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

SYNOPSIS
        use AI::Genetic;
        my $ga = new AI::Genetic(
            -fitness    => sub { rand },
            -type       => 'bitvector',
            -population => 500,
            -crossover  => 0.9,
            -mutation   => 0.01,
            -terminate  => sub { rand > 0.5 },
           );
         $ga->init(10);
         $ga->evolve('rouletteTwoPoint', 100);
         print "Best score = ", $ga->getFittest->score, ".\n";

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

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

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

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

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

    1. Selection
        Here the performance of all the individuals is evaluated based on
        the fitness function, and each is given a specific fitness value.
        The higher the value, the bigger the chance of an individual passing
        its genes on in future generations through mating (crossover).

    2. Crossover
        Here, individuals selected are randomly paired up for crossover (aka
        *sexual reproduction*). This is further controlled by the crossover
        rate specified and may result in a new offspring individual that
        contains genes common to both parents. New individuals are injected
        into the current population.

    3. Mutation
        In this step, each individual is given the chance to mutate based on
        the mutation probability specified. If an individual is to mutate,
        each of its genes is given the chance to randomly switch its value
        to some other state.

CLASS METHODS
    Here are the public methods.

    *$ga*->new(*options*)
        This is the constructor. It accepts options in the form of
        hash-value pairs. These are:

        -population
                This defines the size of the population, i.e. how many
                individuals to simultaneously exist at each generation.
                Defaults to 100.

        -crossover
                This defines the crossover rate. Defaults to 0.95.

        -mutation
                This defines the mutation rate. Defaults to 0.05.

        *-fitness*
                This defines a fitness function. It expects a reference to a
                subroutine. More details are given in the section on
                "FITNESS FUNCTION".

        *-type* This defines the type of the genome. Currently, AI::Genetic
                supports only three types:

                *bitvector*
                    Individuals of this type have genes that are bits. Each
                    gene can be in one of two possible states, on or off.

                *listvector*
                    Each gene of a listvector individual can assume one
                    string value from a specified list of possible string
                    values.

                *rangevector*
                    Each gene of a rangevector individual can assume one
                    integer value from a range of possible integer values.
                    Note that only integers are supported. The user can
                    always transform any desired fractional values by
                    multiplying and dividing by an appropriate power of 10.

                Defaults to *bitvector*.

        *-terminate*
                This option allows the definition of a termination
                subroutine. It expects a subroutine reference. This sub will
                be called at the end of each generation with one argument:
                the AI::Genetic object. Evolution terminates if the sub
                returns a true value.

    *$ga*->createStrategy(*strategy_name*, *sub_ref*)
        This method allows the creation of a custom-made strategy to be used
        during evolution. It expects a unique strategy name, and a
        subroutine reference as arguments. The subroutine will be called
        with one argument: the AI::Genetic object. It is expected to alter
        the population at each generation. See the section on "STRATEGIES"
        for more information.

    *$ga*->init(*initArgs*)
        This method initializes the population with random individuals. It
        MUST be called before any call to *evolve()* or *inject()*. As a
        side effect, any already existing individuals in the population are
        deleted. It expects one argument, which depends on the type of
        individuals:

        o   For bitvectors, the argument is simply the length of the
            bitvector.

                $ga->init(10);

            this initializes a population where each individual has 10
            genes.

        o   For listvectors, the argument is an anonymous list of lists. The
            number of sub-lists is equal to the number of genes of each
            individual. Each sub-list defines the possible string values
            that the corresponding gene can assume.

                $ga->init([
                           [qw/red blue green/],
                           [qw/big medium small/],
                           [qw/very_fat fat fit thin very_thin/],
                          ]);

            this initializes a population where each individual has 3 genes,
            and each gene can assume one of the given values.

        o   For rangevectors, the argument is an anonymous list of lists.
            The number of sub-lists is equal to the number of genes of each
            individual. Each sub-list defines the minimum and maximum
            integer values that the corresponding gene can assume.

                $ga->init([
                           [1, 5],
                           [0, 20],
                           [4, 9],
                          ]);

            this initializes a population where each individual has 3 genes,
            and each gene can assume an integer within the corresponding
            range.

    *$ga*->inject(*N*, ?*args*?)
        This method can be used to add more individuals to the population.
        New individuals can be randomly generated, or be explicitly
        specified. The first argument specifies the number, *N*, of new
        individuals to add. This can be followed by at most *N* arguments,
        each of which is an anonymous list that specifies the genome of a
        single individual to add. If the number of genomes given, *n*, is
        less than *N*, then *N* - *n* random individuals are added for a
        total of *N* new individuals. Random individuals are generated using
        the same arguments passed to the *init()* method. For example:

          $ga->inject(5,
                      [qw/red big thin/],
                      [qw/blue small fat/],
                     );

        this adds 5 new individuals, 2 with the specified genetic coding,
        and 3 randomly generated.

    *$ga*->evolve(*strategy*, ?*num_generations*?)
        This method causes the GA to evolve the population using the
        specified strategy. A strategy name has to be specified as the first
        argument. The second argument is optional and specifies the number
        of generations to evolve. It defaults to 1. See the section on
        "STRATEGIES" for more information on the default strategies.

        Each generation consists of the following steps:

        o   The population is sorted according to the individuals'
            fitnesses.

        o   The subroutine corresponding to the named strategy is called
            with one argument, the AI::Genetic object. This subroutine is
            expected to alter the object itself.

        o   If a termination subroutine is given, it is executed and the
            return value is checked. Evolution terminates if this sub
            returns a true value.

    *$ga*->getFittest(?*N*?)
        This returns the *N* fittest individuals. If not specified, *N*
        defaults to 1. As a side effect, it sorts the population by fitness
        score. The actual AI::Genetic::Individual objects are returned. You
        can use the "genes()" and "score()" methods to get the genes and the
        scores of the individuals. Please check the AI::Genetic::Individual
        manpage for details.

    *$ga*->sortPopulation
        This method sorts the population according to fitness function. The
        results are cached for speed.

    *$ga*->sortIndividuals(?[*ListOfIndividuals*]?)
        Given an anonymous list of individuals, this method sorts them
        according to fitness, returning an anonymous list of the sorted
        individuals.

    *$ga*->people()
        Returns an anonymous list of individuals of the current population.
        IMPORTANT: the actual array reference used by the AI::Genetic object
        is returned, so any changes to it will be reflected in *$ga*.

    *$ga*->size(?*newSize*?)
        This method is used to query and set the population size.

    *$ga*->crossProb(?*newProb*?)
        This method is used to query and set the crossover rate.

    *$ga*->mutProb(?*newProb*?)
        This method is used to query and set the mutation rate.

    *$ga*->indType()
        This method returns the type of individual: *bitvector*,
        *listvector*, or *rangevector*.

    *$ga*->generation()
        This method returns the current generation.

FITNESS FUNCTION
    Very quickly you will realize that properly defining the fitness
    function is the most important aspect of a GA. Most of the time that a
    genetic algorithm takes to run is spent in running the fitness function
    for each separate individual to get its fitness. AI::Genetic tries to
    minimize this time by caching the fitness result for each individual.
    But, you should spend a lot of time optimizing your fitness function to
    achieve decent run times.

    The fitness function should expect only one argument, an anonymous list
    of genes, corresponding to the individual being analyzed. It is expected
    to return a number which defines the fitness score of the said
    individual. The higher the score, the more fit the individual, the more
    the chance it has to be chosen for crossover.

STRATEGIES
    AI::Genetic comes with 9 predefined strategies. These are:

    rouletteSinglePoint
        This strategy implements roulette-wheel selection and single-point
        crossover.

    rouletteTwoPoint
        This strategy implements roulette-wheel selection and two-point
        crossover.

    rouletteUniform
        This strategy implements roulette-wheel selection and uniform
        crossover.

    tournamentSinglePoint
        This strategy implements tournament selection and single-point
        crossover.

    tournamentTwoPoint
        This strategy implements tournament selection and two-point
        crossover.

    tournamentUniform
        This strategy implements tournament selection and uniform crossover.

    randomSinglePoint
        This strategy implements random selection and single-point
        crossover.

    randomTwoPoint
        This strategy implements random selection and two-point crossover.

    randomUniform
        This strategy implements random selection and uniform crossover.

    More detail on these strategies and how to call them in your own custom
    strategies can be found in the AI::Genetic::OpSelection manpage, the
    AI::Genetic::OpCrossover manpage and the AI::Genetic::OpMutation
    manpage.

    You can use the functions defined in the above modules in your own
    custom-made strategy. Consult their manpages for more info. A
    custom-made strategy can be defined using the *strategy()* method and is
    called at the beginning of each generation. The only argument to it is
    the AI::Genetic object itself. Note that the population at this point is
    sorted accoring to each individual's fitness score. It is expected that
    the strategy sub will modify the population stored in the AI::Genetic
    object. Here's the pseudo-code of events:

        for (1 .. num_generations) {
          sort population;
          call strategy_sub;
          if (termination_sub exists) {
            call termination_sub;
            last if returned true value;
          }
        }

A NOTE ON SPEED/EFFICIENCY
    Genetic algorithms are inherently slow. Perl can be pretty fast, but
    will never reach the speed of optimized C code (at least my Perl coding
    will not). I wrote AI::Genetic mainly for my own learning experience,
    but still tried to optimize it as much as I can while trying to keep it
    as flexible as possible.

    To do that, I resorted to some well-known tricks like passing a
    reference of a long list instead of the list itself (for example, when
    calling the fitness function, a reference of the gene list is passed),
    and caching fitness scores (if you try to evaluate the fitness of the
    same individual more than once, then the fitness function will not be
    called, and the cached result is returned).

    To help speed up your run times, you should pay special attention to the
    design of your fitness function since this will be called once for each
    unique individual in each generation. If you can shave off a few clock
    cycles here and there, then it will be greatly magnified in the total
    run time.

BUGS
    I have tested this module quite a bit, and even used it to solve a
    work-related problem successfully. But, if you think you found a bug
    then please let me know, and I promise to look at it.

    Also, if you have any requests, comments or suggestions, then feel free
    to email me.

INSTALLATION
    Either the usual:

        perl Makefile.PL
        make
        make install

    or just stick it somewhere in @INC where perl can find it. It is in pure
    Perl.

AUTHOR & CREDITS
    Written by Ala Qumsieh *aqumsieh@cpan.org*.

    Special thanks go to John D. Porter and Oliver Smith for stimulating
    discussions and great suggestions. Daniel Martin and Ivan Tubert-Brohman
    uncovered various bugs and for this I'm grateful.

COPYRIGHTS
    (c) 2003-2005 Ala Qumsieh. All rights reserved. This module is
    distributed under the same terms as Perl itself.