Source metadata
- Type: Survey textbook
- Authors: Anthony Brabazon, Michael O’Neill, Seán McGarraghy
- Published: 2015, Springer
Key takeaways
- Establishes a common conceptual frame across natural computing: representation, fitness/utility, variation, and selection/update dynamics.
- Gives a clean formulation of the canonical genetic algorithm, including genotype/phenotype distinction, population update loop, and operator choices.
- Explains particle swarm optimisation as search driven by both personal memory (
pbest) and social memory (gbest), making it a strong complement to GA rather than a replacement. - Surveys ant-inspired algorithms as pheromone-based constructive search methods, especially relevant to routing and path construction problems.
- Presents neuroevolution as the use of evolutionary search to discover neural network inputs, structures, and/or weights when gradient-based tuning is awkward or unavailable.
Notable claims
- Evolutionary algorithms act on encodings of solutions, not directly on solutions themselves; the phenotype must be decoded before fitness is measured.
- PSO’s key advantage over random search is that it preserves both individual memory and social communication when choosing the next move.
- Neuroevolution is valuable because neural-network design choices create huge combinatorial search spaces that are difficult to tune manually.
Relevance
Directly informs:
- genetic-algorithms
- particle-swarm-optimisation
- ant-colony-optimisation
- neuroevolution
- machine-learning-games
Supports:
Open questions raised
- Which of these methods deserve full Unity/C# worked examples in
code/rather than wiki-only treatment? - For teaching purposes, when is PSO easier to communicate than GA, and when is it not?
Links
genetic-algorithms · particle-swarm-optimisation · ant-colony-optimisation · neuroevolution · machine-learning-games · overview-artificial-intelligence-in-games