute by integrating their inputs using an activation function and
passing on their activation as output. Connection weights modulate the activation they pass
on and in the simplest form of learning weights are modified while all else remains fixed. The
most common approach to learning weights is to use a gradient descent-based learning rule
such as backpropagation. The architecture of a NN refers to the set of nodes, connections,
activation functions and the plasticity of nodes; whether they can be updated or not. Most
often all nodes use the same activation function and in virtually all cases all nodes can be
updated. Evolution has been applied at three levels: weights, architecture and learning rules.
In terms of architecture, evolution has been used to determine connectivity, select activation
functions, and determine plasticity.
Representations Three forms of representation have been used: i) direct encoding [316,
92] in which all details (connections and nodes) are specified, ii) indirect encoding [316, 92]
in which general features are specified (e.g. number of hidden layers and nodes) and a learn-
ing process determines the details, and iii) developmental encoding [92] in which a develop-
mental process is genetically encoded [149, 114, 210, 134, 225, 268]. Implicit and develop-
mental representations are more flexible and tend to be used for evolving architectures while
direct representations tend to be used for evolving weights alone.
Credit Assignment Evolving NNs virtually always use the Pittsburgh approach although
there are a few Michigan systems: [5, 256, 259]. In Michigan systems each chromosome
specifies only one hidden node which raises issues. How should the architecture be defined?
A simple method is to fix it in advance. How can we make nodes specialise? Two options
are to encourage diversity during evolution, e.g. with fitness sharing, or after evolution, by
pruning redundant nodes [5].
Adapting Weights Most NN learning rules are based on gradient descent, including
the best known: backpropagation (BP). BP has many successful applications, but gradient
descent-based methods require a continuous and differentiable error function and often get
trapped in local minima [267, 294].
An alternative is to evolve the weights which has the advantages that EAs don’t rely
on gradients and can work on discrete fitness functions. Another advantage of evolving
weights is that the same evolutionary method can be used for different types of network
(feedforward, recurrent, higher order), which is a great convenience for the engineer [316].
Consequently, much research has been done on evolution of weights. Unsurprisingly fitness
functions penalise NN error but they also typically penalise network complexity (number
of hidden nodes) in order to control overfitting. The expressive power of a NN depends on
19
the number of hidden nodes: fewer nodes = less expressive = fits training data less while
more nodes = more expressive = fits data better. As a result, if a NN has too few nodes it
underfits while with too many nodes it overfits. In terms of training rate there is no clear win-
ner between evolution and gradient descent; which is better depends on the problem [316].
However, Yao [316] states that evolving weights AND architecture is better than evolving
weights alone and that evolution seems better for reinforcement learning and recurrent net-
works. Floreano [92] suggests evolution is better for dynamic networks. Happily we don’t
have to choose between the two approaches.
Evolving AND Learning Weights Evolution is good at finding a good basin of at-
traction but poor at finding the optimum of the basin. In contrast, gradient descent has the
opposite characteristics. To get the best of both [316] we should evolve initial weights and
then train them with gradient descent. [92] claims this can be two orders of magnitude faster
than beginning with random initial weights.
1. The surface is infinitely large since the number of possible nodes and con-
nections is unbounded;
2. the surface is nondifferentiable since changes in the number of nodes or
connections are discrete and can have a discontinuous effect on EANN’s
performance;
3. the surface is complex and noisy since the mapping from an architecture to
its performance is indirect, strongly epistatic, and dependent on the evalua-
tion method used;
4. the surface is deceptive since similar architectures may have quite different
performance;
5. the surface is multimodal since different architectures may have similar per-
formance.
There are good reasons to evolve architectures and weights simultaneously. If we learn
with gradient descent there is a many-to-one mapping from NN genotypes to phenotypes
[318]. Random initial weights and stochastic learning lead to different outcomes, which
makes fitness evaluation noisy, and necessitates averaging over multiple runs, which means
the process is slow. On the other hand, if we evolve architectures and weights simultaneously
we have a one-to-one genotype to phenotype mapping which avoids the problem above and
results in faster learning. Furthermore, we can co-optimise other parameters of the network
[92] at the same time. For example, [20] found the best networks had a very high learning
20
rate which may have been optimal due to many factors such as initial weights, training order,
and amount of training. Without co-optimising architecture and weights evolution would not
have been able to take all factors into account at the same time.
Evolving Learning Rules There is no one best learning rule for all architectures or
problems. Selecting rules by hand is difficult and if we evolve the architecture then we
don’t a priori know what it will be. A way to deal with this is to evolve the learning rule,
but we must be careful: the architectures and problems used in learning the rules must be
representative of those to which it will eventually be applied. To get general rules we should
train on general problems and architectures, not just one kind. On the other hand, to obtain
a training rule specialised for a specific architecture or problem type, we should train just on
that architecture or problem.
One approach is to evolve only learning rule parameters [316] such as the learning rate
and momentum in backpropagation. This has the effect of adapting a standard learning rule to
the architecture or problem at hand. Non-evolutionary methods of adapting training rules also
exist. Castillo [65], working with multi-layer perceptrons, found evolving the architecture,
initial weights and rule parameters together as good or better than evolving only first two or
the third.
We can also evolve new learning rules [316, 233]. Open-ended evolution of rules was
initially considered impractical and instead Chalmers [66] specified a generic, abstract form
of update and evolved its parameters to produce different concrete rules. The generic update
was a linear function of ten terms, each of which had an associated evolved real-valued
weight. Four of the terms represented local information for the node being updated while the
other six terms were the pairwise products of the first four. Using this method Chalmers was
able to rediscover the delta rule and some of its variants. This approach has been used by
a number of others and has been reported to outperform human-designed rules [77]. More
recently, GP was used to evolve novel types of rules from a set of mathematical functions
and the best new rules consistently outperformed standard backpropagation [233]. Whereas
architectures are fixed, rules could potentially change over their lifetime (e.g. their learning
rate could change) but evolving dynamic rules would naturally be much more complex than
evolving static ones.
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method was to combine accuracy and diversity in a single objective. EENCL (Evolutionary
Ensembles for NCL) [192] automatically determines the size of an ensemble. It encourages
diversity with fitness sharing and NCL and it deals with the ensemble member selection prob-
lem §3.3.1 with a cluster-and-select method (see [142]). First we cluster candidates based on
their errors on the training set so that clusters of candidates make similar errors. Then we
select the most accurate in each cluster to join the ensemble; the result is the ensemble can
be much small than the population. CNNE (Cooperative Neural Net Ensembles) [138] used
a constructive approach to determine the number of individuals and how many hidden nodes
each has. Both contribute to the expressive power of the ensemble and CNNE was able to
balance the two to obtain suitable ensembles. Unsurprisingly it was found that more complex
problems needed larger ensembles.
Multi-objective Ensembles MPANN (Memetic Pareto Artificial NN) [1] was the first
ensemble of NNs to use multi-objective evolution. It also uses gradient-based local search to
optimise network complexity and error. DIVACE (diverse and accurate ensembles) [67] uses
multiobjective evolution to maximise accuracy and diversity. Evolutionary selection is based
on non-dominated sorting [261], a cluster-and-select approach is used to form the ensemble,
and search is provided by simulated annealing and a variant of differential evolution [265].
DIVACE-II [68] is a heterogeneous multiobjective Michigan approach using NNs, Support
Vector Machines and Radial Basis Function Nets. The role of crossover and mutation is
played by bagging [32] and boosting [96] which produce accurate and diverse candidates.
Each generation bagging and boosting makes candidate ensemble members and only dom-
inated members are replaced. The accuracy of DIVACE-II was very good compared to 25
other learners on the Australian credit card and diabetes datasets and it outperformed the
original DIVACE.
3.4.3 Conclusions
Evolution is widely used with NNs, indeed according to Floreano et al. [92] most studies of
neural robots in real environments use some form of evolution. Floreano et al. go on to claim
evolving NNs can be used to study “brain development and dynamics because it can encom-
pass multiple temporal and spatial scales along which an organism evolves, such as genetic,
developmental, learning, and behavioral phenomena. The possibility to co-evolve both the
neural system and the morphological properties of agents . . . adds an additional valuable per-
22
Figure 7: Yao’s framework for evolving architectures, training rules and weights
23
spective to the evolutionary approach that cannot be matched by any other approach.” [92]
(p. 59).
Reading Key reading on evolving NNs includes Yao’s classic 1999 survey [316], Kasabov’s
2007 book, Floreano, Dürr and Mattiussi’s 2008 survey [92] which includes reviews of evolv-
ing dynamic and neuromodulatory NNs, and Yao and Islam’s 2008 survey of evolving NN
ensembles [317].
The Game of the Name Terminology has been contentious in this area [120]. LCS
are also widely simply called Classifier Systems (abbreviated CS or CFS) and sometimes
evolutionary (learning) classifier systems. At one time GBML referred exclusively to LCS.
None of these names is very satisfactory but the field appears to have settled on LCS.
The difficulty in naming the field relates in part to the difficulty in defining what an LCS
is [254, 125]. In practise, what is accepted as an LCS has become more inclusive over the
years. A reasonable definition of an LCS would be an evolutionary rule-based system –
except that a significant minority of LCS are not evolutionary! On the other hand, most non-
evolutionary rule-based systems are not considered LCS, so the boundaries of the field are
defined more by convention than principle. Even EA practitioners are far from unanimous;
work continues to be published which some would definitely consider forms of LCS, but
which make no reference to the term and which contain few or no LCS references.
(L)CS has at times been taken to refer to Michigan systems only (see e.g. [110]) but it
now generally includes Pitt systems as well, as implied by the name and content of IWLCS
– the International Workshop on Learning Classifier Systems – which includes both Pitt and
Michigan, evolutionary and non-evolutionary systems. As a final terminological note, rules
in LCS are often referred to as “classifiers”.
24
systems they are associated with each ruleset. For example, in UCS the parameters are: fit-
ness, mean action set size (to bias a deletion process which seeks to balance action set sizes)
and experience (a count of the number of times a rule has been applied, in order to estimate
confidence in its fitness). In GAssist (a supervised Pittsburgh system) the only parameter is
fitness. Variations of the above exist; in some cases rules predict the next input or read and
write to memory.
3.5.2 Representation
Representing Conditions and Actions The most common representation in LCS uses
fixed-length strings with binary inputs and outputs and ternary condition. In a simple Michi-
gan version (see e.g. [301]) each rule has one action and one condition from {0, 1, #} where
# is a wildcard, matching both 0 and 1 in inputs. For example, the condition 01# matches two
inputs: 010 and 011. Similar representations were used almost exclusively prior to approxi-
mately 2000 and are inherited from GAs and their preference for minimal alphabets. (Indeed,
ternary conditions have an interesting parallel with ternary schemata [235] for binary GAs.)
Such rules individually have limited expressive power [248] (but see also [27]) which neces-
sitates that solutions are sets of rules. More insidiously, the lack of individual expressiveness
can be a factor in pathological credit assignment (strong/fit overgenerals [154]). Various
extensions to the simple scheme described above have been studied (see [154] §2.2.2).
Real-valued Intervals Following [12] (p. 87) we distinguish two approaches to real-
valued interval representation in conditions. The first is representations based on discreti-
sation: HIDER* uses natural coding [106], ECL clusters attribute values and evolves con-
straints on them [81] while GAssist uses adaptive discretisation intervals [12]. The second
approach is to handle real values directly. In HIDER (unlike HIDER*) genes specify a lower
and upper bound (where lower is always less than upper) [3]. In [72] a variation of HIDER’s
scheme is used where the attribute is ignored when the upper bound is less than the lower.
Interval representations are also used in [298, 264]. Finally [303] specifies bounds using
centre and spread genes.
25
Truth table
A B C Output
0 0 0 0 Ternary
Default
0 0 1 0 Rules
Rule
0 1 0 1 0 0 # →0
0 0 # →0
0 1 1 1 0 1 # →1
1 # 0 →0
1 0 0 0 1 # 0 →0 # # # →1
1 0 1 1 1 # 1 →1
1 1 0 0
1 1 1 1
Figure 8: Three representations for the 3 multiplexer function
represent the function using one less rule than the middle representation. One difficulty in
evolving such default/exception structures lies in identifying which rules are the defaults and
which the exceptions; a simple solution is to maintain the population in some order and make
earlier rules exceptions to later ones (as in a decision list [237]). This is straightforward in
Pitt systems in which individual rulesets are static but is more complex in Michigan popula-
tions in which individual rules are created and deleted dynamically. The other issue is how to
assign credit to the overall multi-rule structure. In Pittsburgh systems this is again straight-
forward since fitness is assigned only at the level of rulesets, but in Michigan systems each
rule has a fitness, and it is not obvious how to credit the three rules in the default/exception
structure in a way which recognises their cooperation.
The Pittsburgh GABIL [144] and GAssist [12] use decision lists and often evolve default
rules spontaneously (e.g. a fully general last rule). Bacardit found that enforcing a fully
general last rule in each ruleset in GAssist (and allowing evolution to select the most useful
class for such rules) was effective [12].
In Michigan systems default/exception structures are called default hierarchies. Rule
specificity has been used as the criterion for determining which rules are exceptions and
accordingly conflict resolution methods have been biased according to specificity. There are,
however, many problems with this approach [258]. It is difficult for evolution to produce
these structure since they depend on cooperation between otherwise competing rules. The
structures are unstable since they are interdependent; unfortunate deletion of one member
alters the utility of the entire structure. As noted they complicate credit assignment and
conflict resolution since exception rules must override defaults [299, 258]. There are also
problems with the use of specificity to prioritise rules. For one, having fewer #s does not
mean a rule actually matches fewer inputs; counting #s is a purely syntactic measure of
generality. For another, there is no reason why exception rules should be more specific. The
consequence of these difficulties is that there has not been much interest in Michigan default
hierarchies since the early 1990s (but see [285]) and indeed not all Michigan LCS support
them (e.g. ZCS [300], XCS/XCSF and UCS do not). Nonetheless, the idea should perhaps
be revisited and an ensembles perspective might prove useful.
26
Other Representations for Conditions and Actions A great range of other rep-
resentations have been used, particularly in recent years. These include VL1 logic [206] as
used in GIL [140], first-order logic [203, 204, 205], decision lists as used in GABIL [144]
and GAssist [12], messy encoding [172], ellipses [50] and hyperellipses [56], hyperspheres
[200], convex hulls [187], tile coding [177] and a closely related hyperplane coding [29, 28],
GP trees [4, 173, 174], Boolean networks defined by GP [37], support vectors [198], edges of
an Augmented Transition Network [170], Gene Expression Programming [309], fuzzy rules
(see §3.6) and neural networks [257, 74, 259, 40, 211, 75, 130, 129]. GALE [194, 193, 197]
has used particularly complex representations, including the use of GP to evolve trees defin-
ing axis-parallel and oblique hyper-rectangles [197], and evolved prototypes which are used
with a k-nearest-neighbour classifier. The prototypes need not be fully specified; some at-
tributes can be left undefined. This representation has also been used in GAssist [12]. There
has been limited work with alternative action representations including computed actions
[278, 186] and continuous actions [308].
27
Rule Cond. Action Strength
m # # 0011 1 200.0
m0 # # 0011 1 220.0
n # # 0011 0 100.0
o 001110 1 100.0
amount of training needed, XCS-both was similar to XCS-sphere on the sphere function but
was significantly slower than XCS-plane on the plane function.
28
face a third: coverage of the input (or input/output) space. Furthermore, Michigan systems
have coevolutionary dynamics as rules both cooperate and compete. Since the level of selec-
tion (rules) is lower than the level of solutions (rulesets) researchers have attempted to coax
better results by modifying rule fitness calculations with various methods. Fitness sharing
and crowding have been used to encourage diversity and hence coverage. Fitness sharing is
naturally based on inputs (see ZCS) while crowding has been implemented by making dele-
tion probability proportional to the degree of overlap with other rules (as in XCS). Finally,
restricted mating as implemented by a niche GA plays an important role in XCS and UCS
(see §3.5.3).
Michigan Rule Discovery Most rule discovery work focuses on Michigan LCS as they
are more common and their evolutionary dynamics are more complex. The rest of this section
deals with Michigan systems although many ideas, such as self-adaptive mutation, could be
applied to Pitt systems. Michigan LCS use the steady-state GAs introduced in §2.4 as they
minimise disruption to the rule population during on-line learning. An unusual feature of
Michigan LCS is the emphasis placed on minimising population size, for which various
techniques are use: niche GAs, the addition of a generalisation term in fitness, subsumption
deletion, condensation and various compaction methods.
Niche GAs Whereas in a standard panmictic GA all rules are eligible for reproduction, in
a niche GA mating is restricted to rules in the same action set (which is considered a niche).
(See figure 3 on action sets.) The inputs spaces of rules in an action set overlap and their
actions agree, which suggests their predictions will tend to be related. Consequently, mating
these related rules is more effective, on average, than mating rules drawn from the entire
population. This is a form of speciation since it creates non-interbreeding sub-populations.
However, the niche GA has many other effects [301]. First, a strong bias towards general
rules, since they match more inputs and hence appear in more action sets. Second, pressure
against overlapping rules, since they compete for reproduction [154]. Third, complete cover-
age of the input space, since competition occurs for each input. The niche GA was introduced
in [26] and originally operated in the match set but was later further restricted to the action
set [302]. It is used in in XCS and UCS and is related to universal suffrage [105].
29
EDAs instead of GAs Recently Butz et al. [58, 57, 59] replaced XCS’s usual crossover
with an an Estimation of Distribution Algorithm (EDA)-based method to improve solving
of difficult hierarchical problems while [195, 196] introduced CCS: a Pitt LCS based on
compact GAs (a simple form of EDA).
Tuning Evolutionary Search XCS is robust to class imbalances [217] but for very high
imbalances tuning the GA based on a facetwise model improved performance [217, 219].
Self-tuning evolutionary search has also been studied. The mutation rate can be adapted
30
Figure 10: Evolutionary dynamics of XCS on the 11 multiplexer
31
during evolution e.g. [132, 133, 130, 60], while [78] dynamically controls use of two gener-
alisation operators: each has a control bit specifying whether it can be used and control bits
evolve with the rest of the genotype.
Strength and Accuracy in Michigan LCS Although we are not covering reinforce-
ment learning work, Michigan LCS have traditionally been designed for such problems.
XCS/XCSF are reinforcement learning systems but since supervised learning can be formu-
lated as simplified reinforcement learning they have been applied to SL tasks. Consequently,
we now very briefly outline the difference between the two major forms of Michigan rein-
forcement learning LCS.
In older (pre-1995) reinforcement learning LCS fitness is proportional to the magnitude
of reward and is called strength. Strength is used both for conflict resolution and as fitness
in the GA (see e.g. ZCS [300]). Such LCS are referred to as strength-based and they suffer
from many difficulties with credit assignment [154], the analysis of which is quite complex.
Although some strength-based systems incorporate accuracy as a component of fitness, their
fitness is still proportional to reward. In contrast, the main feature of XCS is that it adds
a prediction parameter which estimates the reward to be obtained if the action advocated
by a rule is taken. Rule fitness is proportional to the accuracy of reward prediction and
32
not to its magnitude which avoids many problems strength-based systems have with credit
assignment. In XCS accuracy is estimated from the variance in reward and since overgeneral
rules have high variance they have low fitness. Although XCS has proved robust in a range
of applications, a major limitation is that the accuracy estimate conflates several things: i)
overgenerality in rules, ii) noise in the training data and iii) stochasticity in the transition
function in sequential problems. In contrast, strength-based systems may be less affected
by noise and stochasticity since they are little affected by reward variance. See [154] for
analysis of the two approaches.
Prediction Updates To update rule predictions while training, the basic XCS system
[301, 49] uses the Widrow-Hoff update for non-sequential problems and the Q-learning up-
date for sequential ones. Various alternatives have been used: average rewards [271, 185],
gradient descent [54, 184] and eligibility traces [88]. The basic XCSF uses NLMS (linear
piecewise) prediction [305, 306] but Lanzi [178] has compared various alternative classi-
cal parameter estimation (RLS and Kalman filter) and gain adaptation algorithms (K1, K2,
IDBD, and IDD). He found that Kalman filter and RLS have significantly better accuracy
than the others and that Kalman filter produces more compact solutions than RLS. There has
also been recent work on other systems; UCS is essentially a supervised version of XCS and
the main difference is its prediction update. Bull has also studied simplified LCS [39].
Theoretical Results Among the notable theoretical works on LCS, [175] demonstrates
that XCS without generalisation implements tabular Q-learning, [53] investigates the com-
putational complexity of XCS in a Probably Approximately Correct (PAC) setting, and
[291, 290, 289, 292] analyse credit assignment and relate LCS to mainstream reinforce-
ment learning methods. [154] identifies pathological rule types: strong overgeneral and fit
overgeneral rules which are overgeneral yet stronger/fitter than not-overgeneral competitors.
Fortunately such rules are only possible under specific circumstances. A number of papers
seek to characterise problems which are hard for LCS [109, 156, 153, 154, 23, 15] while oth-
ers model evolutionary dynamics [44, 52, 51, 55, 220, 221] and others attempt to reconstruct
LCS from first principles using probabilistic models [90, 89, 91].
Hierarchies and Ensembles of LCS Hierarchical LCS have been studied for some
time and [17] reviews early work. [87] and [85, 86, 84] apply hierarchical LCS to robot
control while [18] uses hierarchical XCSs to learn long sequences of actions. The ensembles
field §3.3 studies how to combine predictions [167] and all the above could be reformulated
as ensembles of LCS. There has been some recent work on ensembles of LCS [76, 38] and
also treating a single LCS as an ensemble [35, 89, 91].
33
3.5.5 Conclusions
LCS face certain inherent difficulties; Michigan systems face complex credit assignment
problems while in Pittsburgh systems run-time can be a major issue. The same is true for all
GBML systems, but the Michigan approach has been explored far more extensively within
LCS than elsewhere. Recently there has been much integration with mainstream machine
learning and much research on representations and credit assignment algorithms. Most re-
cent applications have been to data mining and function approximation although some work
continues on reinforcement learning. Future directions are likely to include exposing more
of the LCS to evolution and further integration with machine learning, ensembles, memetic
algorithms and multi-objective optimisation.
Reading No general up-to-date introduction to LCS exists. For the basics see [108] and
the introductory parts of [154] or [51]. For a good introduction to representations and opera-
tors see chapter 6 of [94]. For a review of early LCS see [18]. For reviews of LCS research
see [310, 180, 176]. For a review of state-of-the-art GBML and empirical comparison to
non-evolutionary pattern recognition methods see [224]. For other comparisons with non-
evolutionary methods see [25, 113, 244, 304, 21, 22]. Finally, the LCS bibliography [155]
has over 900 references.
34
Each crisp value matches each term to some degree in the interval [0,1], so, for example,
a membership function might define 5◦ as 0.8 cold, 0.3 warm and 0.0 hot. The process of
computing the membership of each term is called fuzzification and can be considered a form
of discretisation. Conversely, defuzzification refers to computing a crisp value from fuzzy
values.
Fuzzy rules are condition/action (IF-THEN) rules composed of a set of linguistic vari-
ables (e.g. temperature, humidity) which can each take on linguistic terms (e.g. cold, warm,
hot). For example:
As illustrated in figure 12 (adapted from [122]), a fuzzy rule-based system consists of:
• A Rule Base (RB) of fuzzy rules
• A Data Base (DB) of linguistic terms and their membership functions
• Together the RB and DB are the knowledge base (KB)
• A fuzzy inference system which maps from fuzzy inputs to a fuzzy output
• Fuzzification and defuzzification processes
Genetic Tuning The concept behind genetic tuning is to first train a hand-crafted FRBS
and then to evolve the DB (linguistic terms and membership functions) to improve perfor-
mance. In other words, we do not alter the hand-crafted rule base but only tune its parame-
ters. Specifically, we can adjust the shape of the membership functions, adjust parameterised
expressions in the (adaptive) inference system and adapt defuzzification methods.
Genetic Learning The concept of genetic learning is to evolve the DB, RB or inference
engine parameters. There are a number of approaches. In genetic rule learning we usually
predefine the DB by hand and evolve the RB. In genetic rule selection we use the GA to
35
Figure 12: Components and information flow in a fuzzy rule-based system
remove irrelevant, redundant, incorrect or conflicting rules. This is a similar role to conden-
sation in LCS (see §3.5.3). In genetic KB learning we learn both the DB and RB. We either
learn the DB first and then learn the RB or we iteratively learn a series of DBs and evaluate
each one by learning an RB using it.
It is also possible to learn components simultaneously which may produce better results
though the larger search space makes it slower and more difficult than adapting components
independently. As examples, [209] learns the DB and RB simultaneously while [128] simul-
taneously learns KB components and inference engine parameters.
Recently [242] claimed that all existing GFS have been applied to crisp data and that with
such data the benefits of GFS compared to other learning methods are limited to linguistic
interpretability. However, GFS has the potential to outperform other methods on fuzzy data
and they identify three cases ([242] p. 558):
1. crisp data with hand-added fuzziness
2. transformations of data based on semantic interpretations of fuzzy sets
3. inherently fuzzy data
They argue GFS should use fuzzy fitness functions in such cases to deal directly with
the uncertainty in the data and propose such systems as a new class of GFS to add to the
taxonomy of [122].
36
[229] optimises a fuzzy expert system using a GA and NN, and [209] uses a NN to approxi-
mate the fitness function for a GA which adapts membership functions and control rules. See
[73] for an introduction to NFS, [189] for a review of EAs, NNs and fuzzy logic from the
perspective of intelligent control, and [119] for a discussion of combining the three. [150] in-
troduces Fuzzy All-permutations Rule-Bases (FARBs) which are mathematically equivalent
to NNs.
3.6.3 Conclusions
Herrera [122] p. 38 lists the following active areas within GFS:
1. Multiobjective genetic learning of FRBSs: interpretability-precision trade-off
2. GA-based techniques for mining fuzzy association rules and novel data mining ap-
proaches
3. Learning genetic models based on low quality data (e.g. noisy data)
4. Genetic learning of fuzzy partitions and context adaptation
5. Genetic adaptation of inference engine components
6. Revisiting the Michigan-style GFSs
Herrera also lists (p. 42) current issues for GFS:
1. Human readability
2. New data mining tasks: frequent and interesting pattern mining, mining data streams
...
3. Dealing with high dimensional data
Reading There is a substantial GFS literature. Notable works include the four seminal
1991 papers on genetic tuning of the DB [146], the Michigan approach [283], the Pittsburgh
approach [274] and relational matrix-based FRBS [230]. Subsequent work includes Geyer-
Schulz’s 1997 book on Michigan fuzzy LCS learning RBs with GP [103], Bonarini’s 2000
introductory chapter from an LCS perspective [24], Mitra and Hayashi’s 2000 survey of
neuro-fuzzy rule generation methods [208], Cordon et al.’s 2001 book on Genetic Fuzzy
Systems in general [73], Angelov’s 2002 book on evolving FRBS [7], chapter 10 of Freitas’
2002 book on evolutionary data mining [94], Herrera’s 2008 survey article on GFS [122]
(which lists further key reading), and finally Kolman and Margaliot’s 2009 book on the neuro-
fuzzy FARB approach [150].
37
4 Conclusions
The reader should need no convincing that GBML is a very diverse and active area. Although
much integration with mainstream machine learning and has taken place in the last ten years
more is needed. The use of multi-objective EAs in GBML is spreading. Integration with en-
sembles is natural given the population-based nature of EAs but is only just beginning. Other
areas which need attention are memetics, meta-learning, hyperheuristics and Estimation of
Distribution Algorithms. In addition to further integration with other areas the constituent
areas of GBML need more interaction with each other.
Two persistent difficulties for GBML are worth highlighting. First, run-time speed re-
mains an issue as EAs are much slower than most other methods. While this sometimes
matters little (e.g. in off-line learning with modest datasets), equally it is sometimes critical
(e.g. in stream mining). Various methods to speed up GBML exist (see e.g. [94] §12.1.3) and
more research is warranted, but this may simply remain a weakness. The second difficulty
is theory. EA theory is notoriously difficult and when coupled with other processes becomes
even less tractable. Nonetheless, substantial progress has been made in the past ten years,
most notably with LCS.
Other active research directions will no doubt include meta-learning such as the evolution
of bias (e.g. selection of representation), evolving heuristics and learning rules for specific
problem classes, and other forms of self-adaptation. In the area of data preparation, Freitas
[94] §12.2.1 argues that attribute construction is a promising area for GBML and that filter
methods for feature selection are faster than wrappers and deserve more GBML research.
Finally, many specialised learning problems (not to mention specific applications) remain
little- or un-explored with GBML, including ranking, semi-supervised learning, transductive
learning, inductive transfer, learning to learn, stream mining and no doubt others which have
not yet been formulated.
38
Acknowledgements
Thanks to my editor Thomas Bäck for his patience and encouragement, and to Larry Bull,
John R. Woodward, Natalio Krasnogor, Gavin Brown and Arjun Chandra for comments.
Glossary
EA Evolutionary Algorithm
FRBS Fuzzy Rule-Based System
GA Genetic Algorithm
GBML Genetics-based Machine Learning
GFS Genetic Fuzzy System
GP Genetic Programming
LCS Learning Classifier System
NN Neural Network
SL Supervised Learning
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