AI-Genetic

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Genetic.pm  view on Meta::CPAN


# sub createStrategy():
# This method creates a new strategy.
# It takes two arguments: name of strategy, and
# anon sub that implements it.

sub createStrategy {
  my ($self, $name, $sub) = @_;

  if (ref($sub) eq 'CODE') {
    $self->{ADDSTR}{$name} = $sub;
  } else {
    # we don't know what this operation is.
    carp <<EOC;
ERROR: Must specify anonymous subroutine for strategy.
       Strategy '$name' will be deleted.
EOC
    ;
    delete $self->{ADDSTR}{$name};
    return undef;
  }

  return $name;
}

# sub evolve():
# This method evolves the population using a specific strategy
# for a specific number of generations.

sub evolve {
  my ($self, $strategy, $gens) = @_;

  unless ($self->{INIT}) {
    carp "can't evolve() before init()";
    return undef;
  }

  my $strSub;
  if      (exists $self->{ADDSTR}{$strategy}) {
    $strSub = $self->{ADDSTR}{$strategy};
  } elsif (exists $_strategy{$strategy}) {
    $strSub = $_strategy{$strategy};
  } else {
    carp "ERROR: Do not know what strategy '$strategy' is,";
    return undef;
  }

  $gens ||= 1;

  for my $i (1 .. $gens) {
    $self->sortPopulation;
    $strSub->($self);

    $self->{GENERATION}++;
    $self->{SORTED} = 0;

    last if $self->{TERM}->($self);

#    my @f = $self->getFittest(10);
#    for my $f (@f) {
#      print STDERR "    Fitness = ", $f->score, "..\n";
#      print STDERR "    Genes are: @{$f->genes}.\n";
#    }
  }
}

# sub sortIndividuals():
# This method takes as input an anon list of individuals, and returns
# another anon list of the same individuals but sorted in decreasing
# score.

sub sortIndividuals {
  my ($self, $list) = @_;

  # make sure all score's are calculated.
  # This is to avoid a bug in Perl where a sort is called from whithin another
  # sort, and they are in different packages, then you get a use of uninit value
  # warning. See http://rt.perl.org/rt3/Ticket/Display.html?id=7063
  $_->score for @$list;

  return [sort {$b->score <=> $a->score} @$list];
}

# sub sortPopulation():
# This method sorts the population of individuals.

sub sortPopulation {
  my $self = shift;

  return if $self->{SORTED};

  $self->{PEOPLE} = $self->sortIndividuals($self->{PEOPLE});
  $self->{SORTED} = 1;
}

# sub getFittest():
# This method returns the fittest individuals.

sub getFittest {
  my ($self, $N) = @_;

  $N ||= 1;
  $N = 1 if $N < 1;

  $N = @{$self->{PEOPLE}} if $N > @{$self->{PEOPLE}};

  $self->sortPopulation;

  my @r = @{$self->{PEOPLE}}[0 .. $N-1];

  return $r[0] if $N == 1 && not wantarray;

  return @r;
}

# sub init():
# This method initializes the population to completely
# random individuals. It deletes all current individuals!!!
# It also examines the type of individuals we want, and
# require()s the proper class. Throws an error if it can't.
# Must pass to it an anon list that will be passed to the
# newRandom method of the individual.

Genetic.pm  view on Meta::CPAN


# sub inject():
# This method is used to add individuals to the current population.
# The point of it is that sometimes the population gets stagnant,
# so it could be useful add "fresh blood".
# Takes a variable number of arguments. The first argument is the
# total number, N, of new individuals to add. The remaining arguments
# are genomes to inject. There must be at most N genomes to inject.
# If the number, n, of genomes to inject is less than N, N - n random
# genomes are added. Perhaps an example will help?
# returns 1 on success and undef on error.

sub inject {
  my ($self, $count, @genomes) = @_;

  unless ($self->{INIT}) {
    carp "can't inject() before init()";
    return undef;
  }

  my $ind = $self->{INDIVIDUAL};

  my @newInds;
  for my $i (1 .. $count) {
    my $genes = shift @genomes;

    if ($genes) {
      push @newInds => $ind->newSpecific($genes, $self->{INITARGS});
    } else {
      push @newInds => $ind->newRandom  ($self->{INITARGS});      
    }
  }

  $_->fitness($self->{FITFUNC}) for @newInds;

  push @{$self->{PEOPLE}} => @newInds;

  return 1;
}

__END__

=head1 NAME

AI::Genetic - A pure Perl genetic algorithm implementation.

=head1 SYNOPSIS

    use AI::Genetic;
    my $ga = new AI::Genetic(
        -fitness    => \&fitnessFunc,
        -type       => 'bitvector',
        -population => 500,
        -crossover  => 0.9,
        -mutation   => 0.01,
	-terminate  => \&terminateFunc,
       );

     $ga->init(10);
     $ga->evolve('rouletteTwoPoint', 100);
     print "Best score = ", $ga->getFittest->score, ".\n";

     sub fitnessFunc {
         my $genes = shift;

         my $fitness;
         # assign a number to $fitness based on the @$genes
         # ...

         return $fitness;
      }

      sub terminateFunc {
         my $ga = shift;

         # terminate if reached some threshold.
         return 1 if $ga->getFittest->score > $THRESHOLD;
         return 0;
      }

=head1 DESCRIPTION

This module implements a Genetic Algorithm (GA) in pure Perl.
Other Perl modules that achieve the same thing (perhaps better,
perhaps worse) do exist. Please check CPAN. I mainly wrote this
module to satisfy my own needs, and to learn something about GAs
along the way.

B<PLEASE NOTE:> As of v0.02, AI::Genetic has been re-written from
scratch to be more modular and expandable. To achieve this, I had
to modify the API, so it is not backward-compatible with v0.01.
As a result, I do not plan on supporting v0.01.

I will not go into the details of GAs here, but here are the
bare basics. Plenty of information can be found on the web.

In a GA, a population of individuals compete for survival. Each
individual is designated by a set of genes that define its
behaviour. Individuals that perform better (as defined by the
fitness function) have a higher chance of mating with other
individuals. When two individuals mate, they swap some of
their genes, resulting in an individual that has properties
from both of its "parents". Every now and then, a mutation
occurs where some gene randomly changes value, resulting in
a different individual. If all is well defined, after a few
generations, the population should converge on a "good-enough"
solution to the problem being tackled.

A GA implementation runs for a discrete number of time steps
called I<generations>. What happens during each generation can
vary greatly depending on the strategy being used (See 
L</"STRATEGIES"> for more info).
Typically, a variation of the following happens at
each generation:

=over 4

=item B<1. Selection>

Here the performance of all the individuals is evaluated
based on the fitness function, and each is given a specific



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