Scalable learning in genetic programming using automatic function definition
Advances in genetic programming
Genetic algorithms + data structures = evolution programs (3rd ed.)
Genetic algorithms + data structures = evolution programs (3rd ed.)
Journal of Global Optimization
SOS++: finding smart behaviors using learning and evolution
ICAL 2003 Proceedings of the eighth international conference on Artificial life
Solving real-valued optimisation problems using cartesian genetic programming
Proceedings of the 9th annual conference on Genetic and evolutionary computation
Proceedings of the 10th annual conference companion on Genetic and evolutionary computation
Realising emergent image preprocessing tasks in cellular-automaton-alike massively parallel hardware
International Journal of Parallel, Emergent and Distributed Systems - Emergent Computation
Optimal 6-state algorithms for the behavior of several moving creatures
ACRI'06 Proceedings of the 7th international conference on Cellular Automata for Research and Industry
Revising the trade-off between the number of agents and agent intelligence
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Effectively evolving finite state machines compared to enumeration
EUROCAST'11 Proceedings of the 13th international conference on Computer Aided Systems Theory - Volume Part I
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The Creature's Exploration Problem is defined for an independent agent on regular grids. This agent shall visit all non-blocked cells in the grid autonomously in shortest time. Such a creature is defined by a specific finite state machine. Literature shows that the optimal 6-state automaton has already been found by simulating all possible automata. This paper tries to answer the question if it is possible to find good or optimal automata by using evolution instead of time-consuming full simulation. We show that it is possible to achieve 80% to 90% of the quality of the best automata with evolution in much shorter time.