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https://github.com/rubenjgarcia/genetical
An implementation of Genetics Algorithms for Node JS
https://github.com/rubenjgarcia/genetical
Last synced: 1 day ago
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An implementation of Genetics Algorithms for Node JS
- Host: GitHub
- URL: https://github.com/rubenjgarcia/genetical
- Owner: rubenjgarcia
- License: mit
- Created: 2015-05-21T08:16:51.000Z (over 9 years ago)
- Default Branch: master
- Last Pushed: 2018-04-12T12:21:03.000Z (over 6 years ago)
- Last Synced: 2024-10-12T21:20:44.335Z (about 1 month ago)
- Language: JavaScript
- Homepage:
- Size: 24.4 KB
- Stars: 12
- Watchers: 5
- Forks: 2
- Open Issues: 1
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
# genetical
An implementation of Genetics Algorithms for Node JS## Install
You can install using Node Package Manager (npm):
npm install genetical
## Usage
First you need to create a new Genetical object
```javascript
var Genetical = require('genetical');var options = {
populationSize: 100,
populationFactory: populationFactory,
terminationCondition: terminationCondition,
fitnessEvaluator: fitnessEvaluator,
natural: false,
selectionStrategy: Genetical.ROULETTEWHEELSELECTION,
evolutionOptions: {
crossover: crossover,
crossoverPoints: 1,
mutate: mutate,
mutationProbability : 0.02
},
islandOptions: {
islands: 2,
migration: 0.1,
epoch: 10
},
elitism: 0.05,
seed: 2
};var ga = new Genetical(options);
````You must define several options:
* populationSize: (required if you don't provide an initial population in solve method or if you use islands) This is the initial population that will be created
* populationFactory: (required if you don't provide an initial population in solve method or if you use islands) A function to create the population: `function populationFactory(populationLength, populationSize, randomGenerator, callback)`
* populationLength: Actual population
* populationSize: Population size passed in options
* randomGenerator: Random generator for generate numbers. For more information see https://github.com/cslarsen/mersenne-twister
* callback: Callback function to pass created population. First argument is `errors` and second argument is `candidate`. You can pass a single candidate or an array of candidates
* terminationCondition: (required) A function who is called in every iteration before evolve the population. Must return a boolean to indicate if the algorithm must stop or must continue. It receives as a parameter an object `stats` that has the next information:
* dataSet: The scores dataset
* dataSetSize: The dataset size
* total: Total sum of scores
* product: Total product of scores
* reciprocalSum: Total reciprocal sum of scores ( 1 / score)
* minimum: Minimun score
* maximum: Maximun score
* bestCandidate: Best candidate
* bestScore: Best score
* mean: Arithmetic mean
* standardDeviaton: Standard deviation of the scores
* generation: Actual generation
* time: Seconds since start
* fitnessEvaluator: (required) A function to evaluate the candidates: `function fitnessEvaluator(candidate, callback)`
* candidate: The candidate to evaluate
* callback: Callback function to pass evaluated score. First argument is `errors` and second argument is the candidate`score`
* natural: (optional, default: `true`) If `true` the candidates with higher scores are better. If `false` the candidates with lower scores are better
* evolutionStrategy: (optional, default: `[Genetical.CROSSOVER, Genetical.MUTATION]`) Evolution strategy or strategies to use. You can choose between `Genetical.CROSSOVER` or `Genetical.MUTATION`
* selectionStrategy: (optional, default: `Genetical.ROULETTEWHEELSELECTION`) You can choose between `Genetical.ROULETTEWHEELSELECTION`, `Genetical.STOCHASTICUNIVERSALSAMPLING`, `Genetical.RANK`, `Genetical.TOURNAMENT` or `Genetical.SIGMASCALING`
* ROULETTEWHEELSELECTION: More info here http://en.wikipedia.org/wiki/Fitness_proportionate_selection
* STOCHASTICUNIVERSALSAMPLING: More info here http://en.wikipedia.org/wiki/Stochastic_universal_sampling
* RANK: More info here http://en.wikipedia.org/wiki/Reward-based_selection
* TOURNAMENT: More info here http://en.wikipedia.org/wiki/Tournament_selection If you choose this strategy you must define selectionStrategyOptions.tournamentSelection with a value higher than 0.5. That is the posibility that the fitter candidate will be chosen
* SIGMASCALING: I've couldn't find any article in wikipedia, sorry
* evolutionOptions.crossover: (required if choose `Genetical.CROSSOVER` as evolutionStrategy) A function to do the crossover: `function crossover(parent1, parent2, points, randomGenerator, callback)`
* parent1: The first parent
* parent2: The second parent
* points: Crossover points
* randomGenerator: Random generator for generate numbers. For more information see https://github.com/cslarsen/mersenne-twister
* callback: Callback function to pass children. It takes as an argument a child or a children array
* evolutionOptions.crossoverPoints: (optional, default: 1) Crossover points to use in the crossover function
* evolutionOptions.mutate: (required if choose `Genetical.MUTATION` as evolutionStrategy) A function to do the gen candidate mutation: `function mutate(candidate, mutationProbability, randomGenerator, callback)`
* candidate: The candidate to mutate
* mutationProbability: The mutation probability
* randomGenerator: Random generator for generate numbers. For more information see https://github.com/cslarsen/mersenne-twister
* callback: Callback function to pass the candidate
* evolutionOptions.mutationProbability: (required) The mutation probability
* elitism: (optional, default: 0) Percentage of population with the best scores that will remain unchanged in the next generation . More info here http://en.wikipedia.org/wiki/Genetic_algorithm#Elitism
* islandOptions: (optional) You can evolve 'islands'. Every island has a population and this population migrates to another island to mix with its population
* islands: (required) Number of islands to evolve
* migration: (required) Percentage of population that migrate to another island
* epoch: (required) Number of generations before a migration occurs
* seed: If you want a repeatable random sequence provide a seedTo solve the algorithm use the solve function
```javascript
ga.solve(initialPopulation, function (bestCandidate, generation) {
console.log('Best Candidate', bestCandidate, 'Generation', generation);
});
````You can pass an initial population before callback if you're not using islands
## Events
You can subscribe to these events:
* initial population created: It pass the initial population as argument once is generated
* population evaluated: It pass the population every time is evaluated by the fitness evaluator
* stats updated: It pass the stats every time the stats are updated, after evaluate the initital population and after every time the population is evaluated once is evolved
* error: It pass the error when an error is thrown```javascript
ga.on('stats updated', function (stats) {
console.log('stats updated', stats);
});
````## Examples
You can see an example in `test/stringTest.js`. The goal is to evolve a population of randomly-generated strings until at least one matches a specified target string. You can pass a string as an argument, if not the string will be `HELLO WORLD`
Another example is in `test/combinationExample.js`. The goal is minimizing the value of function f (x) = ((a + 2b + 3c + 4d) - 30)