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	<title>Evolutionary Computing Systems Lab</title>
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		<title>Conference Publications (2011)</title>
		<link>http://ecsl.cse.unr.edu/?p=116</link>
		<comments>http://ecsl.cse.unr.edu/?p=116#comments</comments>
		<pubDate>Fri, 21 Oct 2011 00:39:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Newest Publications]]></category>

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		<description><![CDATA[[1] Jeff Naruchitparames, Mehmet Hadi Günes¸, and Sushil J. Louis. Friend Recommendations in Social Networks using Genetic Algorithms and Network Topology, 2011. [ .pdf ]&#160; Social networking sites employ recommendationsystems in contribution to providing better user experiences.The complexity in developing recommendation systems &#8230; <a href="http://ecsl.cse.unr.edu/?p=116">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<dd>Jeff Naruchitparames, Mehmet Hadi Günes¸, and Sushil J. Louis. Friend Recommendations in Social Networks using Genetic Algorithms and Network Topology, 2011. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2011/cec/cec2011v4.pdf">.pdf</a> ]&nbsp;</p>
<blockquote><p>Social networking sites employ recommendationsystems in contribution to providing better user experiences.The complexity in developing recommendation systems is largelydue to the heterogeneous nature of social networks. This paperpresents an approach to friend recommendation systems by usingcomplex network theory, cognitive theory and a Pareto&gt;optimalgenetic algorithm in a two&gt;step approach to provide quality,friend recommendations while simultaneously determining anindividual’s perception of friendship. Our research emphasizesthat by combining network topology and genetic algorithms,better recommendations can be achieved compared to eachindividual counterpart. We test our approach on 1,200 Facebookusers in which we observe the combined method to outper&gt;form purely social or purely network&gt;based approaches. Ourpreliminary results represent strong potential for developinglink recommendation systems using this combined approach ofpersonal interests and the underlying network.</p></blockquote>
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		<title>Conference Publications (2010)</title>
		<link>http://ecsl.cse.unr.edu/?p=107</link>
		<comments>http://ecsl.cse.unr.edu/?p=107#comments</comments>
		<pubDate>Fri, 21 Oct 2011 00:39:34 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Newest Publications]]></category>

		<guid isPermaLink="false">http://ecsl.cse.unr.edu/?p=107</guid>
		<description><![CDATA[[1] Phillipa Avery, Sushil Louis. Coevolving team tactics for a real-time strategy game, 2010. [ .pdf ]&#160; In this paper we successfully demonstrate the useof coevolving Influence Maps (IM)s to generate coordinatingteam tactics for a Real Time Strategy (RTS) game. Eachentity in &#8230; <a href="http://ecsl.cse.unr.edu/?p=107">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<dd>Phillipa Avery, Sushil Louis. Coevolving team tactics for a real-time strategy game, 2010. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2010/cec/PID1296853.pdf">.pdf</a> ]&nbsp;</p>
<blockquote><p>In this paper we successfully demonstrate the useof coevolving Influence Maps (IM)s to generate coordinatingteam tactics for a Real Time Strategy (RTS) game. Eachentity in the team is assigned their own IM generated withevolved parameters. The individual IMs allows each entity toact independently of the team and team coordination is thenachieved by evolving all team entities’ IM parameters togetheras a single chromosome with a single evaluation. These evolvedparameters are then evaluated by measuring performanceagainst another coevolving population of individuals. Using thismethod we have generated some interesting strategies, and havedemonstrated the potential of using IMs for coevolving teamtactics. In the future, coevolved tactics could then be used toprovide a challenging opponent for human players.</p></blockquote>
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<dd>Greg Smith, Phillipa Avery, Ramona Houmanfar and Sushil Louis.<br />
Using Co-evolved RTS Opponents to Teach Spatial Tactic, 2010. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2010/cig/PID1349965.pdf">.pdf</a> ]</dd>
<dd>
<blockquote><p>This paper describes a co-evolutionary algorithmfor generating simple spatially oriented tactics and considerswhether students can learn better by playing against co-evolvedopponents or by playing against an expert system or othersimilar hard-coded opponent. Although a number of artificiallyintelligent tutoring and e-learning systems exist, our work looksat using co-evolution to generate competent opponents for humanstudents to learn from. This paper describes and discussesearly results on using computationally intelligent opponents fortactical training of human students. Initial results indicate thatthe learning environment for human players, measured by gamedifficulty and transfer of training, is comparable across coevolvedand hard-coded computer opponents.</p></blockquote>
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		<title>Conference Publications (2009)</title>
		<link>http://ecsl.cse.unr.edu/?p=94</link>
		<comments>http://ecsl.cse.unr.edu/?p=94#comments</comments>
		<pubDate>Fri, 21 Oct 2011 00:39:11 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Newest Publications]]></category>

		<guid isPermaLink="false">http://ecsl.cse.unr.edu/?p=94</guid>
		<description><![CDATA[[1] Phillipa Avery, Sushil J. Louis and Benjamin Aver. Evolving Spatial Tactics using Inﬂuence Maps, 2009. [ .pdf ]&#160; We evolve tactical control for entity groups ina naval real-time strategy game. Since tactical maneuveringinvolves spatial reasoning, our evolutionary algorithm evolvesa set of &#8230; <a href="http://ecsl.cse.unr.edu/?p=94">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<dd>Phillipa Avery, Sushil J. Louis and Benjamin Aver. Evolving Spatial Tactics using Inﬂuence Maps, 2009. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2009/cig09/CIG2009/cig09.pdf">.pdf</a> ]&nbsp;</p>
<blockquote><p>We evolve tactical control for entity groups ina naval real-time strategy game. Since tactical maneuveringinvolves spatial reasoning, our evolutionary algorithm evolvesa set of inﬂuence maps that help specify an entity’s spatial objectives. The entity then uses the A* route ﬁnding algorithm togenerate waypoints according to the inﬂucene map, and followsthem to achieve spatial objectives. Using this representation,our evolutionary algorithm quickly evolves increasingly bettercapture-the-ﬂag tactics on three increasingly difﬁcult maps.These preliminary results indicate (1) the usefulness of ourparticular inﬂuence map encoding for representing spatiallyresolved tactics and (2) the potential for using co-evolutionto generate increasingly complex and competent tactics in ourgame. More generally, this work represents another step in ourongoing effort to investigate the co-evolution of competent gameplayers in a real-time, continuous, environment that does notassume complete knowledge of the game state</p></blockquote>
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<dd>Anil Shankar and Sushil J. Louis. Amit Banerjee, Juan C. Quiroz and Sushil J. Louis. XCS for Personalizing Desktop Interface, 2009. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2009/ieeeTec/sycophant_tec_article.pdf">.pdf</a> ]</dd>
<dd>
<blockquote><p>We investigate whether XCS, a genetic algorithm based learning classiﬁer system, can harness information from a user’senvironment to help desktop applications better personalize themselves to individual users. Speciﬁcally, we evaluate XCS’ abilityto predict user preferred actions for a calendar and a media player. Results from three real world user studies indicate thatXCS signiﬁcantly outperforms a decision-tree learner to successfully predict user preferences for these two desktop interfaces.Our results also show that removing external user-related contextual information degrades XCS’ performance. This performancedegradation emphasizes the need for desktop applications to access external contextual information to better learn user preferences.Our results highlight the potential for a learning classiﬁer systems based approach for personalizing desktop applications to improvethe quality of human-computer interaction.</p></blockquote>
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<dd>Anil Shankar and Sushil J. Louis.<br />
XCS for Personalizing Desktop Interface, 2009.<em> </em>[ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2009/ieeeTec/tevc-ashankar-2021466-proof.pdf">.pdf</a> ]&nbsp;</p>
<blockquote><p>We investigate whether XCS, a genetic algorithm2 based learning classiﬁer system, can harness information from3 a user’s environment to help desktop applications better per-4 sonalize themselves to individual users. Speciﬁcally, we evaluate5 XCSs ability to predict user-preferred actions for a calendar6 and a media player. Results from three real-world user stud-7 ies indicate that XCS signiﬁcantly outperforms a decision-tree8 learner to successfully predict user preferences for these two9 desktop interfaces. Our results also show that removing external10 user-related contextual information degrades XCSs performance.11 This performance degradation emphasizes the need for desktop12 applications to access external contextual information to better13 learn user preferences. Our results highlight the potential for14 a learning classiﬁer systems based approach for personalizing15 desktop applications to improve the quality of human–computerinteraction</p></blockquote>
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		<title>Conference Publications (2008)</title>
		<link>http://ecsl.cse.unr.edu/?p=55</link>
		<comments>http://ecsl.cse.unr.edu/?p=55#comments</comments>
		<pubDate>Fri, 21 Oct 2011 00:37:57 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<description><![CDATA[[1] Nathan A. Penrod, David Carr, Sushil J. Louis and Bobby D. Bryant. Neuro-evolving Maintain-Station Behavior for RealisticallySimulated Boats, 2008. [ .pdf ]&#160; We evolve a neural network controller for a boatthat learns to maintain a given bearing and range with respectto &#8230; <a href="http://ecsl.cse.unr.edu/?p=55">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<dd>Nathan A. Penrod, David Carr, Sushil J. Louis and Bobby D. Bryant. Neuro-evolving Maintain-Station Behavior for RealisticallySimulated Boats, 2008. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2008/cec/nathan/Maintain.pdf">.pdf</a> ]&nbsp;</p>
<blockquote><p>We evolve a neural network controller for a boatthat learns to maintain a given bearing and range with respectto a moving target in the Lagoon 3D game environment.Simulating realistic physics makes maneuvering boats difﬁ-cult and thus makes an evolutionary approach an attractivealternative to hand coded methods. We evolve the weights ofsimple recurrent neural networks trained with a ﬁtness functiondesigned to combine multiple ﬁtness objectives based on speed,heading, and position to create a robust maintain station behavior. Results with an enforced subpopulation neural-evolutiongenetic algorithm indicate that we can consistently evolve robustmaintain controllers for realistically simulated boats in Lagoon</p></blockquote>
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<dd> Amit Banerjee, Juan C. Quiroz and Sushil J. Louis.<br />
A model of creative design using collaborative interactive genetic algorithm, 2008. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2008/ciga.pdf">.pdf</a> ]</dd>
<dd>
<blockquote><p>We propose a computational model for creative design based on collaborative interactive genetic algorithms, and present an implementation for evolving creative floorplans and widget layout/colors for individual UI panels. We map our model and its implementation to earlier models of creative design from literature. We also address critical research issues with respect to the model and its implementation – issues relating to creative design spaces, design space exploration, design representation, design evaluation (competition), design collaboration, and design visualization (for interactivity). Results comparing collaborative evolution of floorplans to non-collaborative evolution are also  presented, and pre-tests using surveys indicate that floorplans developed via collaboration are more original than those produced by individual non-collaborative evolution.</p></blockquote>
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<dd>Juan C. Quiroz, Amit Banerjee, and Sushil J. Louis. IGAP: Interactive Genetic Algorithm Peer to Peer.<em> Evolutionary Computing Systems Lab</em>, 2008. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2008/gecco2008.pdf">.pdf</a> ]&nbsp;</p>
<blockquote><p>We present IGAP, a peer to peer interactive genetic algorithm which reﬂects the real world methodology followed inteam design. We apply our methodology to ﬂoorplanning.Through collaboration users are able to visualize designsdone by peers on the network, while using case injection toallow them to bias their populations and the ﬁtness functionto adapt to subjective preferences</p></blockquote>
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<td align="right">[4]</td>
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<dd>Ryan Leigh, Justin Schonfeld, and Sushil J. Louis. Using Coevolution to Understand and Validate GameBalance in Continuous Games, 2008. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2008/leigh_gecco08.pdf">.pdf</a> ]&nbsp;</p>
<blockquote><p>We attack the problem of game balancing by using a coevolutionary algorithm to explore the space of possible gamestrategies and counter strategies. We deﬁne balanced gamesas games which have no single dominating strategy. Balanced games are more fun and provide a more interestingstrategy space for players to explore. However, provingthat a game is balanced mathematically may not be possible and industry commonly uses extensive and expensivehuman testing to balance games. We show how a coevolutionary algorithm can be used to test game balance anduse the publicly available continuous state, capture-the-ﬂagCaST game as our testbed. Our results show that we canuse coevolution to highlight game imbalances in CaST andprovide intuition towards balancing this game. This aidsin eliminating dominating strategies, thus making the gamemore interesting as players must constantly adapt to opponent strategies</p></blockquote>
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<dd>CoEv</dd>
<dd>
<blockquote><p><span>A survey of the theory, techniques, and applications of coevolution-ary algorithms. Although interest in coevolutionary algorithms has beengrowing in recent years there has been very little in the way of review,benchmarking, or comparative analysis done in the field. We present ahistory of coevolutionary research, a summary of the current state of thefield, and suggestions for future work.</span></p></blockquote>
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		<title>Journal Publications</title>
		<link>http://ecsl.cse.unr.edu/?p=25</link>
		<comments>http://ecsl.cse.unr.edu/?p=25#comments</comments>
		<pubDate>Fri, 15 Apr 2011 19:07:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Journal Publications]]></category>

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		<description><![CDATA[[1] Anil Shankar and Sushil J. Louis. Xcs for personalizing desktop interfaces. IEEE Transactions on Evolutionary Computation, pages 1-30, 2009. [ bib &#124; .pdf ] We investigate whether XCS, a genetic algorithm based learning classifier system, can harness information from &#8230; <a href="http://ecsl.cse.unr.edu/?p=25">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<dd>Anil Shankar and Sushil J. Louis. Xcs for personalizing desktop interfaces. <em>IEEE Transactions on Evolutionary Computation</em>, pages 1-30, 2009. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Shankar09">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/tevc-ashankar-2021466-proof.pdf">.pdf</a> ]</p>
<blockquote><p>We investigate whether XCS, a genetic algorithm based learning classifier system, can harness information from a user&#8217;s environment to help desktop applications better personalize themselves to individual users. Specifically, we evaluate XCSs ablility to predict user-preferred actions for a calendar and a media player. Results from three real-world user studies indicate that XCS significantly outperforms a decision-tree learner to successfully predict user preferences for these two desktop interfaces. Our results also show that removing external user-related contextual information degrades XCSs performance. This performance degradation emphasizes the need for desktop applications to access external contextual information to better learn user preferences. Our results highlight the potential for a learning classifier systems based approach for personalizing desktop applications to improve the quality of human-computer interaction.</p></blockquote>
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<dd>Nicolescu M. N., Olenderski A., Leigh R., Louis S., Dascalu S., Miles C., Quiroz J. C., and Aleson R. A training simulation system with realistic autonomous ship control. <em>Computational Intelligence</em>, 23(4):497-519, 2007. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Nicolescu07">bib</a> ]</p>
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<dd>Sushil J. Louis and Chris Miles. Playing to learn: Case-injected genetic algorithms for learning to play compuer games. <em>IEEE Transactions on Evolutionary Computation</em>, 9(6):To appear, 2005. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Louis05">bib</a> |<a href="http://www.cse.unr.edu/~sushil/pubs/newpapers/2005/IEEEGamesSpecial/ahmshort.pdf">.pdf</a> ]</p>
<blockquote><p>We use case-injected genetic algorithms to learn to competently play computer strategy games. Case-injected genetic algorithms periodically inject individuals that were successful in past games into the population of the GA working on the current game, biasing search towards know successful strategies. Computer strategy games are fundamentally resource allocation games characterized by complex long-term dynamics and by imperfect knowledge of the game state. The case-injected genetic algorithm plays by extracting and solving the game s underlying resource allocation problems. We show how case injection can be used to learn to play better from a human s or system s game-playing experience and our approach to acquiring experience from human players showcases an elegant solution to the knowledge acquisition bottleneck in this domain. Results show that with an appropriate representation, case injection effectively biases the genetic algorithm towards producing plans that contain important strategic elements from previously successful strategies.</p></blockquote>
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<dd>Sushil J. Louis. Evolutionary learning from experience. <em>Journal of Engineering Optimization</em>, 26(2):237-247, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Louis04">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/design/design/engrDesign.pdf">.pdf</a> ]</p>
<blockquote><p>Genetic algorithms (GAs) augmented with a case-based memory of past design problem-solving attempts are used to obtain better performance over time on sets of similar design problems. Rather than starting anew on each design, a GAâ€™s population is periodically injected with appropriate intermediate design solutions to similar, previously solved design problems. Experimental results on configuration design problems: the design of parity checker and adder circuits, demonstrate the performance gains from the approach and show that the system learns to take less time to provide quality solutions to a new design problem as it gains experience from solving other similar design problems.</p></blockquote>
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<dd>Sushil J. Louis. Genetic learning for combinational logic design. <em>Journal of Soft Computing</em>, 9(1):38-43, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#LouisJ04">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/scJournal/cigar.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/scJournal/cigar.pdf">.pdf</a> ]</p>
<blockquote><p>This paper investigates the effect of injection percentage on the performance of a case-injected genetic algorithm for combinational logic design. A case-injected genetic algorithm is a genetic algorithm augmented with a case-based memory of past problem solving attempts which learns to improve performance on sets of similar design problems. In this approach, rather than starting anew on each design, we periodically inject a genetic algorithm&#8217;s population with appropriate intermediate design solutions to similar, previously solved problems. Experimental results on a configuration design problem; the design of a parity checker, demonstrate the performance gains from our approach and show that our system learns to take less time to provide quality solutions to a new design problem as it gains experience from solving other similar design problems.</p></blockquote>
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<dd>Sushil J. Louis and John McDonnell. Learning with case injected genetic algorithms. <em>IEEE Transactions on Evolutionary Computation</em>, 8(4):316-328, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#LouisJS04">bib</a> | <a href="http://ieeexplore.ieee.org/xpl/tocresult.jsp?isYear=2004&amp;isnumber=29322&amp;Submit32=Go+To+Issues">http</a> ]</p>
<blockquote><p>This paper presents a new approach to acquiring and using problem specific knowledge during genetic algorithm search. A genetic algorithm augmented with a case-based memory of past problem solving attempts, learns to obtain better performance over time on sets of similar problems. Rather than starting anew on each problem, we periodically inject a genetic algorithmâ€™s population with appropriate intermediate solutions to similar, previously solved problems. Perhaps, counter-intuitively, simply injecting solutions to previously solved problems does not produce very good results. We provide a framework for evaluating this genetic algorithm based machine learning system and show experimental results on a set of design and optimization problems. These results demonstrate the performance gains from our approach and indicate that our system learns to take less time to provide quality solutions to a new problem as it gains experience from solving other, similar, problems in design and optimization.</p></blockquote>
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<dd>George Bebis, Sushil J. Louis, Yaakov Varol, and Angelo Yfantis. Genetic object recognition using combination of views. <em>IEEE Transactions on Evolutionary Computation</em>, 6(2):132-146, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Bebis02">bib</a> |<a href="http://ieeexplore.ieee.org/xpl/tocresult.jsp?isYear=2002&amp;isnumber=21497&amp;Submit32=Go+To+Issues">http</a> ]</p>
<blockquote><p>We investigate the application of genetic algorithms (GAs) for recognizing real two-dimensional (2-D) or three-dimensional (3-D) objects from 2-D intensity images, assuming that the viewpoint is arbitrary. Our approach is model-based (i.e., we assume a predefined set of models), while our recognition strategy lies on the recently proposed theory of algebraic functions of views. According to this theory, the variety of 2-D views depicting an object can be expressed as a combination of a small number of 2-D views of the object. This implies a simple and powerful strategy for object recognition: novel 2-D views of an object (2-D or 3-D) can be recognized by simply matching them to combinations of known 2-D views of the object. In other words, objects in a scene are recognized by predicting their appearance through the combination of known views of the objects. This is an important idea, which is also supported by psychophysical findings indicating that the human visual system works in a similar way. The main difficulty in implementing this idea is determining the parameters of the combination of views. This problem can be solved either in the space of feature matches among the views (image space) or the space of parameters (transformation space). In general, both of these spaces are very large, making the search very time consuming. In this paper, we propose using GAs to search these spaces efficiently. To improve the efficiency of genetic search in the transformation space, we use singular value decomposition and interval arithmetic to restrict genetic search in the most feasible regions of the transformation space. The effectiveness of the GA approaches is shown on a set of increasingly complex real scenes where exact and near-exact matches are found reliably and quickly</p></blockquote>
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<dd>I. Golovkin, R. Mancini, S. Louis, K. Fujita, H. Nishimura, H. Shirga, H. Azechi, R. Butzbach, I. Uschmann, J. Delettrez, J. Koch, R. W. Lee, and L. Klein. Spectroscopic determination of dynamic plasma gradients in implosion core. <em>Physical Review Letters</em>, 88(4), 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Golovkin02">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/journal/prl_ig.pdf">.pdf</a> ]</p>
<blockquote><p>The time-dependent gradient structure of a laser compressed, high energy density plasma has been determined using a method based on the simultaneous analysis of time-resolved X-ray monochromatic images and X-ray line spectra from Ar-doped D2 implosion cores. The analysis self-consistently determines the temperature and density gradients that yield the best fits to the spatial emissivity profiles and spectral line shapes. This measurement is important for understanding the atomic kinetics, radiation transfer and plasma dynamics associated with the implosion process. In addition, since the results are independent of hydrodynamic simulations they are also important for comparison with detailed fluid dynamic models of hot dense plasmas.</p></blockquote>
</dd>
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<td align="right">[<a name="GolovkinR02">9</a>]</td>
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<dd>I. Golovkin, R. Mancini, and S. J. Louis. Analysis of x-ray spectral data with genetic algorithms.<em>Journal of Quantitative Spectroscopy and Radiative Transfer</em>, 75:625-636, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#GolovkinR02">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/jqsrt.pdf">.pdf</a> ]</p>
<blockquote><p>An algorithmic method for the analysis of X-ray line spectra using genetic algorithms is presented. This technique permits the extraction of diagnostic information on the emitting medium from the spectral data. As an exampled of themethod, plasma electron number density and temperature are extracted from the analysis of X-ray spectral data recorded in an Ar-doped inertial-confinement-fusion core. For the studey of a sequence of gradually changing spectra, a combination of genetic algorithms and case-based reasoning that learns from experience is used to accelerate the analysis. The techniqus is general and can be applied to other plasma spectroscopy studies including analysis of spatially and temporally resolved line absorption or emission data.</p></blockquote>
</dd>
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<td align="right">[<a name="Louis00">10</a>]</td>
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<dd>Sushil J. Louis and Gong Li. Case injected genetic algorithms for traveling salesman problems.<em>Information Sciences</em>, 122:210-225, 2000. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Louis00">bib</a> ]</p>
<blockquote><p>This paper examines the feasibility of using genetic algorithms augmented with a long term memory toattack similar traveling salesman problems. The proposed learning systems combines a genetic problem solver with a case-base or data-base of past problem solving attempts to increase performance with experience. Instead of starting from scratch, we retreive and inject the solutions of previously solved similar problems into the initial population of genetic algorithms to provide a performance boost. In this paper we are more concerned with relative improvement in performance over time rather than with absolute performance and our results on a number of problems indicate that we can always get better performance with the combined system. If, as we believe, the results are generalizable, combining a case-base with a genetic algorithm will benefit most purely genetic algorithm implementations.</p></blockquote>
</dd>
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<td align="right">[<a name="Fadali99">11</a>]</td>
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<dd>M. Sami Fadali, Yongmian Zhang, and Sushil J. Louis. Robust stability analysis of discrete-time systems using genetic algorithms. <em>IEEE Transactions on System, Man and Cybernetics, Part A</em>, 29(5), 1999. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Fadali99">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/systems/final/robustFinal.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/systems/final/smcGApaper.pdf">.pdf</a> ]</p>
<blockquote><p>We reduce stability robustness analysis for linear, time-invariant, discrete-time systems to a search problem and attack the problem using genetic algorithms. We describe the problem framework and the modifications that needed to be made to the canonical genetic algorithm for successful application to robustness analysis. Our results show that genetic algorithms can successfully test a sufficient condition for instability in uncertain linear systems with nonlinear polynomial structures. Three illustrative examples demonstrate the new approach.</p></blockquote>
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<dd>Sushil J. Louis and Gan Li. Combining robot control strategies using genetic algorithms with memory.<em>Lecture Notes in Computer Science, Evolutionary Programming VI</em>, 1213:431-442, 1997. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Louis97">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/ep/ep97/paper.ps">.ps</a> |<a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/ep/ep97/paper.pdf">.pdf</a> ]</p>
<blockquote><p>We use a genetic algorithm augmented with a long term memory to design control strategies for a simulated robot, a mobile vehicle operating in a two-dimensional environment. The simulated robot has five touch sensors, two sound sensors, and two motors that drive locomotive tank tracks. A genetic algorithm trains the robot in several specially-designed simulation environments for evolving basic behaviors such as food approach, obstacle avoidance, and wall following. Control strategies for a more complex environment are then designed by selecting solutions from the stored strategies evolved for basic behaviors, ranking them according to their performance in the new complex environment and introducing them into a genetic algorithm&#8217;s initial population. This augmented memory-based genetic algorithm quickly combines the basic behaviors and finds control strategies for performing well in the more complex environment.</p></blockquote>
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<td align="right">[<a name="Gero95">13</a>]</td>
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<dd>John S. Gero and Sushil J. Louis. Improving pareto optimal designs using genetic algorithms.<em>Microcomputers in Civil Engineering</em>, 10(4):241-249, 1995. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Gero95">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/koski/koski_final.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/koski/koski_final.pdf">.pdf</a> ]</p>
<blockquote><p>Pareto optimal designs are the best designs that can be produced for a given problem formulation for a given set of criteria when the criteria are not combined in any way. If the goal is to improve the performance in those criteria then it is possible to manipulate the problem formulation to achieve an improvement. The approach adopted is to encode the formulation in a genetic algorithm and to allow the formulation to evolve in the direction of improving Pareto optimal designs. A set of rules (in the form of a shape grammar), the execution of which produces a design, is encoded as the genes in a genetic algorithm. However, the rule set is allowed to evolve, not just the order of execution of rules. We present an example demonstrating both the approach and its utility in improving Pareto optimal designs.</p></blockquote>
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<td align="right">[<a name="Louis95">14</a>]</td>
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<dd>Sushil J. Louis. Working from blueprints: Evolutionary learning in design. <em>Artificial Intelligence in Engineering</em>, 11(3):335-341, 1995. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Louis95">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/aid_journal/pos.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/aid_journal/pos.pdf">.pdf</a> ]</p>
<blockquote><p>When confronted by a problem, human designers often work forward from similar previously solved problems to solve the current problem. Based on this principle, we propose a new learning system especially suited for design using case-based reasoning principles to augment genetic algorithm search. When confronted with a problem we seed a genetic algorithm&#8217;s initial population with solutions to similar, previously solved problems and the genetic algorithm then adapts its seeded population toward solving the current problem. Preliminary results on open-shop scheduling and re-scheduling indicate the feasibility of this approach.</p></blockquote>
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<td align="right">[<a name="LouisS95">15</a>]</td>
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<dd>Sushil J. Louis and Fang Zhao. Domain knowledge for genetic algorithms. <em>International Journal of Expert Systems Research and Applications</em>, 8(3):195-212, 1995. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#LouisS95">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/IJES/ijes.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/IJES/ijes.pdf">.pdf</a> ]</p>
<blockquote><p>This paper describes the encoding of domain knowledge for use by a genetic algorithm. We use the domain of system configuration design problems; specifically, the structural design and optimization of trusses to ground our discussion and results. The approach applies evolutionary principles to the optimally directed configuration design of complex structures and incorporates engineering domain knowledge into a genetic algorithm to synthesize the topology, geometry, and component properties of the structure. Preliminary results indicate that genetic algorithms with domain knowledge can generate feasible and useful designs.</p></blockquote>
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<td align="right">[<a name="Gero94">16</a>]</td>
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<dd>John S. Gero, Sushil J. Louis, and Sourav Kundu. Evolutionary learning of novel grammars for design improvement. <em>Artificial Intelligence for Engineering Design, Analysis and Manufacturing</em>, 8(3):83-94, 1994. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Gero94">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/aiedam/aiedamf.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/aiedam/aiedamf.pdf">.pdf</a> ]</p>
<blockquote><p>This paper focusses on that form of learning which relates to exploration, rather than generalization. It uses the notion of exploration as the modification of state spaces within which search and decision making occur. It demonstrates that the genetic algorithm formalism provides a computational construct to carry out this learning. The process is exemplified using a shape grammar for a beam section. A new shape grammar is learned which produces a new state space for the problem. This new state space has improved characteristics.</p></blockquote>
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<td align="right">[<a name="Louis93">17</a>]</td>
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<dd>Sushil J. Louis, Gary McGraw, and Richard Wyckoff. Case-based reasoning assisted explanation of genetic algorithm results. <em>Journal of Experimental and Theoretical Artificial Intelligence</em>, 5:21-37, 1993. [ <a href="http://www.cse.unr.edu/~sushil/pubs/journal_bib.html#Louis93">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/jetai/final.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/papers/jetai/final.pdf">.pdf</a> ]</p>
<blockquote><p>This paper describes a system for explaining solutions generated by genetic algorithms (GAs) using tools developed for case-based reasoning (CBR). In addition, our work empirically supports the building block hypothesis (BBH) which states that genetic algorithms work by combining good sub-solutions called building blocks into complete solutions. Since the space of possible building blocks and their combinations is extremely large, solutions found by GAs are often opaque and cannot be easily explained. Ironically, much of the knowledge required to explain such solutions is implicit in the processing done by the GA. Our system extracts and processes historical information from the GA using knowledge acquisition and analysis tools developed for case-based reasoning. If properly analyzed, the resulting knowledge base can be used: to shed light on the nature of the search space, to explain how a solution evolved, to discover its building blocks, and to justify why it works. Such knowledge about the search space can be used to tune the GA in various ways. As well as being a useful explanatory tool for GA researchers, our system serves as an empirical test of the building block hypothesis. The fact that it works so well lends credence to the theory that GAs work by exploiting common genetic building blocks.</p></blockquote>
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		<title>Conference Publications</title>
		<link>http://ecsl.cse.unr.edu/?p=22</link>
		<comments>http://ecsl.cse.unr.edu/?p=22#comments</comments>
		<pubDate>Fri, 15 Apr 2011 19:06:59 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Conference Publications]]></category>

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		<description><![CDATA[[1] Jeff Naruchitparames, Mehmet Hadi Günes¸, and Sushil J. Louis. Friend Recommendations in Social Networks using Genetic Algorithms and Network Topology, 2011. [ .pdf ] Social networking sites employ recommendationsystems in contribution to providing better user experiences.The complexity in developing recommendation systems &#8230; <a href="http://ecsl.cse.unr.edu/?p=22">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<dd>Jeff Naruchitparames, Mehmet Hadi Günes¸, and Sushil J. Louis. Friend Recommendations in Social Networks using Genetic Algorithms and Network Topology, 2011. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2011/cec/cec2011v4.pdf">.pdf</a> ]</p>
<blockquote><p>Social networking sites employ recommendationsystems in contribution to providing better user experiences.The complexity in developing recommendation systems is largelydue to the heterogeneous nature of social networks. This paperpresents an approach to friend recommendation systems by usingcomplex network theory, cognitive theory and a Pareto&gt;optimalgenetic algorithm in a two&gt;step approach to provide quality,friend recommendations while simultaneously determining anindividual’s perception of friendship. Our research emphasizesthat by combining network topology and genetic algorithms,better recommendations can be achieved compared to eachindividual counterpart. We test our approach on 1,200 Facebookusers in which we observe the combined method to outper&gt;form purely social or purely network&gt;based approaches. Ourpreliminary results represent strong potential for developinglink recommendation systems using this combined approach ofpersonal interests and the underlying network.</p></blockquote>
</dd>
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<td align="right">[2]</td>
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<dd>Phillipa Avery, Sushil Louis. Coevolving team tactics for a real-time strategy game, 2010. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2010/cec/PID1296853.pdf">.pdf</a> ]</p>
<blockquote><p>In this paper we successfully demonstrate the useof coevolving Influence Maps (IM)s to generate coordinatingteam tactics for a Real Time Strategy (RTS) game. Eachentity in the team is assigned their own IM generated withevolved parameters. The individual IMs allows each entity toact independently of the team and team coordination is thenachieved by evolving all team entities’ IM parameters togetheras a single chromosome with a single evaluation. These evolvedparameters are then evaluated by measuring performanceagainst another coevolving population of individuals. Using thismethod we have generated some interesting strategies, and havedemonstrated the potential of using IMs for coevolving teamtactics. In the future, coevolved tactics could then be used toprovide a challenging opponent for human players.</p></blockquote>
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<td align="right">[3]</td>
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<dd>Greg Smith, Phillipa Avery, Ramona Houmanfar and Sushil Louis.<br />
Using Co-evolved RTS Opponents to Teach Spatial Tactic, 2010. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2010/cig/PID1349965.pdf">.pdf</a> ]</dd>
<dd>
<blockquote><p>This paper describes a co-evolutionary algorithmfor generating simple spatially oriented tactics and considerswhether students can learn better by playing against co-evolvedopponents or by playing against an expert system or othersimilar hard-coded opponent. Although a number of artificiallyintelligent tutoring and e-learning systems exist, our work looksat using co-evolution to generate competent opponents for humanstudents to learn from. This paper describes and discussesearly results on using computationally intelligent opponents fortactical training of human students. Initial results indicate thatthe learning environment for human players, measured by gamedifficulty and transfer of training, is comparable across coevolvedand hard-coded computer opponents.</p></blockquote>
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<td align="right">[4]</td>
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<dd>Phillipa Avery, Sushil J. Louis and Benjamin Aver. Evolving Spatial Tactics using Inﬂuence Maps, 2009. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2009/cig09/CIG2009/cig09.pdf">.pdf</a> ]</p>
<blockquote><p>We evolve tactical control for entity groups ina naval real-time strategy game. Since tactical maneuveringinvolves spatial reasoning, our evolutionary algorithm evolvesa set of inﬂuence maps that help specify an entity’s spatial objectives. The entity then uses the A* route ﬁnding algorithm togenerate waypoints according to the inﬂucene map, and followsthem to achieve spatial objectives. Using this representation,our evolutionary algorithm quickly evolves increasingly bettercapture-the-ﬂag tactics on three increasingly difﬁcult maps.These preliminary results indicate (1) the usefulness of ourparticular inﬂuence map encoding for representing spatiallyresolved tactics and (2) the potential for using co-evolutionto generate increasingly complex and competent tactics in ourgame. More generally, this work represents another step in ourongoing effort to investigate the co-evolution of competent gameplayers in a real-time, continuous, environment that does notassume complete knowledge of the game state</p></blockquote>
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<td align="right">[5]</td>
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<dd>Anil Shankar and Sushil J. Louis. Amit Banerjee, Juan C. Quiroz and Sushil J. Louis. XCS for Personalizing Desktop Interface, 2009. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2009/ieeeTec/sycophant_tec_article.pdf">.pdf</a>]</dd>
<dd>
<blockquote><p>We investigate whether XCS, a genetic algorithm based learning classiﬁer system, can harness information from a user’senvironment to help desktop applications better personalize themselves to individual users. Speciﬁcally, we evaluate XCS’ abilityto predict user preferred actions for a calendar and a media player. Results from three real world user studies indicate thatXCS signiﬁcantly outperforms a decision-tree learner to successfully predict user preferences for these two desktop interfaces.Our results also show that removing external user-related contextual information degrades XCS’ performance. This performancedegradation emphasizes the need for desktop applications to access external contextual information to better learn user preferences.Our results highlight the potential for a learning classiﬁer systems based approach for personalizing desktop applications to improvethe quality of human-computer interaction.</p></blockquote>
</dd>
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<td align="right">[6]</td>
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<dd>Anil Shankar and Sushil J. Louis.<br />
XCS for Personalizing Desktop Interface, 2009.<em> </em>[ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2009/ieeeTec/tevc-ashankar-2021466-proof.pdf">.pdf</a> ]&nbsp;</p>
<blockquote><p>We investigate whether XCS, a genetic algorithm2 based learning classiﬁer system, can harness information from3 a user’s environment to help desktop applications better per-4 sonalize themselves to individual users. Speciﬁcally, we evaluate5 XCSs ability to predict user-preferred actions for a calendar6 and a media player. Results from three real-world user stud-7 ies indicate that XCS signiﬁcantly outperforms a decision-tree8 learner to successfully predict user preferences for these two9 desktop interfaces. Our results also show that removing external10 user-related contextual information degrades XCSs performance.11 This performance degradation emphasizes the need for desktop12 applications to access external contextual information to better13 learn user preferences. Our results highlight the potential for14 a learning classiﬁer systems based approach for personalizing15 desktop applications to improve the quality of human–computerinteraction</p></blockquote>
</dd>
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<td align="right">[7]</td>
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<dd>Nathan A. Penrod, David Carr, Sushil J. Louis and Bobby D. Bryant. Neuro-evolving Maintain-Station Behavior for RealisticallySimulated Boats, 2008. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2008/cec/nathan/Maintain.pdf">.pdf</a> ]</p>
<blockquote><p>We evolve a neural network controller for a boatthat learns to maintain a given bearing and range with respectto a moving target in the Lagoon 3D game environment.Simulating realistic physics makes maneuvering boats difﬁ-cult and thus makes an evolutionary approach an attractivealternative to hand coded methods. We evolve the weights ofsimple recurrent neural networks trained with a ﬁtness functiondesigned to combine multiple ﬁtness objectives based on speed,heading, and position to create a robust maintain station behavior. Results with an enforced subpopulation neural-evolutiongenetic algorithm indicate that we can consistently evolve robustmaintain controllers for realistically simulated boats in Lagoon</p></blockquote>
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<td align="right">[8]</td>
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<dd>Amit Banerjee, Juan C. Quiroz and Sushil J. Louis.<br />
A model of creative design using collaborative interactive genetic algorithm, 2008. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2008/ciga.pdf">.pdf</a> ]</dd>
<dd>
<blockquote><p>We propose a computational model for creative design based on collaborative interactive genetic algorithms, and present an implementation for evolving creative floorplans and widget layout/colors for individual UI panels. We map our model and its implementation to earlier models of creative design from literature. We also address critical research issues with respect to the model and its implementation – issues relating to creative design spaces, design space exploration, design representation, design evaluation (competition), design collaboration, and design visualization (for interactivity). Results comparing collaborative evolution of floorplans to non-collaborative evolution are also  presented, and pre-tests using surveys indicate that floorplans developed via collaboration are more original than those produced by individual non-collaborative evolution.</p></blockquote>
</dd>
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<td align="right">[9]</td>
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<dd>Juan C. Quiroz, Amit Banerjee, and Sushil J. Louis. IGAP: Interactive Genetic Algorithm Peer to Peer.<em> Evolutionary Computing Systems Lab</em>, 2008. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2008/gecco2008.pdf">.pdf</a> ]</p>
<blockquote><p>We present IGAP, a peer to peer interactive genetic algorithm which reﬂects the real world methodology followed inteam design. We apply our methodology to ﬂoorplanning.Through collaboration users are able to visualize designsdone by peers on the network, while using case injection toallow them to bias their populations and the ﬁtness functionto adapt to subjective preferences</p></blockquote>
</dd>
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<td align="right">[10]</td>
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<dd>Ryan Leigh, Justin Schonfeld, and Sushil J. Louis. Using Coevolution to Understand and Validate GameBalance in Continuous Games, 2008. [ <a href="http://www.cse.unr.edu/~sushil/pubs/newestPapers/2008/leigh_gecco08.pdf">.pdf</a> ]</p>
<blockquote><p>We attack the problem of game balancing by using a coevolutionary algorithm to explore the space of possible gamestrategies and counter strategies. We deﬁne balanced gamesas games which have no single dominating strategy. Balanced games are more fun and provide a more interestingstrategy space for players to explore. However, provingthat a game is balanced mathematically may not be possible and industry commonly uses extensive and expensivehuman testing to balance games. We show how a coevolutionary algorithm can be used to test game balance anduse the publicly available continuous state, capture-the-ﬂagCaST game as our testbed. Our results show that we canuse coevolution to highlight game imbalances in CaST andprovide intuition towards balancing this game. This aidsin eliminating dominating strategies, thus making the gamemore interesting as players must constantly adapt to opponent strategies</p></blockquote>
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<td align="right">[11]</td>
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<dd>CoEv</dd>
<dd>
<blockquote><p>A survey of the theory, techniques, and applications of coevolution-ary algorithms. Although interest in coevolutionary algorithms has beengrowing in recent years there has been very little in the way of review,benchmarking, or comparative analysis done in the field. We present ahistory of coevolutionary research, a summary of the current state of thefield, and suggestions for future work.</p></blockquote>
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<td align="right">[12]</td>
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<dd>Banerjee A., Quiroz J.C., and Louis S. A model of creative design using collaborative interactivee genetic algorithms. In <em>Proceedings of Design Computing and Cognition</em>, page 20, 2008. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Banerjee08">bib</a> |<a href="http://www.cse.unr.edu/~sushil/work/newestPapers/2008/ciga.pdf">www:</a> ]</p>
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<td align="right">[13]</td>
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<dd>Louis S. Igap: Interactive genetic algorithms peer to peer. In <em>Proceedings of the 10th Annual Conference of Genetic and evolutionary computation</em>, pages 1719-1720, NY, NY, 2008. ACM. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Louis08">bib</a> |<a href="http://www.cse.unr.edu/~sushil/work/newestPapers/2008/gecco2008.pdf">www:</a> ]</p>
</dd>
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<td align="right">[14]</td>
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<dd>Leigh R., Schonfeld J., and Louis S. Using coevolution to understand and validate game balance in continuous games. In <em>Proceedings of the 10th annual conference on Genetic and evolutionary computation</em>, pages 1563-1570, NY, NY, 2008. ACM. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Leigh08">bib</a> | <a href="http://www.cse.unr.edu/~sushil/work/newestPapers/2008/leigh_gecco2008.pdf">www:</a> ]</p>
</dd>
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<td align="right">[15]</td>
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<dd>Tavakkoli A., Ambardekar A., Nicolescu M., and Louis S. A genetic approach to training support vector data descriptors for background modeling in video data. In <em>Proceedings of the International Symposium on Visual Computing</em>, pages 318-327, 2007. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Tavakkoli07">bib</a> | <a href="http://www.cse.unr.edu/~sushil/work/newestPapers/2007/at_isvc07_amol.pdf">www:</a> ]</p>
</dd>
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<td align="right">[16]</td>
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<dd>Banerjee A. and Louis S. A genetic algorithm implementation of the fuzzy least trimmed squares clustering. In <em>2007 IEEE International Fuzzy Systems Conference</em>, pages 1-6, New York, NY, 2007. IEEE. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Banerjee07">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[17]</td>
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<dd>Banerjee A. and Louis S. A recursive clustering methodology using a genetic algorithm. In <em>2007 IEEE Congress on Evolutionary Computation</em>, pages 1482-1490, New York, NY, 2007. IEEE. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#BanerjeeA.07">bib</a> |<a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[18]</td>
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<dd>Quiroz J. C., Louis S., and Dascalu S. Interactive evolution of xul user interfaces. In <em>Proceedings of the 2007 conference on Genetic and evolutionary computation</em>, pages 2151-2158, New York, NY, 2007. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Quiroz07">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[19]</td>
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<dd>Quiroz J.C., Louis S., Shankar A., and Dascalu S. Interactive genetic algorithms for user interface design. In <em>Proceedings of the 2007 IEEE International Congress on Evolutionary Computation</em>, pages 1919-1927, New York, NY, 2007. IEEE. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#QuirozJ07">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[20]</td>
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<dd>Quiroz J.C., Shankar A. K., Dascalu S., and Louis S. Software environment for research on evolving user interface designs. In <em>ICSEA 2007. International Conference on Software Engineering Advances</em>, page 84. ICSEA 2007, 2007. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#QuirozJC07">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[21]</td>
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<dd>Shankar A. K., Quiroz J. C., Dascalu S., Louis S., and Nicolescu M. N. Sycophant: An api for research in context-aware user interfaces. In <em>Software Engineering Advances, 2007. ICSEA 2007. International Conference on.</em>, page 83. ICSEA 2007, 2007. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Shankar07">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[22]</td>
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<dd>Miles C., Quiroz J., Louis S., and Leigh R. Co-evolving influence map tree bases strategy game players. In <em>Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games</em>, pages 85-95, NY, NY, 2007. IEEE. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Miles07">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[23]</td>
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<dd>Leigh R., Louis S., and Miles C. Using a genetic algorithm to explore a*-like pathfinding algorithms. In <em>Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games</em>, pages 72-79, NY, NY, 2007. IEEE. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Leigh07">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[24]</td>
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<dd>Shankar A., Louis S., Dascalu S., Houmanfar R., and Hayes L. User-context for adaptive user interfaces. In <em>Proceedings of the Intelligent User Interfaces Conference</em>, pages 321-324, New York, NY, 2007. ACM. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#ShankarA07">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[25]</td>
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<dd>Olenderski A., Nicolescu M., and Louis S. A behavior-based architecture for autonomous ship control. pages 148-155, New York, NY, 2006. IEEE. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Olenderski06">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
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<td align="right">[26]</td>
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<dd>Miles C. and Louis S. Co-evolving real-time strategy game playing influence map trees with genetic algorithms. New York, NY, 2006. IEEE. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Miles06">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[27]</td>
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<dd>Miles C. and Louis S. Towards the co-evolution of influence map tree based strategy game players. pages 75-82, New York, NY, 2006. IEEE. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#MilesC06">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[28]</td>
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<dd>Louis S. and Miles C. Learning to play like a human: Case injected genetic algorithms for strategic computer gaming. In <em>Electronic:SPIE Volume 6228</em>, page 9, 2006. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#Louis06">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
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<td align="right">[29]</td>
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<dd>Louis S. Learning to play like a human: Case injected genetic algorithms for strategic computer gaming. In <em>SPIE Defense and Security Symposium</em>, Orlando, FL, 2006. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisS06">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/conf.html">www:</a> ]</p>
</dd>
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<td align="right">[30]</td>
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<dd>Chris Miles and Sushil J. Louis. Co-evolving real-time strategy game playing influence map trees with genetic algorithms. In <em>Proceedings of the Congress on Evolutionary Computation</em>, Vancouver, Canada, 2006. IEEE. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#MilesCEC06">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newestPapers/2006/cec2006/cec2006.pdf">.pdf</a> ]</p>
<blockquote><p>We investigate the use of genetic algorithms to play real-time computer strategy games and focus on solving the complex spatial reasoning problems found within these games. To overcome the knowledge acquisition bottleneck found in using traditional expert systems, scripts, and decision trees as done in most game AI, we use genetic algorithms to evolve game players. The spatial decision makers in these game players use influence maps as a basic building block, from which they construct and evolve influence map trees containing complex game playing strategies. With co-evolution we attain arms-race like progress, leading to the evolution of robust players superior to their handcoded counterparts.</p></blockquote>
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<td align="right">[31]</td>
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<dd>Adam Olenderski, Monica Nicolescu, and Sushil J. Louis. A behavior-based architecture for autonomous ship control. In <em>Proceedings of the 2006 IEEE Symposium on Computational Intelligence in Games</em>, pages 148 &#8211; 155, New York, 2006. IEEE Press. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#AdamCIG06">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newestPapers/2006/cig06/adamOlenderski.pdf">.pdf</a> ]</p>
<blockquote><p>Game Environments provide a good domain for serious simulations such as those used in training Navy Conning officers. Currently, a typical training scenario requires multiple personnel to play each of the boats and this is expensive. We propose an approach to addressing this issue by developing intelligent, autonomous controllers for each boat. Significant challenges toward achieving these goals are the realism of behavior exhibited by the automated boats and their real-time response to change. In this paper, we describe a control architecture that enables the real-time response of boats and the reeprtoire of realistic behaviors we developed for this application. We demonstrate the capabilities of our system with experimental results</p></blockquote>
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<td align="right">[32]</td>
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<dd>Chris Miles and Sushil J Louis. Towards the co-evolution of influence map tree based strategy game players. In <em>Proceedings of the 2006 IEEE Symposium on Computational Intelligence in Games</em>, New York, 2006. IEEE Press. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#MilesCIG06">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newestPapers/2006/cig06/cig2006.pdf">.pdf</a> ]</p>
<blockquote><p>We investigate the use of genetic algorithms to play real-time computer strategy games. To overcome the knowledge acquisition bottleneck found in using traditional expert systems, scripts, or decision trees we use genetic algorithms to evolve game players. The spatial decision makers in our game players use influence maps as a basic building block from which they construct and evolve trees containing complex game playing strategies. Information from influence map trees is combined with that from an A* pathfinder, and used by another genetic algorithm to solve the allocation problems present within many game decisions. As a first step towards evolving strategic players we develop this system in the context of a tactical game. Results show the co-evolution of coordinated attacking and defending strategies superior to their hand-coded counterparts</p></blockquote>
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<td align="right">[33]</td>
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<dd>Adam Olenderski, Monica Nicolescu, and Sushil J. Louis. Robot learning by demonstration using forward models of schema-based behaviors. In <em>Proceedings, International Conference on Informatics in Control, Automation and Robotics</em>, pages 14 &#8211; 17, Barcelona, Spain, September, 2005. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#AdamICINCO05">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/icinco/icinco05.pdf">.pdf</a> ]</p>
<blockquote><p>A significant challenge in designing robot systems that learn from a teacher&#8217;s demonstration is the ability to map the perceived behavior of the trainer to an existing set of primitive behaviors. A main difficulty is that the observed actions may constitute a combination of individual behaviors&#8217; outcomes, which would require a decomposition of the observation onto multiple primitive behaviors. This paper presents an approach to robot learning by demonstration that uses a potential-field behavioral representation to learn tasks composed by superposition of behaviors. The method allows a robot to infer essential aspects of the demonstrated tasks, which could not be captured if combinations of behaviors would not have been considered. We validate our approach in a simulated environment with a Pioneer 3DX mobile robot</p></blockquote>
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<td align="right">[34]</td>
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<dd>Ryan E. Leigh, Tony Morelli, Sushil J. Louis, Monica Nicolescu, and Chris Miles. Finding attack strategies for predator swarms using genetic algorithms. In <em>Proceedings of the Congress on Evolutionary Computation</em>. IEEE, 2005. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LeighCEC05">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/cec/leigh/leigh_cec2005.pdf">.pdf</a> ]</p>
<blockquote><p>Behavior based architectures have many parameters that must be tuned to produce effective and believable agents. We use genetic algorithms to tune simple behavior based controllers for predators and prey. First, the predator tries to maximize area coverage in a large asymmetric arena with a large number of identically tuned peers. Second, the GA tunes the predator against a single prey agent. Then, we tune two predators against a single prey. The prey evolves against a default predator and an evolved predator. The genetic algorithm finds high-performance controller parameters after a short length of time and outpaces the same controllers hand tuned by human programmers after only a small number of evaluations.</p></blockquote>
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<td align="right">[35]</td>
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<dd>Anil K. Shankar and Sushil J. Louis. Learning classifier systems for user context learning. In<em>Proceedings of the Congress on Evolutionary Computation</em>. IEEE, 2005. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#AnilCEC05">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/cec/anil/cec032e.pdf">.pdf</a> ]</p>
<blockquote><p>Current computer applications and user interfaces lack user context and are not successful in learning user preferences to improve user interaction. We present Sycophant, a context learning calendaring application program which is designed to learn a mapping from user-related contextual features to reminder actions. In this paper, we consider the feasibility of using a geneticsbased machine learning technique, XCS, for the purpose of learning this mapping from a set of context features to reminder actions as a predictive data-mining task. We compare XCS2019s performance with a decision tree algorithm on this learning task and show that XCS outperforms the decision tree learner.</p></blockquote>
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<td align="right">[36]</td>
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<dd>Anil K. Shankar and Sushil J. Louis. Better personalization using learning classifier systems. In<em>Proceedings of the second Indian International Conference on Artificial Intelligence</em>, page to appear. IICAI, 2005. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#AnilIICAI05">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/iicai/iicai05/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/iicai/iicai05.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/iicai/iicai05.pdf">.pdf</a> ]</p>
<blockquote><p>This paper describes an approach for better application personalization by learn ing user-context. We present Sycophant, context-sensitive calendaring applicatio n capable of generating four different types of reminders. Sycophant uses a Genetics-Based Machine Learning technique, XCS, to learn the type of reminder preferred by a user and successfully performs this user-context learning for three different us ers. XCS performs as well as a decision tree learner in predicting whether or no t to generate a reminder and outperforms the decision tree learner in learning t o predict the correct reminder.</p></blockquote>
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<td align="right">[37]</td>
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<dd>Sushil J. Louis and Chris Miles. Combining case-based memory with genetic algorithm search for competent game ai. In <em>Proceedings of the 2005 Workshop on CBR in Games</em>, pages 193-205. ICCBR, 2005. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#MilesICCBR05">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/iccbr/iccbr/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/iccbr/iccbr.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/iccbr/iccbr.pdf">.pdf</a> ]</p>
<blockquote><p>We use case-injected genetic algorithms for learning how to competently play computer strategy games. Case-injected genetic algorithms combine genetic algorithm search with a case-based memory of past problem solving attempts to improve performance on subsequent similar problems. The case-injected genetic algorithm improves performance on later problems in the sequence by learning from cases recorded earlier in the sequence. Since game-play in strategy games usually boils down to optimally allocating resources to achieve in-game mission objectives, we describe how a case-injected genetic algorithm player can play our game by solving the sequence of resource allocation problems generated by opponent moves during game-play. When retrieving and using cases recorded from human game-play, results show that case injection effectively biases the genetic algorithm toward producing plans that contain appropriate elements of plans produced by human players.</p></blockquote>
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<td align="right">[38]</td>
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<dd>Chris Miles and Sushil J Louis. Case-injection improves response time for a real-time strategy game. In <em>Proceedings of the 2005 IEEE Symposium on Computational Intelligence in Games</em>, pages 149-156, New York, 2005. IEEE Press. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#MilesCIG05">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/ieeesg/louis/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/ieeesg/louis.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/ieeesg/louis.pdf">.pdf</a> ]</p>
<blockquote><p>We present a case-injected genetic algorithm player for Strike Ops, a real-time strategy game. Such strategy games are fundamentally resource allocation optimization problems and our previous work showed that genetic algorithms can play such games by solving the underlying resource allocation problem. This paper shows how we can learn to better respond to opponent actions (moves) by using case-injected genetic algorithms. Case-injected genetic algorithms were designed to learn to improve performance in solving sequences of similar problems and thus provide a good fit for responding to opponent actions in Strike Ops which result in a sequence of similar resource allocation problems. Our results show that a case-injected genetic algorithm player learns from previously encountered problems in the sequence to provide better quality solutions in less time for the underlying resource allocation problem thus improving response time by the genetic algorithm player. This improves the responsiveness of the game and the quality of the overall playing experience.</p></blockquote>
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<td align="right">[39]</td>
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<dd>Sam Talaie, Sushil J. Louis, and Gary L. Raines. Predicting mining activity with parallel genetic algorithms. In <em>Proceedings of the Genetic and Evolutionary Computing Conference, GECCO 2005, Washington, DC</em>, pages 2149-2156, New York, 2005. ACM Press. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#TalaieGecco04">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/gecco/geo/gecco//gecco">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/gecco/geo/gecco05.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/gecco/geo/gecco.pdf">.pdf</a> ]</p>
<blockquote><p>We use a parallel multi-objective genetic algorithm to drive a search and recons truction spectroscopic analysis of plasma gradients in inertial confinement fusi on (ICF) implosion cores. In previous work, we had shown that our serial multi-o bjective Genetic Algorithm was a good method to solve two-criteria X-ray spectro scopy diagnostics problems. However, this serial version was slow and we therefo re could not incorporate better physics and more criteria to solve larger proble ms and handle larger data sets. In this paper, we develop and use a parallel mul ti-objective genetic algorithm based on a master-slave model to solve three crit eria spectroscopic analysis problems. The algorithm works well in reconciling ex perimental observations with theoretical physics model parameters. In addition, theoretical analysis and experimental results on the parallelized version show g ood scalability with up to 150 processors. This reduces the time for running t he GA from 9.6 hours to 5.9 minutes.</p></blockquote>
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<td align="right">[40]</td>
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<dd>Kai Xu, Sushil J. Louis, and Roberto Mancini. A scalable parallel genetic algorithm for x-ray spectroscopic analysis. In <em>Proceedings of the Genetic and Evolutionary Computing Conference, GECCO 2005, Washington, DC</em>, pages 811-816, New York, 2005. ACM Press. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#KaiGecco04">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/gecco/physics/gecco05/gecco05">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/gecco/physics/gecco05.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/gecco/physics/gecco05.pdf">.pdf</a> ]</p>
<blockquote><p>We use a parallel multi-objective genetic algorithm to drive a search and recons truction spectroscopic analysis of plasma gradients in inertial confinement fusi on (ICF) implosion cores. In previous work, we had shown that our serial multi-o bjective Genetic Algorithm was a good method to solve two-criteria X-ray spectro scopy diagnostics problems. However, this serial version was slow and we therefo re could not incorporate better physics and more criteria to solve larger proble ms and handle larger data sets. In this paper, we develop and use a parallel mul ti-objective genetic algorithm based on a master-slave model to solve three crit eria spectroscopic analysis problems. The algorithm works well in reconciling ex perimental observations with theoretical physics model parameters. In addition, theoretical analysis and experimental results on the parallelized version show g ood scalability with up to 150 processors. This reduces the time for running t he GA from 9.6 hours to 5.9 minutes.</p></blockquote>
</dd>
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<td align="right">[41]</td>
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<dd>Sushil J. Louis, Chris Miles, Nicholas Cole, and John McDonnell. Learning to play like a human: Case injected genetic algorithms for strategic computer gaming. In <em>Proceedings of the second Workshop on Military and Security Applications of Evolutionary Computation, Seattle, WA</em>, pages 6-12, 2005. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisMSAEC05">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/gecco/msaec/abstract/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/gecco/msaec/abstract.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2005/gecco/msaec/abstract.pdf">.pdf</a> ]</p>
<blockquote><p>We use case injected genetic algorithms to learn how to competently play compute r strategy games that involve long range planning across complex dynamics. Imperfect knowledge presented to players requires them adapt their strategies in order to anticipate opponent moves. We focus on the problem of acquiring knowledge learned from human players, in pa rticular we learn general routing information from a human player in the context of a strike force planning game. By incorporating case injection into a genetic algorithm, we show methods for in corporating general knowledge elicited from human players into future plans. In effect allowing the GA to take important strategic elements from human play a nd merging those elements into its own strategic thinking. Results show that with an appropriate representation, case injection is effectiv e at biasing the genetic algorithm toward producing plans that contain important strategic elements used by human players. that contain important strategic elements used by human players.</p></blockquote>
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<td align="right">[42]</td>
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<dd>Sushil J. Louis, Chris Miles, Nicholas Cole, and John McDonnell. Playing to train: Case-injected genetic algorithms for strategic computer gaming. In <em>Proceedings of the first Workshop on Military and Security Applications of Evolutionary Computation, Seattle, WA</em>, pages 6-12, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisMSAEC04">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/gecco/msaec/abstract/">http</a> |<a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/gecco/msaec/abstract.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/gecco/msaec/abstract.pdf">.pdf</a> ]</p>
<blockquote><p>We use case injected genetic algorithms to learn how to competently play computer strategy games that involve long range planning and complex dynamics. Such games inspire, and are inspired by, military training simulations on which trainees spend considerable time honing their skills. By instrumenting the game interface, we unobtrusively acquire knowledge in the form of cases from human experts playing the game and use case-injected genetic algorithms to incorporate this knowledge in evolving competent game players. The games we have focused on have two sides, Blue and Red, and an evolved player can thus serve two purposes. A competent player for Blue serves as a decision aid for a Blue trainee. At the same time, a competent Blue player serves as a training opponent for a Red trainee. Results in the context of a strike force planning game show that with an appropriate representation, case injection is effective at biasing the genetic algorithm towards producing competent plans that contain important strategic elements used by human players.</p></blockquote>
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<dd>Sushil J. Louis and Anil K. Shankar. Context learning can improve user interaction. In <em>Proceedings of the 2004 IEEE International Conference on Information Reuse and Integration (IRI &#8211; 2004), Las Vegas, NV</em>, pages 115-120, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisIRI04">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/iri/iri04/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/iri/iri04.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/iri/iri04.pdf">.pdf</a> ]</p>
<blockquote><p>Current computer applications lack user context and do not learn to use this context to improve user interaction. In this paper we present Sycophant, a context learning calendar application program which learns a mapping from user-related contextual features to application actions. In this preliminary work, Sycophant achieves good accuracy in learning this mapping. In addition, we find that including external context such as the presence or absence of motion and speech provides better performance in learning accurate mappings.</p></blockquote>
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<dd>Chris Miles, Sushil J. Louis, and Rich Drewes. Trap avoidance in strategic computer game playing with case injected genetic algorithms. In <em>Proceedings of the 2004 Genetic and Evolutionary Computing Conference (GECCO 2004), Seattle, WA</em>, pages 1365-1376, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#MilesGecco04">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/gecco/sf/gecco2004/414/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/gecco/sf/gecco2004/414.ps">.ps</a> |<a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/gecco/sf/gecco2004/414.pdf">.pdf</a> ]</p>
<blockquote><p>We use case injected genetic algorithms to learn to competently play computer strategy games. Such games are characterized by player decision in anticipation of opponent moves and imperfect knowledge of game state. Within the broad goal of developing effective and general methods of anticipatory play, this paper investigates anticipation in the context of trap avoidance in an immersive, 3D strike planning game. Case injection allows acquiring player knowledge from experience and incorporating acquired knowledge into future game play. Results show that with an appropriate representation case injection is effective at biasing the genetic algorithm toward producing plans that both avoid traps and carry out the mission effectively.</p></blockquote>
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<dd>Rich Drewes, James Maciokas, Sushil J. Louis, and Philip Goodman. An evolutionary autonomous agent with visual cortex and recurrent spiking columnar neural network. In <em>Proceedings of the 2004 Genetic and Evolutionary Computing Conference (GECCO 2004), Seattle, WA</em>, pages 257-258, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#DrewesGecco04">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/gecco/drewes/recurrent.pdf">.pdf</a> ]</p>
<blockquote><p>Spiking neural networks are computationally more powerful than conventional artificial neural networks. Although this fact should make them especially desirable for use in evolutionary autonomous agent research, several factors have limited their application. This work demonstrates an evolutionary agent with a sizeable recurrent spiking neural network containing a biologically motivated columnar visual cortex. This model is instantiated in spiking neural network simulation software and challenged with a dynamic image recognition and memory task. We use a genetic algorithm to evolve generations of this brain model that instinctively perform progressively better on the task. This early work builds a foundation for determining which features of biological neural networks are important for evolving capable dynamic cognitive agents.</p></blockquote>
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<dd>Chris Miles, Sushil J. Louis, Nicholas Cole, and John McDonnell. Learning to play like a human: Case injected genetic algorithms for strategic computer gaming. In <em>Proceedings of the International Congress on Evolutionary Computation, Portland, Oregon</em>, pages 1441-1448. IEEE Press, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#MilesCec04">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/cec/miles/cec2004/paper/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/cec/miles/cec2004/paper.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/cec/miles/cec2004/paper.pdf">.pdf</a> ]</p>
<blockquote><p>We use case injected genetic algorithms to learn how to competently play computer strategy games. Strategic computer games involve long range planning across complex dynamics and imperfect knowledge presented to players requires them to anticipate opponent moves and adapt their strategies accordingly. In this paper, we address the problem of acquiring knowledge learned from human players, in particular we learn general routing information from a human player in the context of a strike planning game. By incorporating case injection into a genetic algorithm, we show methods for learning general knowledge from human players to incorporate into future plans. Results show that with an appropriate representation, case injection is effective at biasing the genetic algorithm toward producing plans that contain important strategic elements used by human players.</p></blockquote>
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<dd>Nicholas Cole, Sushil J. Louis, and Chris Miles. Using a genetic algorithm to tune first-person shooter bots. In <em>Proceedings of the International Congress on Evolutionary Computation, Portland, Oregon</em>, pages 139-145. IEEE Press, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#ColeCec04">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/cec/cole/paper/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/cec/cole/paper.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2004/cec/cole/paper.pdf">.pdf</a> ]</p>
<blockquote><p>First-person shooter robot controllers (bots) are generally rule-based expert systems written in C/C++. As such, many of the rules are parameterized with values, which are set by the software designer and finalized at compile time. The effectiveness of parameter values is dependent on the knowledge the programmer has about the game. Furthermore, parameters are non-linearly dependent on each other. This paper presents an efficient method for using a genetic algorithm to evolve a set of parameters for bots which play as well as parameters tuned by a human with expert knowledge about the game&#8217;s strategy. This indicates genetic algorithms as being a potentially useful method for tuning bots.</p></blockquote>
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<td align="right">[48]</td>
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<dd>Sushil J. Louis and Gary L. Raines. Genetic algorithm calibration of probabilistic cellular automata for modeling mining permit activity. In <em>Proceedings of the International Confernence on Tools for AI (ICTAI) 2003, Sacramento, CA</em>. IEEE Press, 2003. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisRaines03">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/ictai/ictaiSubmission.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/ictai/ictaiSubmission.pdf">.pdf</a> ]</p>
<blockquote><p>We use a genetic algorithm to calibrate a spatially and temporally resolved cellular automata to model mining activity on public land in Idaho and western Montana. The genetic algorithm searches through a space of transition rule parameters of a two dimensional cellular automata model to find rule parameters that fit observed mining activity data. Previous work by one of the authors in calibrating the cellular automaton took weeks &#8211; the genetic algorithm takes a day and produces rules leading to about the same (or better) fit to observed data. These preliminary results indicate that genetic algorithms are a viable tool in calibrating cellular automata for this application. Experience gained during the calibration of this cellular automata suggests that mineral resource information is a critical factor in the quality of the results. With automated calibration, further refinements of how the mineral-resource information is provided to the cellular automaton will probably improve our model.</p></blockquote>
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<td align="right">[49]</td>
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<dd>Sushil J. Louis. Genetic learning from experience. In <em>Proceedings of the International Congress on Evolutionary Computation, Canberra, Australia</em>. IEEE Press, 2003. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisCEC03">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/cec/adder/adder.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/cec/adder/adder.pdf">.pdf</a> ]</p>
<blockquote><p>This paper describes a technique for combining genetic algorithm with a long term memory of past problems solving attempts to obtain better performance over time on sets of similar design problems. Rather than starting anew on each design, we periodically inject a genetic algorithmï¿½ population with appropriate intermediate design solutions to similar, previously solved problems. Experimental results on a configuration design problem; the design of an adder and circuits similar to adders, demonstrate the performance gains from our approach and show that our system learns to take less time to provide quality solutions to a new design problem as it gains experience from solving other similar design problems. We hope that this simple technique will help in implementing evolutionary computing applications in industry.</p></blockquote>
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<dd>Rich Drewes, Sushil J. Louis, Chris Miles, John McDonnell, and Nick Gizzi. Use of case injection to bias genetic algorithm solution of similar problems. In <em>Proceedings of the International Congress on Evolutionary Computation, Canberra, Australia</em>. IEEE Press, 2003. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#DrewesLouisCEC03">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/cec/CEC2003/ahbm.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/cec/CEC2003/ahbm.pdf">.pdf</a> ]</p>
<blockquote><p>We investigate the use of case injection to bias the results of a genetic algorithm (GA) in two scenarios. First, when the problem we are attempting to bias by case injection is identical to the problem from which the injected cases were gathered. Second, when the problem we are attempting to bias is different (to varying degree) from the problem from which the injected cases were gathered. In the first scenario, we find that injection of cases does lead to preferential convergence to solutions similar to the runs from which the cases are gathered. While previous work on case injected genetic algorithms had shown an improvement in solution quality and time to solution when solving a sequence of similar problems, we believe there has been no prior investigation of using case injection to intentionally alter convergence away from the most fit solution and toward another desired solution. This paper shows that injecting cases into similar problems does in fact bias the GA solutions of those problems. The more similar the injected problem is to the problem from which the cases were gathered, the more marked is the solution bias effect. We find that case injection can still be used to bias GA results even when the problems differ significantly. This technique has application where we wish a GA to derive solutions similar to (for example) known good solutions or human derived solutions, when, because of incomplete modeling information, the numerical formulation of the problem itself and its fitness function do not necessarily contain all information about the problem. This has potential applications in human modeling and in developing quality opponents in gaming applications.</p></blockquote>
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<td align="right">[51]</td>
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<dd>Sushil J. Louis, John McDonnell, Doan Hohmeyer, Lisa Heinsleman, and Andrew Walker. A case study in object oriented modeling, architecting, and designing an enterprise monitoring application. In<em>Proceedings of the International Conference on Software Engineering Research and Practice, Volume II</em>, 2003. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisSERP03">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/serp03/ksa.pdf">.pdf</a> ]</p>
<blockquote><p>We describe the use of object oriented techniques for the specification, architecting, and design of an enterprise monitoring application. Monitoring applications provide situational awareness and monitor aspects of an enterprise&#8217;s activities. Drawing from a wide variety of static and dynamic data sources, they typically allow a user to specify items of interest, and drill down to obtain real-time or near-real time information on such items. Our paper describes the use of standard UML for modeling and the issues in architecting and designing our J2EE framework based application.</p></blockquote>
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<dd>Sushil J. Louis. Learning for evolutionary design. In <em>Proceedings of the 2003 NASA/DoD Conference on Evolvable Hardware, Chicago, USA</em>, pages 17 &#8211; 23, 2003. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisEHC03">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/ehc/ehc.submission/ehc/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/ehc/final.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/ehc/final.pdf">.pdf</a> ]</p>
<blockquote><p>This paper describes a technique for evolving similar solutions to similar configuration design problems. Using the configuration design of combination logic circuits as a testbed, the paper shows that combining genetic algorithms with a case-based memory leads to improved performance on sets of similar design problems. In this approach, rather than starting from scratch on each design, we periodically inject a genetic algorithm&#8217;s population with appropriate partial solutions to similar previously attempted problems. Experimental results on the combinational logic design of parity checkers and adders shows that this system takes less time to provide better quality solutions to new design problems as it gains experience from solving other similar design problems. The designs generated by the combined system also tend to be more similar than those generated by a randomly initialized genetic algorithm.</p></blockquote>
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<dd>Jeff Wallace and Sushil J. Louis. Taming a flood with a t-cup &#8211; designing flood control structures with a genetic algorithm. In <em>Proceedings of the 2003 Genetic and Evolutionary Computing Conference (GECCO 2003), Chicago, Illinois</em>, 2003. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#WallaceLouis03">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/gecco/GeccoFinal//399/tcup.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2003/gecco/GeccoFinal//399/tcup.pdf">.pdf</a> ]</p>
<blockquote><p>This paper describes the use of a genetic algorithm to solve a hydrology design problem &#8211; determining an optimal or near-optimal prescription of Best Management Practices in a Flood-prone watershed. The model has proved capable of discovering design prescriptions that are more cost-effective than existing designs, promising significant financial benefits in a shorter time period. The approach is flexible enough to be applied to any watershed with basic precipitation and soil data</p></blockquote>
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<dd>Sushil J. Louis, John McDonnell, and N. Gizzi. Dynamic strike force asset allocation using genetic algorithms and case-based reasoning. In <em>Proceedings of the Sixth Conference on Systemics, Cybernetics, and Informatics. Orlando</em>, pages 855-861, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisMetmbs">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/metmbs/final">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/metmbs/final.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/metmbs/final.pdf">.pdf</a> ]</p>
<blockquote><p>This paper presents a new approach to the problem of allocating strike force assets in a dynamic targeting environment. We develop a nonlinear programming formulation that encompasses both strike and suppression responsibilities as well as multi-target and multi-threat allocations. Our approach uses a genetic algorithm augmented with a case-based memory, containing population members from past problem solving attempts, to obtain better performance over time on sequences of similar allocation problems. The case-base acts as an associative long-term memory of problem solving experience. Rather than starting with a randomly initialized population on each new allocation problem, we periodically inject a genetic algorithm&#8217;s population with appropriate cases (encoded allocation strategies) from similar, previously solved problems. Using hamming distance as a simple distance (similarity) metric for choosing appropriate cases, our experimental results demonstrate the performance gains from our approach and show that our system learns to take less time to provide quality solutions to new allocation problems as it gains experience from solving other similar allocation problems.</p></blockquote>
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<dd>John McDonnell, Nicholas Gizzi, and Sushil J. Louis. Strike force asset allocation using genetic search. In <em>Proceedings of the International Conference on Artificial Intelligence (IC-AI), Las Vegas, Nevada</em>, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#McDonnellLouis02">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/icai2002/allocation/paper">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/icai2002/allocation/paper.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/icai2002/allocation/paper.pdf">.pdf</a> ]</p>
<blockquote><p>We investigate the problem of allocating strike force assets in a dynamic targetting environment using a genetic algorithm. The nonlinear programming formulation developed in this paper encompasses both strike and suppression responsibilities as well as multi-target and multi-threat allocations. Partitioning the allocation strategy matrix into strike and suppression components results in a more effective search. Results on two constructed problems show that the genetic algorithm quickly and reliably finds optimal or near-optimal allocations.</p></blockquote>
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<td align="right">[56]</td>
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<dd>Kerry Gruber, Jason Baurick, and Sushil J. Louis. Evolution of complex behavoir controllers using genetic algorithms. In <em>Proceedings of the International Conference on Artificial Intelligence (IC-AI), Las Vegas, Nevada</em>, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#GruberLouis02">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/icai2002/robotics/gatorsfinalicai2.doc">http</a> ]</p>
<blockquote><p>Development of robotic controllers for complex behavioral tasks is difficult when the exact nature or complexity of an environment is not known in advance. This paper explores the use of genetic algorithms to evolve neural network controllers that exhibit generalized complex behavior. We compare the performance of the evolved controllers to those developed by human programmers.</p></blockquote>
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<dd>Sushil J. Louis. Genetic learning for combinational logic design. In <em>Proceedings of the GECCO-2002 Workshop on Approximation and Learning in Evolutionary Computation, New York, NY</em>, pages 21-26, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisGECCOWkshp02">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/gecco02Workshop/cigar.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/gecco02Workshop/cigar.pdf">.pdf</a> ]</p>
<blockquote><p>This paper investigates the effect of injection percentage on the performance of a case-injected genetic algorithm for combinational logic design. A case-injected genetic algorithm is a genetic algorithm augmented with a case-based memory of past problem solving atempts which learns to improve performance on sets of similar design problems. In this approach, rather than starting anew on each design, we periodically inject a genetic algorithm&#8217;s population with appropriate intermediate design solutions to similar previously solved problems. Experimental results on a configuration design problem; the design of a parity checker, demonstrate the performance gains from our approach and show that our system learns to take less time to provide quality solutions to a new design problem as it gains experience from solving other similar design problems.</p></blockquote>
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<td align="right">[58]</td>
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<dd>Igor E. Golovkin, Sushil J. Louis, and Roberto C. Mancini. Parallel implementation of niched pareto genetic algorithm code for x-ray plasma spectroscopy. In <em>Proceedings of the World Congress on Computational Intelligence, IEEE Congress on Evolutionary Computation, Honolulu, Hawaii</em>, pages 1820-1824, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#GolovkinLouisCEC02">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/plasma/plasmapareto.doc">http</a> ]</p>
<blockquote><p>X-ray spectroscopy diagnostics have been widely used as a standard technique to determine the temperature and density of astrophysical and laboratory plasmas. We use a Pareto optimal genetic algorithm to drive a search of model parameters that simultaneously produces high-quality fits of spectra and spatially resolved emissivity profiles. We parallelized genetic algorithm to run on a Beowulf machine and achieved linear speed-up. The parallel code allows us to use larger populations resulting in improved reliability.</p></blockquote>
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<dd>Sushil J. Louis. Learning from experience: Case injected genetic algorithm design of combinational logic circuits. In <em>Proceedings of the Fifth International Conference on Adaptive Computing in Design and Manufacturing, Exeter, UK</em>, pages 295-306. Springer-Verlag, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisACDM2002">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2001/acdm/cigar/cigar/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2001/acdm/cigar/cigar.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2001/acdm/cigar/cigar.pdf">.pdf</a> ]</p>
<blockquote><p>This paper presents a new approach to genetic algorithm based design. We use genetic algorithms augmented with a case-based memory of past design problem solving attempts to obtain better performance over time on sets of similar design problems. Rather than starting anew on each design, we periodically inject a genetic algorithm&#8217;s population with appropriate intermediate design solutions to similar, previously solved problems. Experimental results on a configuration design problem; the design of a parity checker circuit, demonstrate the performance gains from our approach and show that our system learns to take less time to provide quality solutions to a new design problem as it gains experience from solving other similar design problems.</p></blockquote>
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<td align="right">[60]</td>
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<dd>Zehang Sun, george Bebis, Xiaojing Yuan, and Sushil J. Louis. Genetic feature subset selection for gender classification. In <em>Proceedings of the IEEE Workshop on Applications of Computer Vision, Orland, Florida</em>. IEEE Press, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#SunLouis2002">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/cvWorkshopIEEE/genderWACV02.pdf">.pdf</a> ]</p>
<blockquote><p>We consider the problem of gender classification from frontal facial images using genetic feature subset selection. We argue that feature selection is an important issue in gender classification and demonstrate that Genetic Algorithms (GA) can select good subsets of features (i.e., features that encode mostly gender information), reducing the classification error. First, Principal Component Analysis (PCA) is used to represent each image as a feature vector (i.e., eigen-features) in a low-dimensional space. Genetic Algorithms (GAs) are then employed to select a subset of features from the low-dimensional representation by disregarding certain eigenvectors that do not seem to encode important gender information. Four different classifiers were compared in this study using genetic feature subset selection: a Bayes classifier, a Neural Network (NN) classifier, a Support Vector Machine (SVM) classifier, and a classifier based on Linear Discriminant Analysis (LDA). Our experimental results show a significant error rate reduction in all cases. The best performance was obtained using the SVM classifier. Using only 8.4% of the features in the complete set, the SVM classifier achieved an error rate of 4.7% from an average error rate of 8.9% using manually selected features.</p></blockquote>
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<td align="right">[61]</td>
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<dd>Zehang Sun, Xiaojing Yuan, George Bebis, and Sushil J. Louis. Neural-network-based gender classification using genetic eigen-feature extraction. In <em>Proceedings of the IEEE International Joint Conference on Neural-Networks</em>. IEEE Press, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#BebisSubset">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2002/ijcnn/genderIJCNN.pdf">.pdf</a> ]</p>
<blockquote><p>We consider the problem of gender classification from frontal facial images using feature selection and neural networks. We argue that feature selection is an important issue in gender classification and we demonstrate that by removing features that do not encode important gender information from the image representation of faces, the error rate can be reduced significantly. Automatic feature subset selection distinguishes the proposed method from previous gender classification approaches. First, Principal Component Analysis (PCA) is used to represent each image as a feature vector (i.e., eigen-features) in a low-dimensional space, spanned by the eigenvectors of the covariance matrix of the training images (i.e., coefficients of the linear expansion). A Genetic Algorithm (GA) is then used to select a subset of features from the low-dimensional representation by removing certain eigenvectors that do not seem to encode important information about gender (e.g., eigenvectors encoding information about glasses). Finally, a Neural Network (NN) is trained to perform gender classification using the selected eigen-feature subset. Experimental results demonstrate a significant improvement in error rate reduction. Using a subset of eigen-features containing only 18% of the features in the complete set, the average NN classification error goes down to 11.3% from an average error rate of 17.7%.</p></blockquote>
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<td align="right">[62]</td>
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<dd>Sushil J. Louis. Learning from experience: Case injected genetic algorithm design of combinational logic circuits. In <em>Proceedings of the Fifth International Conference on Adaptive Computing in Design and Manufacturing, Exeter, UK</em>, pages 295-306. Springer-Verlag, 2002. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisACDM2002">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2001/acdm/cigar/cigar/">http</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2001/acdm/cigar/cigar.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2001/acdm/cigar/cigar.pdf">.pdf</a> ]</p>
<blockquote><p>This paper presents a new approach to genetic algorithm based design. We use genetic algorithms augmented with a case-based memory of past design problem solving attempts to obtain better performance over time on sets of similar design problems. Rather than starting anew on each design, we periodically inject a genetic algorithm&#8217;s population with appropriate intermediate design solutions to similar, previously solved problems. Experimental results on a configuration design problem; the design of a parity checker circuit, demonstrate the performance gains from our approach and show that our system learns to take less time to provide quality solutions to a new design problem as it gains experience from solving other similar design problems.</p></blockquote>
</dd>
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<td align="right">[63]</td>
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<dd>I.E. Golovkin, R. Mancini, S.Louis, Y. Ochi, K. Fujita, I. Niki, H. Nishimura, I. Uschmann, R. Butzbach, E. FÃ¶rster, C. Back, R. Lee, L. Klein, and J. Delettrez. A genetic algorithm search &amp; optimization technique for the spectroscopic determination of gradients in icf cores. In <em>Proceedings of the 12th Topical Conference on Atomic Processes in Plasmas, Reno, NV</em>, 2000. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#GolovkinLouisPlasma00">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2001/physics/atomicProcesses/poster.pdf">.pdf</a> ]</p>
<blockquote><p>X-ray spectroscopy of laser-driven imploded ICF cores has proved to be a powerful diagnostic of spatially-averaged temperature and density plasma conditions at the collapse of ICF implosion experiments. Temperature and density time-histories can be extracted from the analysis of time-resolved X-ray line spectra using the temperature and density sensitivity of line intensities and Stark-broadened line shapes. The next step in the spectroscopy of imploded cores is the bracketing of core plasma gradients as a function of time. To this end, we discuss a method which is based on the self- consistent and simultaneous simulation and analysis of time-resolved X-ray line spectra and X-ray monochromatic images. Abel inversion of X-ray monochromatic images provide line emissivity spatial profiles; this information is critical for the determination of gradients in the core. An efficient computational implementation of this spectroscopic analysis requires a robust search and optimization algorithm that can look for simultaneous, good spectra and emissivity fits as a function of temperature and density gradient functions. In this way we can also study the uniqueness of the solution, the effects of noise in the data, and explore different functional forms for the gradients and their parameterization. In this connection, we present the implementation of a Niched Pareto Genetic Algorithm technique that has proven successful in this analysis. Results are illustrated for several synthetic data cases based on the Ar Heb and Li-like satellites composite spectral feature. We also discuss the application of this technique to the analysis of data recorded in ICF implosion experiments driven with the GECCO XII laser system at Osaka University.</p></blockquote>
</dd>
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<td align="right">[64]</td>
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<dd>I.E. Golovkin, R. Mancini, S.Louis, Y. Ochi, K. Fujita, I. Niki, H. Nishimura, I. Uschmann, R. Butzbach, E. FÃ¶rster, C. Back, R. Lee, L. Klein, and J. Delettrez. A genetic algorithm search &amp; optimization technique for the spectroscopic determination of gradients in icf cores. In <em>Proceedings of the 13th Topical Conference on High Temperature Plasma Diagnostics, Tucson, Arizona</em>, 2000. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#GolovkinLouis2Plasma00">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2001/physics/high-temp/poster.pdf">.pdf</a> ]</p>
<blockquote><p>X-ray spectroscopy of laser-driven imploded ICF cores has proved to be a powerful diagnostic of spatially-averaged temperature and density plasma conditions at the collapse of ICF implosion experiments. Temperature and density time-histories can be extracted from the analysis of time-resolved X-ray line spectra using the temperature and density sensitivity of line intensities and Stark-broadened line shapes. The next step in the spectroscopy of imploded cores is the bracketing of core plasma gradients as a function of time. To this end, we discuss a method which is based on the self- consistent and simultaneous simulation and analysis of time-resolved X-ray line spectra and X-ray monochromatic images. Abel inversion of X-ray monochromatic images provide line emissivity spatial profiles; this information is critical for the determination of gradients in the core. An efficient computational implementation of this spectroscopic analysis requires a robust search and optimization algorithm that can look for simultaneous, good spectra and emissivity fits as a function of temperature and density gradient functions. In this way we can also study the uniqueness of the solution, the effects of noise in the data, and explore different functional forms for the gradients and their parameterization. In this connection, we present the implementation of a Niched Pareto Genetic Algorithm technique that has proven successful in this analysis. Results are illustrated for several synthetic data cases based on the Ar Heb and Li-like satellites composite spectral feature. We also discuss the application of this technique to the analysis of data recorded in ICF implosion experiments driven with the GECCO XII laser system at Osaka University.</p></blockquote>
</dd>
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<td align="right">[65]</td>
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<dd>I.E. Golovkin, R. Mancini, S.Louis, Y. Ochi, K. Fujita, H. Nishimura, R. Butzbach, I. Uschmann, E. FÃ¶rster, R. Lee, and L. Klein. Multi-criteria search and optimization: an application to x-ray plasma spectroscopy. In <em>Proceedings of the 2000 IEEE Congress on Evolutionary Computation, San Diego, California</em>, pages 1521-1526, 2000. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#GolovkinLouisCEC00">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/2000/icec2000/CEC2000-paper.pdf">.pdf</a> ]</p>
<blockquote><p>X-ray spectroscopy diagnostics have been widely used as a standard technique to determine the temperature and density of astrophysical and laboratory plasmas. Traditional techniques have relied on performing an interactive search with a graphical user interface to select theoretical model parameters that best fit the data. We use a Pareto optimal genetic algorithm to drive a search of model parameters that produce high- quality simultaneous fits of spectra and spatially-resolved emissivity profiles. Preliminary results indicate that our Pareto optimal genetic algorithm is able to quickly find physically meaningful solutions.</p></blockquote>
</dd>
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<td align="right">[66]</td>
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<dd>Sushil J. Louis, Xiangying Yin, and Zhen Ya Yuan. Multiple vehicle routing with time windows using genetic algorithms. In <em>Proceedings of the 1999 Congress on Evolutionary Computation, Washington D.C.</em>, pages 1804-1808. IEEE Press, 1999. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisCECvrtpw99">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/cec99/vrtpw/latex/papernew/papernew.html">.html</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/cec99/vrtpw/latex/papernew.ps.gz">.ps.gz</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/cec99/vrtpw/latex/papernew.pdf">.pdf</a> ]</p>
<blockquote><p>We use genetic algorithm to attack the vehicle routing problem with time windows. Previous work has shown that although merge crossover works better than traditional cross operators for this problem, it does poorly on problems with non-random customer locations. In this paper we modify the merge crossover operator to achieve better performance on problems with clustered customer locations. Our algorithm optimally solved three out of six benchmark problems and came within 0.23% of the optimal on the rest.</p></blockquote>
</dd>
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<td align="right">[67]</td>
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<dd>Sushil J. Louis and Yongmian Zhang. A sequential similarity metric for case injected genetic algorithms applied to tsps. In <em>Proceedings of the 1999 Genetic and Evolutionary Computing Conference (GECCO 1999), Orlando, Florida</em>, 1999. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisZhangTSP99">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/gecco99/cbrtsp/memtsp/memtsp.html">.html</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/gecco99/cbrtsp/memtsp.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/gecco99/cbrtsp/memtsp.pdf">.pdf</a> ]</p>
<blockquote><p>We present and use a sequence similarity metric to solve sets of similar problems with case injected genetic algorithms. Rather than starting anew on each problem, we periodically inject a genetic algorithm&#8217;s population with appropriate intermediate solutions to similar, previously solved problems. Using simple syntactic similarity measures, our experimental results from optimizing a series of traveling salesman problems demonstrates the robustness of our approach. Results show that compared to a randomly initialized genetic algorithm, our system learns to take decreasing time to provide better solutions to a new problem as it gains experience from solving other similar problems.</p></blockquote>
</dd>
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<td align="right">[68]</td>
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<dd>Sushil J. Louis and Rilun Tang. Interactive genetic algorithms for the traveling salesman problem. In<em>Proceedings of the 1999 Genetic and Evolutionary Computing Conference (GECCO 1999), Orlando, Florida</em>, 1999. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisTangTSP99">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/gecco99/iga/GECCO/gecco/gecco.html">.html</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/gecco99/iga/GECCO/gecco.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/gecco99/iga/GECCO/gecco.pdf">.pdf</a> ]</p>
<blockquote><p>We use an interactive genetic algorithm to divide and conquer large traveling salesperson problems. Current genetic algorithm approaches are computationally intensive and may not produce acceptable tours within the time available. Instead of applying a genetic algorithm to the entire problem, we let the user interactively decompose a problem into subproblems, let the genetic algorithm separately solve these subproblems and then interactively connect subproblem solutions to get a global tour for the original problem. Our approach significantly reduces the computing time to find high quality solutions for large traveling salesperson problems. We believe that an interactive approach can be extended to other visually decomposable problems.</p></blockquote>
</dd>
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<td align="right">[69]</td>
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<dd>Igor E. Golovkin and Sushil J. Louis. Plasma x-ray spectra analysis using genetic algorithms. In<em>Proceedings of the 1999 Genetic and Evolutionary Computing Conference (GECCO 1999), Orlando, Florida</em>, 1999. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisGolovkin99">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/gecco99/spectra/proceedings/proceedings.html">.html</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/gecco99/spectra/proceedings.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/newpapers/99/gecco99/spectra/proceedings.pdf">.pdf</a> ]</p>
<blockquote><p>X-ray spectroscopic analysis is a powerful tool for plasma diagnostics. We use genetic algorithms to automatically analyze experimental X-ray line spectra and discuss a particular implementation of the genetic algorithm suitable for our problem. Since spectroscopic analysis may be computationally intensive, we also investigate the use of case injected genetic algorithms for quicker analysis of several similar (time resolved) spectra. Preliminary results are promising and genetic algorithms seem to provide a reliable and robust approach for automated analysis of X-ray line spectra.</p></blockquote>
</dd>
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<td align="right">[70]</td>
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<dd>Sushil J. Louis and Gong Li. Augmenting genetic algorithms with memory to solve traveling salesman problems. In Paul P. Wang, editor, <em>Proceedings of the Third Joint Conference on Information Sciences, Duke University</em>, pages 108-111, 1997. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisGongLi97">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/papers/fea/97/fea/fea.html">.html</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/papers/fea/97/fea.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/papers/fea/97/fea.pdf">.pdf</a> ]</p>
<blockquote><p>This paper explores the feasibility of augmenting genetic algorithms with a long term memory. During a genetic algorithm run, we periodically store individuals in a database. When confronted with a new problem, instead of starting from scratch, we inject the solutions to previously solved similar problems (from the database) into the initial population of the genetic algorithm. We evaluate the performance of the genetic algorithm with such a long term memory on a set of benchmark traveling salesman problems. In addition, we compare the performance of these augmented genetic algorithms when trained on traveling salesman problems of varying similarity. Preliminary results indicate that we can always get better performance with injection of previous solutions to similar problems.</p></blockquote>
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<td align="right">[71]</td>
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<dd>Sushil J. Louis and J. Johnson. Solving similar problems using genetic algorithms and case-based memory. In <em>Proceedings of the Seventh International Conference on Genetic Algorithms</em>, pages 283-290. Morgan Kauffman, San Mateo, CA, 1997. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisICGA97">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/papers/icga97/icga97_2/icga97_2.html">.html</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/papers/icga97/icga97_2.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/papers/icga97/icga97_2.pdf">.pdf</a> ]</p>
<blockquote><p>This paper uses genetic algorithms augmented with a case-based memory of past problem solving attempts to obtain better performance over time on sets of similar problems. When confronted with a problem we seed a genetic algorithm&#8217;s initial population with solutions to similar, previously solved problems and the genetic algorithm then adapts its seeded population toward solving the current problem. We address the issue of selecting “appropriate” cases for injection and introduce a methodology for solving similar problems using genetic algorithms combined with case-based memory. Combinational circuit design serves as a structured testbed and provides insight that is used to validate the feasibility of our approach on other problems. Results indicate that seeding a small percentage of the population with “appropriate” cases improves performance on similar problems and that the combined system usually takes less time to provide a solution to a new problem as it gains experience (memory) from solving other similar problems.</p></blockquote>
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<td align="right">[72]</td>
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<dd>Sushil J. Louis, Fang Zhao, and Xiaogang Zeng. Using parallel genetic algorithms for predicting flaw characteristics in 2-dimensional plates. In <em>Book Chapter in Evolutionary Algorithms in Engineering Applications</em>. Springer-Verlag, 1997. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#FlawDetection">bib</a> ]</dd>
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<td align="right">[73]</td>
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<dd>Tom Andrews and Sushil J. Louis. Predicting user commands. In <em>Proceedings of the ISCA 11th International Conference on Computers and Their Applications.</em>, pages 1 &#8211; 5, Raleigh, NC, USA, 1996. International Society for Computers and Their Applications. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#commandPrediction">bib</a> ]</dd>
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<td align="right">[74]</td>
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<dd>Zhijie Xu and Sushil J. Louis. Genetic algorithms for open shop scheduling and re-scheduling. In<em>Proceedings of the ISCA 11th International Conference on Computers and Their Applications.</em>, pages 99-102, Raleigh, NC, USA, 1996. International Society for Computers and Their Applications. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#ossp">bib</a> |<a href="http://www.cs.unr.edu/~sushil/pubs/papers/isca/isca_sf96/ossp.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/papers/isca/isca_sf96/ossp.pdf">.pdf</a> ]</p>
<blockquote><p>We combine genetic algorithms and case-based reasoning principles to find optimally directed solutions to open shop scheduling and open shop re-scheduling problems. Appropriate solutions to open shop scheduling problems are injected into the genetic algorithm&#8217;s population to speed up and augment genetic search on a related open shop re-scheduling problem. Preliminary results indicate that the combined genetic algorithm &#8211; case-based reasoning system quickly finds better solutions than the genetic algorithm alone.</p></blockquote>
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<td align="right">[75]</td>
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<dd>Fang Zhao, Sushil J. Louis, and Xiaogang Zeng. A genetic algorithm for inverse problems of flaw detection. In <em>Proceedings of the Fourth Golden West International Conference on Intelligent Systems</em>, 1995. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#gwics95">bib</a> ]</dd>
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<td align="right">[76]</td>
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<dd>Sushil J. Louis, Li Li, and Serdar Ozalaybey. Genetic algorithms for seismic travel-time inversion. In<em>Proceedings of the ISCA Conference on Engineering and Medical Applications</em>, Raleigh, NC, USA, 1995. International Society for Computers and Their Applications. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#LouisSeismic1995">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/sushil_seismo.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/sushil_seismo.pdf">.pdf</a> ]</p>
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<td align="right">[77]</td>
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<dd>Sushil J. Louis and Fang Zhao. Incorporating problem specific information in genetic algorithms. In<em>Proceedings of the 1994 Florida AI Research Symposium</em>, pages 118-123, 1994. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#flairs94">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/flairs94/flairs2.pdf">.pdf</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/conference/flairs94/flairs2.pdf">.pdf</a> ]</p>
<blockquote><p>This paper describes an approach to incorporating domain knowledge into genetic algorithm search. WE use genetic algorithms to attack system configuration design problems; specifically, the structural design and optimization of trusses. Since there exists a large amount of domain knowledge on this problem we describe the incorporation of this knowledge for guiding genetic search. We outline the problem, the heuristics used, and the encoding of the problem in light of available domain knowledge. Preliminary results point toward the effectiveness of combining genetic algorithms with knowledge-based systems.</p></blockquote>
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<td align="right">[78]</td>
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<dd>Sushil J. Louis and Gregory J. E. Rawlins. Pareto optimality, ga-easiness and deception. In<em>Proceedings of the Fifth International Conference on Genetic Algorithms</em>, pages 118-123. Morgan Kauffman, San Mateo, CA, 1993. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#easy">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/pspapers/icga93.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/pspapers/icga93.pdf">.pdf</a> ]</p>
<blockquote><p>This paper defines a class of spaces which are easy for genetic algorithms and hard for stochastic hill-climbers. These spaces require genetic recombination for successful search and are partially deceptive. Problems where tradeoffs need to be made subsume spaces with these properties. Preliminary results comparing a genetic algorithm without crossover against one with two-point crossover support these claims. Further we show how a genetic algorithm using pareto optimality for selection, outperforms both. These results provide insight into the kind of spaces where recombination is necessary suggesting further study of properties of such spaces, and what it means to be GA-easy and hill-climbing hard.</p></blockquote>
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<td align="right">[79]</td>
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<dd>Sushil J. Louis and Gregory J. E. Rawlins. Syntactic analysis of convergence in genetic algorithms. In L. Darrel Whitley, editor, <em>Foundations of Genetic Algorithms &#8211; 2</em>, pages 141-152. Morgan Kauffman, San Mateo, CA, 1993. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#convergepaper">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/pspapers/foga2.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/pspapers/foga.pdf">.pdf</a> ]</p>
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<td align="right">[80]</td>
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<dd>Sushil J. Louis and Gregory J. E. Rawlins. Designer genetic algorithms: Genetic algorithms in structure design. In <em>Proceedings of the Fourth International Conference on Genetic Algorithms</em>, pages 53-60. Morgan Kauffman, San Mateo, CA, 1991. [ <a href="http://www.cse.unr.edu/~sushil/pubs/conf_bib.html#dga">bib</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/pspapers/icga91.ps">.ps</a> | <a href="http://www.cs.unr.edu/~sushil/pubs/pspapers/icga91.pdf">.pdf</a> ]</dd>
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		<title>Book Chapters</title>
		<link>http://ecsl.cse.unr.edu/?p=19</link>
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		<pubDate>Fri, 15 Apr 2011 18:53:36 +0000</pubDate>
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				<category><![CDATA[Book Chapters]]></category>

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		<description><![CDATA[[1] Louis S. and Kendall G. In Proceedings of the 2006 Symposium on Computational Intelligence and Games, page 280, NY, NY, 2006. IEEE. [ bib ] [2] Judy Johnson and Sushil J. Louis. Case-initialized genetic algorithms for knowledge extraction and &#8230; <a href="http://ecsl.cse.unr.edu/?p=19">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
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<td align="right">[<a name="Louis06">1</a>]</td>
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<dd>Louis S. and Kendall G. In <em>Proceedings of the 2006 Symposium on Computational Intelligence and Games</em>, page 280, NY, NY, 2006. IEEE. [ <a href="http://www.cse.unr.edu/~sushil/pubs/book_bib.html#Louis06">bib</a> ]</p>
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<dd>Judy Johnson and Sushil J. Louis. Case-initialized genetic algorithms for knowledge extraction and incorporation. In <em>Knowledge Incorporation in Evolutionary Computation</em>, pages 57-80, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/book_bib.html#Johnson04">bib</a> |<a href="http://www.cse.unr.edu/~sushil/pubs/newpapers/2004/JinBook/chapter.ps">.ps</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/newpapers/2004/JinBook/chapter.pdf">.pdf</a> ]</p>
<blockquote><p>This paper investigates case-initialized genetic algorithms for extracting knowledge from past problem solving to solve subsequent problems. We develop a test problem class with similar solutions and the genetic algorithm is run for randomly chosen problems from the class. As the algorithm runs on a particular problem, solution strings are stored in a case-base and on subsequent problems, solutions from the case-base are used to initialize the population of a genetic algorithm. We investigate the effect of selection strategy and choice of appropriate cases for injection. Scaled roulette and scaled elitist selection both show improvement over a randomly initialized GA and elitist selection performs better than roulette. Over 50 problems the case-initialized genetic algorithm system shows a statistically significant decrease in the time taken to the best solution and solutions are of higher fitness. Several strategies for choosing cases from the case base for injection all provide measurable improvement over random initialization.</p></blockquote>
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<td align="right">[<a name="Mancini04">3</a>]</td>
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<dd>R.C. Mancini, S.J. Louis, I.E. Golovkin, L.A. Welser, Y. Ochi, H. Nishimura, J.A. Koch, R.W. Lee, J.A. Delettrez, F.J. Marshall, and L. Klein. Multi-objective spectroscopic data analysis of inertial confinement fusion implosion cores: Plasma gradient determination. In <em>Applications of Multi-Objective Evolutionary Algorithms</em>, pages 341-361, 2004. [ <a href="http://www.cse.unr.edu/~sushil/pubs/book_bib.html#Mancini04">bib</a> | <a href="http://www.cse.unr.edu/~sushil/pubs/newpapers/2004/paretoBook/gradients.pdf">.pdf</a> ]</p>
<blockquote><p>We report on a spectroscopic method for the characterization of the spatial structure of inertial confinement fusion implosion cores based on the self-consistent analysis of simultaneous narrow-band X-ray images and X-ray line spectra. The method performs a search in multi-dimensional parameter space for the temperature and density gradients that simultaneously yield the best fits to narrow-band spatial emissivity profiles obtained from X-ray images, and spectral line shapes recorded with crystal spectrometers. A multi-objective Niched Pareto Genetic Algorithm (NPGA) was developed to efficiently implement the multi-criteria data analysis. The availability of the NPGA is critical for the practical implementation of this analysis method, since NPGA-driven searches in parameter space typically find suitable solutions in approximately 105 evaluations of the spectral model out of a total of 1018 possible cases (i.e. size of the parameter space). Furthermore, analysis of solutions on the Pareto front permits us to address the issue of uniqueness of the solution and the uncertainty of the optimal solution. The performance of the NPGA is illustrated with spectroscopic data recorded in a series of stable and spherically symmetric implosion experiments where argon doped deuterium-filled plastic shells were driven with the GEKKO XII (Institute of Laser Engineering, Japan) and OMEGA (Laboratory for Laser Energetics, USA) laser systems. This measurement is relevant for understanding the spectral formation and plasma dynamics associated with the implosion process. In addition, since the results are independent of hydrodynamic simulations they are important for the verification and benchmarking of detailed hydrodynamic simulations of high-energy-density plasmas.</p></blockquote>
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<dd>Sushil J. Louis, Fang Zhao, and Xiaogang Zeng. Using parallel genetic algorithms for predicting flaw characteristics in 2-dimensional plates. In <em>Book Chapter in Evolutionary Algorithms in Engineering Applications. Springer-Verlag</em>, 1997. [ <a href="http://www.cse.unr.edu/~sushil/pubs/book_bib.html#Louis97">bib</a> ]</dd>
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