1. Introduction
Genetic algorithms (GAs) are population-based metaheuristic optimization algorithms that operate on a population of candidate solutions, referred to as individuals, iteratively improving the quality of solutions over generations. GAs employ selection, crossover, and mutation operators to generate new individuals based on their fitness values, computed using a fitness function [
1].
GAs have been widely used for solving optimization problems in various domains, such as telecommunication systems [
2], energy systems [
3], and medicine [
4]. Further, GAs can be used to evolve agents in game simulators. For example, García-Sánchez et al. [
5] employed a GA to enhance agent strategies in Hearthstone, a popular collectible card game, and Elyasaf et al. [
6] evolved high-level solvers for the game of FreeCell.
Algorithm 1 outlines the pseudocode of a canonical GA, highlighting the main fitness–selection–crossover–mutation loop. An accurate evaluation of a fitness function is often computationally expensive, particularly in complex and high-dimensional domains, such as games. In fact, a GA spends most of its time in line 3 of Algorithm 1, computing fitness.
Algorithm 1 Canonical Genetic Algorithm. |
Input:
problem to solve
- 1:
generate initial population of candidate solutions to problem - 2:
while termination condition not satisfied do - 3:
compute fitness value of each individual in population - 4:
perform parent selection - 5:
perform crossover between parents - 6:
perform mutation on resultant offspring
|
To mitigate this cost, fitness approximation techniques have been proposed to estimate the fitness values of individuals based on a set of features or characteristics. Specifically, the field of surrogate-assisted evolutionary algorithms (SAEAs) focuses on approximating fitness evaluations in evolutionary algorithms using surrogate models. While there are various types of evolutionary algorithms beyond genetic algorithms (GAs), the vector-based representation of individuals in GAs makes them particularly well suited for surrogate models.
Relying only on approximate fitness scores might cause the GA to converge to a false optimum. To address this, the evolutionary process can be controlled by combining approximate and actual fitness evaluations. This process is referred to as evolution control [
7]. Most surrogate-assisted methods tackle this issue through sampling the population, computing the true fitness scores of the sampled individuals, and retraining the model on these scores [
8]. This approach might not be enough, as the static sampling may be insufficient for the model. As a result, our method incorporates a
dynamic transition between true and approximate fitness evaluations to better adapt to the current state of evolution.
We analyze several options for (1) switch conditions between using the actual fitness function and the approximate one, (2) sampling the search space for creating the dataset, and (3) weighting the samples in the dataset.
We present a test case to our method using ridge and lasso machine learning models to evaluate the quality of evolutionary agents on three games implemented by Gymnasium (formerly OpenAI Gym), a framework designed for the development and comparison of reinforcement learning (RL) algorithms. We only use Gymnasium’s game implementations, called environments, for evaluating fitness—we do not use the framework’s learning algorithms.
Our method is not limited to the field of game simulations, and can be applied to any other domain that can incorporate fitness approximation, including robot simulations [
9], hyperparameter tuning [
10], neural architecture search [
11,
12], and others.
These are the main innovations of our proposed method, which are further detailed in
Section 5:
The use of a switch condition (
Section 5.2) favors high flexibility in the experimental setting:
- –
Different switch conditions can be used according to the domain and complexity of the problem being solved.
- –
The predefined switch threshold hyperparameter controls the desired amount of trade-off between result quality and computational time.
A monotonically increasing sample weights function (
Section 5.4), which places more emphasis on newer individuals in the learning process.
The method is generic and can be easily modified, extended, and applied to other domains. Other choices of ML model, switch condition, or sampling strategy can be readily made.
Abbreviations used in this paper are summarized in
Table 1. Notations are summarized in
Table 2.
The next section surveys the relevant literature on fitness approximation.
Section 3 provides brief backgrounds on linear ML models and Gymnasium.
Section 4 introduces the problems being solved herein: Blackjack, Frozen Lake, and Monster Cliff Walking.
Section 5 describes the proposed framework in detail, followed by experimental results in
Section 6.
Section 7 presents two extensions to our method, involving novelty search and hidden fitness scores. We end with concluding remarks and future work in
Section 8.
2. Fitness Approximation: Previous Work
Fitness approximation is a technique used to estimate the fitness values of individuals without performing the computationally expensive fitness evaluation for each individual. This method allows for an efficient exploration of the search space.
Fitness Inheritance. Smith et al. [
13] suggested the use of fitness inheritance, where only part of the population has its fitness evaluated—and the rest inherit the fitness values from their parents. This approach allows for a significant reduction in computational costs by minimizing the need for fitness evaluations across the entire population, thus facilitating faster convergence in evolving populations. Their work proposed two fitness inheritance methods: (1) averaged inheritance, wherein the fitness score of an offspring is the average of its parents; and (2) proportional inheritance, wherein the fitness score of an offspring is a weighted average of its parents, based on the similarity of the offspring to each of its parents. Their work was tested on the one-max GA problem and an aircraft routing real-life problem. This approach laid the groundwork for later studies that were built on the principles of fitness inheritance.
Liaw and Ting [
14] utilized proportional fitness inheritance and linear regression to efficiently solve evolutionary multitasking problems. In the context of GAs, multitasking can lead to better exploration of the solution space, enabling the simultaneous optimization of multiple objectives, which is essential in real-world applications where multiple criteria must be balanced.
Le et al. [
15] used fitness inheritance and clustering to reduce the computational cost of undersampling in classification tasks with unbalanced data. Their method was tested on 44 imbalanced datasets, achieving a runtime reduction of up to 83% without significantly compromising classifier performance.
Gallotta et al. [
16] used a neural network and a novel variation of fitness inheritance, termed ‘acquirement’, to predict the fitness of feasible children from infeasible parents in the context of procedural content generation, creating spaceship objects for the game Space Engineers. Acquirement not only considers the fitness of the parents but also incorporates the fitness values of the parents’ previous offspring, enhancing the prediction accuracy.
Kalia et al. [
17] incorporated fitness inheritance into multi-objective genetic algorithms (MOGAs) to assess the quality of fuzzy rule-based classifiers. The paper addresses the trade-off between classification accuracy and interpretability, which is critical in fuzzy rule-based systems. Their MOGA simultaneously optimizes the accuracy of rule sets and their complexity, the latter being measured in terms of interpretability. The experimental results demonstrate that fitness inheritance can significantly reduce computational costs without compromising the quality of the classifier, achieving competitive results in terms of both accuracy and interpretability.
Although our method does not use fitness inheritance, it does consider solution similarity. As we shall see in
Section 6, our method outperforms fitness inheritance in the context of the problems that we tackle.
The surrogate-assisted evolutionary algorithm (SAEA) is the process of using ML models to perform fitness approximation. SAEAs have been an ongoing research topic over the past few years.
Jin [
18] discussed various fitness approximation methods involving ML models with offline and online learning, both of which are included in our approach. This comprehensive review served as a baseline for many research papers in the field of ML-based fitness approximation.
Dias et al. [
19] used neural networks as surrogate models to solve a beam angle optimization problem for cancer treatments. Their results were superior to an existing treatment type. They concluded that integrating surrogate models with genetic algorithms is an interesting research direction.
Guo et al. [
20] proposed a hybrid GA with an extreme learning machine (ELM) fitness approximation to solve the two-stage capacitated facility location problem. The ELM is a fast, non-gradient-based, feed-forward neural network that contains one hidden layer, with random constant hidden-layer weights and analytically computed output-layer weights. The hybrid algorithm included offline learning for the initial population and online learning through sampling a portion of the population in each generation. Our approach is similar to the one suggested in this paper, but it is capable of
dynamically transitioning between approximate and true fitness scores.
Yu and Kim [
21] examined the use of support vector regression, deep neural networks, and linear regression models trained offline on sampled individuals to approximate fitness scores in GAs. Specifically, the use of linear regression achieved adequate results for one-max and deceptive problems.
Livne et al. [
22] compared two heuristic methods for fitness approximation in context-aware recommender systems to avoid the computational burden of 50,000 deep contextual model training processes, each requiring about one minute. The first approach involved training a multi-layer perceptron (MLP) sub-network, taking about five seconds per individual. The second, more efficient method involved a pre-processing step where a robust single model was trained and individuals were evaluated in just 60 milliseconds by predicting the output of this pre-trained model.
Zhang et al. [
23] used a deep surrogate neural network with online training to reduce the computational cost of the MAP-Elites (Multi-dimensional Archive of Phenotypic Elites) algorithm for constructing a diverse set of high-quality card decks in Hearthstone. Their work achieved state-of-the-art results.
Li et al. [
24] addressed agent simulations using evolutionary reinforcement learning (ERL), employing policy-extended value function approximation (PeVFA) as a surrogate for the fitness function. Similarly to our method, their study focused on the domain of agent simulation within the Gym(nasium) environment (see
Section 3). However, PeVFA relies on the experience of the RL agent throughout the simulations, and therefore can only be used in the context of RL, unlike our more generic method.
Recent popular ML models were also used in the context of SAEA: Hao et al. [
25,
26] used Kolmogorov–Arnold networks (KANs) and multiple large language models (LLMs) as surrogate models. Their approach was tested on the Ellipsoid, Rosenbrock, Ackley, and Griewank functions.
Although deep neural networks have proven to be extremely useful for many tasks in different domains, they require GPU hardware to converge in reasonable time, and are generally considered slower compared to other ML algorithms. Our framework focuses on linear regression, which is commonly used in fitness approximation [
27].
We chose this simple model because it is fast and—as we shall see—allows for retraining at will, with virtually zero cost.
Table 3 summarizes the previous work.
4. Problems
This section provides details on the three problems from Gymnasium that we will tackle: Blackjack, Frozen Lake, and Monster Cliff Walking (
Figure 1).
We specifically sought out simulation problems—where fitness computation is very costly—this required some lengthy behind-the-scenes exploration, testing, and coding, as such simulators are usually not written with GAs in mind.
Blackjack is a popular single-player card game played between a player and a dealer. The objective is to obtain a hand value closer to 21 than the dealer’s hand value—without exceeding 21 (going bust). We follow the game rules defined by Sutton and Barto [
32]. Each face card counts as 10, and an ace can be counted as either 1 or 11. The Blackjack environment (
https://gymnasium.farama.org/environments/toy_text/blackjack/, (accessed on 10 November 2024)), of Gymnasium represents a state based on three factors: (1) the sum of the player’s card values, (2) the value of the dealer’s face-up card, and (3) whether the player holds a usable ace. An ace is usable if it can count as 11 points without going bust. Each state allows two possible actions: stand (refrain from drawing another card) or hit (draw a card).
We represent an individual as a binary vector, where each cell corresponds to a game state from which an action can be taken; the cell value indicates the action taken when in that state. As explained by Sutton and Barto [
32], there are 200 such states; therefore, the size of the search space is
.
The actual fitness score of an individual is computed by running 100,000 games in the simulator (the same number of games as in the Gymnasium Blackjack Tutorial (
https://gymnasium.farama.org/tutorials/training_agents/blackjack_tutorial/ (accessed on 10 November 2024)), and then calculating the difference between the number of wins and losses. We normalize fitness by dividing this difference by the total number of games. The ML models and the GA receive the normalized results (i.e., scores
), but we will display the non-normalized fitness scores for easier readability. Given the inherent advantage of the dealer in the game, it is expected that the fitness scores will mostly be negative.
Frozen Lake. In this game, a player starts at the top-left corner of a square board and must reach the bottom-right corner. Some board tiles are holes. Falling into a hole leads to a loss, and reaching the goal leads to a win. Each tile that is not a hole is referred to as a frozen tile.
Due to the slippery characteristics exhibited by the frozen lake, the agent might move in a perpendicular direction to the intended direction. For instance, suppose that the agent attempts to move right, after which the agent has an equal probability of to move either right, up, or down. This adds a stochastic element to the environment and introduces a dynamic element to the agent’s navigation.
For consistency and comparison, all simulations will run on the 8 × 8 map presented in
Figure 1. In this map, the Frozen Lake environment (
https://gymnasium.farama.org/environments/toy_text/frozen_lake/, (accessed on 10 November 2024)), represents a state as a number between 0 and 63. There are four possible actions in each state: move left, move right, move up, or move down. Our GA thus represents a Frozen Lake agent as an integer vector with a cell for each frozen tile on the map, except for the end-goal state (since no action can be taken from that state). Similarly to Blackjack, each cell dictates the action being taken when in that state. Since there are 53 frozen tiles excluding the end goal, the size of the search space is
. The fitness function is defined as the percentage of wins out of 2000 simulated games (the same number of games as in the Gymnasium Frozen Lake Tutorial (
https://gymnasium.farama.org/tutorials/training_agents/FrozenLake_tuto/, (accessed on 10 November 2024))). Again, we will list non-normalized fitness scores.
Monster Cliff Walking. In Cliff Walking (
https://gymnasium.farama.org/environments/toy_text/cliff_walking/, (accessed on 10 November 2024)). the player starts at the bottom-left corner of a 4 × 12 board and must reach the bottom-right corner. All the tiles in the bottom row that are not the starting position or goal are considered cliffs. The player must reach the goal without falling into the cliff.
Since this game can be solved quickly by a GA, we tested a stochastic, more complex version of the game, called Monster Cliff Walking
https://github.com/Sebastian-Griesbach/MonsterCliffWalking, (accessed on 10 November 2024). In this version, a monster spawns in a random location and moves randomly among the top three rows of the board. Encountering the monster leads to an immediate loss.
The player performs actions by moving either up, right, left, or down. A state in this environment is composed both of the player’s location and the monster’s location.
There are 37 tiles where an action can be taken by the player (excluding the cliff and end goal) and 36 possible locations for the monster. Therefore, there are 1332 different states in the game. Similarly to Frozen Lake, an agent in Monster Cliff Walking is represented as an integer vector whose size is equal to the number of the states in the game. The size of the search space is , significantly larger than the search spaces of the previous two problems.
Due to stochasticity, each simulation runs for 1000 episodes. An episode ends when one of the following happens: (1) the player reaches the end-goal state; (2) the player encounters the monster; (3) the player performs 1000 steps (we limited the number of steps to avoid infinitely cyclic player routes). Falling into a cliff does not end the episode but only restarts the player’s position.
The fitness function is defined as the average score of all episodes. When an episode ends, the score for the episode is computed as the total rewards obtained during the episode. A penalty of −1 is obtained per step, −100 is added every time the agent falls into a cliff, and −50 is added if the player has encountered the monster (−1000 in the original environment, but we used reward shaping to allow for easier exploration of the search space).
Given the variety of the fitness-function values, the ML model is trained on the natural logarithm of fitness scores, and its predictions are raised to an exponent. More formally,
where
is the regression target-value vector in the ML model training,
is the vector of true fitness scores sent to the model,
is the approximate fitness scores vector sent to the evolutionary algorithm, and
is a vector of predictions returned by the model.
5. Proposed Method
This section presents our proposed method for fitness approximation in GAs using ML models. We outline the steps involved in integrating ridge and lasso regressors into the GA framework, and end with a discussion of advantages and limitations of the new method.
5.5. Advantages and Limitations
Our proposed method offers several advantages. It can potentially reduce the computational cost associated with evaluating fitness scores in a significant manner. Rather than computing each individual’s fitness every generation, the population receives an approximation from the ML model at a negligible cost.
The use of models like ridge and lasso helps to avoid overfitting by incorporating regularization. This improves the generalization capability of the fitness approximation model.
Additionally, our approach allows for continuous learning by updating the dataset and retraining the model during prediction mode. The continual retraining is possible because the ML algorithms are extremely rapid and the dataset is fairly small.
There are some limitations to consider. Linear models assume a linear relationship between the input features and the target variable. Therefore, if the fitness landscape exhibits non-linear behavior, the model may not capture it accurately. In such cases, alternative models capable of capturing non-linear relationships may be more appropriate; we plan to consider such models in the future.
Our approach assumes that the individuals are represented by vectors, which are later batched into matrices for training of the machine learning algorithms. Although we employed genetic algorithms (GAs) in our test case, this framework is adaptable to other population-based metaheuristics as long as individuals are represented as vectors. Notable alternatives include differential evolution [
37], evolutionary strategies [
38], and particle swarm optimization [
39].
Beginning generally, our method does not rely on domain-specific knowledge, such as in [
24]. However, it can be adapted to incorporate such knowledge through a domain-specific switch condition, sampling strategy, etc.
Further, the performance of the fitness approximation model heavily relies on the quality and representativeness of the training dataset. If the dataset does not cover the entire search space adequately, the model’s predictions may be less accurate. Careful consideration should be given to dataset construction and sampling strategies to mitigate this limitation. We took this into account when choosing the appropriate switch conditions and sampling strategy, discussed above.
An additional limitation is the choice of the best individual to be returned at the end of the run. Since a portion of the fitness values is approximate, the algorithm might return an individual with a good predicted fitness score, but with a bad actual fitness score. To address this issue, we return the individual with the best fitness from the population dataset (which always holds actual fitness values).
Author Contributions
Conceptualization, I.T., T.H., M.S. and A.E.; methodology, I.T., T.H., M.S. and A.E.; software, I.T. and T.H.; validation, I.T.; formal analysis, I.T., T.H. and A.E.; investigation, I.T., T.H., M.S. and A.E.; resources, I.T. and T.H.; data curation, I.T. and T.H.; writing—original draft preparation, I.T., M.S. and A.E.; writing—review and editing, I.T., M.S. and A.E.; visualization, I.T.; supervision, M.S. and A.E.; project administration, A.E.; funding acquisition, A.E. All authors have read and agreed to the published version of the manuscript.
Funding
This research was partially supported by the following grants: grant #2714/19 from the Israeli Science Foundation; Israeli Smart Transportation Research Center (ISTRC); Israeli Council for Higher Education (CHE) via the Data Science Research Center, Ben-Gurion University of the Negev, Israel.
Institutional Review Board Statement
Not applicable.
Informed Consent Statement
Not applicable.
Data Availability Statement
Data was obtained through the public sources whose URLs are given in the text.
Conflicts of Interest
The authors declare no conflicts of interest.
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