Roulette Selection in Genetic Algorithms
Can anyone provide some pseudo code for a roulette selection function? How would I implement this:

I don't really understand how to read this math notation. I never took any probability or statistics.
genetic-algorithm evolutionary-algorithm roulette-wheel-selection
add a comment |
Can anyone provide some pseudo code for a roulette selection function? How would I implement this:

I don't really understand how to read this math notation. I never took any probability or statistics.
genetic-algorithm evolutionary-algorithm roulette-wheel-selection
3
The denominator is just a sum : SUM(f_j for j=1 upto N). This just says that the probability p_i of choosing item i is just its fitness f_i over the sum of all fitnesses.
– rampion
May 16 '09 at 16:56
1
@rampion: thanks. this kind of notation makes my head spin but I had guessed correctly and your explanation confirmed it :)
– jkp
Dec 23 '10 at 10:37
does anyone know if the above formula is valid even when the f_i values (ie. fitness values) are negative?
– mkuse
Jan 4 '13 at 7:05
obviously not valid if you have negative fitness value. Your sum could be zero when you have both positive and negative.
– fangmobile.com
May 3 '15 at 5:49
add a comment |
Can anyone provide some pseudo code for a roulette selection function? How would I implement this:

I don't really understand how to read this math notation. I never took any probability or statistics.
genetic-algorithm evolutionary-algorithm roulette-wheel-selection
Can anyone provide some pseudo code for a roulette selection function? How would I implement this:

I don't really understand how to read this math notation. I never took any probability or statistics.
genetic-algorithm evolutionary-algorithm roulette-wheel-selection
genetic-algorithm evolutionary-algorithm roulette-wheel-selection
edited Feb 8 '17 at 14:08
Community♦
11
11
asked Oct 7 '08 at 4:56
Sam McAfeeSam McAfee
5,717134963
5,717134963
3
The denominator is just a sum : SUM(f_j for j=1 upto N). This just says that the probability p_i of choosing item i is just its fitness f_i over the sum of all fitnesses.
– rampion
May 16 '09 at 16:56
1
@rampion: thanks. this kind of notation makes my head spin but I had guessed correctly and your explanation confirmed it :)
– jkp
Dec 23 '10 at 10:37
does anyone know if the above formula is valid even when the f_i values (ie. fitness values) are negative?
– mkuse
Jan 4 '13 at 7:05
obviously not valid if you have negative fitness value. Your sum could be zero when you have both positive and negative.
– fangmobile.com
May 3 '15 at 5:49
add a comment |
3
The denominator is just a sum : SUM(f_j for j=1 upto N). This just says that the probability p_i of choosing item i is just its fitness f_i over the sum of all fitnesses.
– rampion
May 16 '09 at 16:56
1
@rampion: thanks. this kind of notation makes my head spin but I had guessed correctly and your explanation confirmed it :)
– jkp
Dec 23 '10 at 10:37
does anyone know if the above formula is valid even when the f_i values (ie. fitness values) are negative?
– mkuse
Jan 4 '13 at 7:05
obviously not valid if you have negative fitness value. Your sum could be zero when you have both positive and negative.
– fangmobile.com
May 3 '15 at 5:49
3
3
The denominator is just a sum : SUM(f_j for j=1 upto N). This just says that the probability p_i of choosing item i is just its fitness f_i over the sum of all fitnesses.
– rampion
May 16 '09 at 16:56
The denominator is just a sum : SUM(f_j for j=1 upto N). This just says that the probability p_i of choosing item i is just its fitness f_i over the sum of all fitnesses.
– rampion
May 16 '09 at 16:56
1
1
@rampion: thanks. this kind of notation makes my head spin but I had guessed correctly and your explanation confirmed it :)
– jkp
Dec 23 '10 at 10:37
@rampion: thanks. this kind of notation makes my head spin but I had guessed correctly and your explanation confirmed it :)
– jkp
Dec 23 '10 at 10:37
does anyone know if the above formula is valid even when the f_i values (ie. fitness values) are negative?
– mkuse
Jan 4 '13 at 7:05
does anyone know if the above formula is valid even when the f_i values (ie. fitness values) are negative?
– mkuse
Jan 4 '13 at 7:05
obviously not valid if you have negative fitness value. Your sum could be zero when you have both positive and negative.
– fangmobile.com
May 3 '15 at 5:49
obviously not valid if you have negative fitness value. Your sum could be zero when you have both positive and negative.
– fangmobile.com
May 3 '15 at 5:49
add a comment |
13 Answers
13
active
oldest
votes
It's been a few years since i've done this myself, however the following pseudo code was found easily enough on google.
for all members of population
sum += fitness of this individual
end for
for all members of population
probability = sum of probabilities + (fitness / sum)
sum of probabilities += probability
end for
loop until new population is full
do this twice
number = Random between 0 and 1
for all members of population
if number > probability but less than next probability
then you have been selected
end for
end
create offspring
end loop
The site where this came from can be found here if you need further details.
2
You may be able to make this more efficient by doing a binary search on the probability array (rather than an iterative search).
– rampion
May 16 '09 at 16:54
9
Please note that this algorithm will not function as expected for minimization problems. It is a common problem with the Roulette Selection (fitness proportionate selection).
– gpampara
Feb 13 '10 at 6:45
1
Fitness score should be assigned in a way such that higher score is always more favourable. For minimization problems, the invert is usually taken. For example, to minimize the sum of x and y, a fitness function could be written asfitness = 1 / (x + y).
– user1032613
Feb 4 '13 at 22:26
1
@JarodElliott I might be missing something, but that psuedocode doesn't look correct. The later values inprobabilitycould well be greater than1and will therefore never be selected..numbershould benumber = (Random between 0 and 1) * sum of probabilitiesshouldn't it?
– user1520427
May 20 '13 at 0:10
4
@Jarod Elliott do the population fitnesses need to be sorted in this example?
– CatsLoveJazz
Jun 22 '16 at 14:47
|
show 4 more comments
Lots of correct solutions already, but I think this code is clearer.
def select(fs):
p = random.uniform(0, sum(fs))
for i, f in enumerate(fs):
if p <= 0:
break
p -= f
return i
In addition, if you accumulate the fs, you can produce a more efficient solution.
cfs = [sum(fs[:i+1]) for i in xrange(len(fs))]
def select(cfs):
return bisect.bisect_left(cfs, random.uniform(0, cfs[-1]))
This is both faster and it's extremely concise code. STL in C++ has a similar bisection algorithm available if that's the language you're using.
1
That solution is not just shorter than my code but also clearer and more efficient. (Y)
– noio
Jan 29 '12 at 11:08
6
It would really help if these variables had english names
– Tyrsius
Oct 8 '15 at 17:37
add a comment |
The pseudocode posted contained some unclear elements, and it adds the complexity of generating offspring in stead of performing pure selection. Here is a simple python implementation of that pseudocode:
def roulette_select(population, fitnesses, num):
""" Roulette selection, implemented according to:
<http://stackoverflow.com/questions/177271/roulette
-selection-in-genetic-algorithms/177278#177278>
"""
total_fitness = float(sum(fitnesses))
rel_fitness = [f/total_fitness for f in fitnesses]
# Generate probability intervals for each individual
probs = [sum(rel_fitness[:i+1]) for i in range(len(rel_fitness))]
# Draw new population
new_population =
for n in xrange(num):
r = rand()
for (i, individual) in enumerate(population):
if r <= probs[i]:
new_population.append(individual)
break
return new_population
add a comment |
This is called roulette-wheel selection via stochastic acceptance:
/// param[in] f_max maximum fitness of the population
///
/// return index of the selected individual
///
/// note Assuming positive fitness. Greater is better.
unsigned rw_selection(double f_max)
{
for (;;)
{
// Select randomly one of the individuals
unsigned i(random_individual());
// The selection is accepted with probability fitness(i) / f_max
if (uniform_random_01() < fitness(i) / f_max)
return i;
}
}
The average number of attempts needed for a single selection is:
τ = fmax / avg(f)
- fmax is the maximum fitness of the population
- avg(f) is the average fitness
τ doesn't depend explicitly on the number of individual in the population (N), but the ratio can change with N.
However in many application (where the fitness remains bounded and the average fitness doesn't diminish to 0 for increasing N) τ doesn't increase unboundedly with N and thus a typical complexity of this algorithm is O(1) (roulette wheel selection using search algorithms has O(N) or O(log N) complexity).
The probability distribution of this procedure is indeed the same as in the classical roulette-wheel selection.
For further details see:
Roulette-wheel selection via stochastic acceptance (Adam Liposki, Dorota Lipowska - 2011)
add a comment |
Here is some code in C :
// Find the sum of fitnesses. The function fitness(i) should
//return the fitness value for member i**
float sumFitness = 0.0f;
for (int i=0; i < nmembers; i++)
sumFitness += fitness(i);
// Get a floating point number in the interval 0.0 ... sumFitness**
float randomNumber = (float(rand() % 10000) / 9999.0f) * sumFitness;
// Translate this number to the corresponding member**
int memberID=0;
float partialSum=0.0f;
while (randomNumber > partialSum)
{
partialSum += fitness(memberID);
memberID++;
}
**// We have just found the member of the population using the roulette algorithm**
**// It is stored in the "memberID" variable**
**// Repeat this procedure as many times to find random members of the population**
Should the members be sorted?
– Zimano
Oct 24 '16 at 16:38
add a comment |
From the above answer, I got the following, which was clearer to me than the answer itself.
To give an example:
Random(sum) :: Random(12)
Iterating through the population, we check the following: random < sum
Let us chose 7 as the random number.
Index | Fitness | Sum | 7 < Sum
0 | 2 | 2 | false
1 | 3 | 5 | false
2 | 1 | 6 | false
3 | 4 | 10 | true
4 | 2 | 12 | ...
Through this example, the most fit (Index 3) has the highest percentage of being chosen (33%); as the random number only has to land within 6->10, and it will be chosen.
for (unsigned int i=0;i<sets.size();i++) {
sum += sets[i].eval();
}
double rand = (((double)rand() / (double)RAND_MAX) * sum);
sum = 0;
for (unsigned int i=0;i<sets.size();i++) {
sum += sets[i].eval();
if (rand < sum) {
//breed i
break;
}
}
add a comment |
Prof. Thrun of Stanford AI lab also presented a fast(er?) re-sampling code in python during his CS373 of Udacity. Google search result led to the following link:
http://www.udacity-forums.com/cs373/questions/20194/fast-resampling-algorithm
Hope this helps
add a comment |
Here's a compact java implementation I wrote recently for roulette selection, hopefully of use.
public static gene rouletteSelection()
{
float totalScore = 0;
float runningScore = 0;
for (gene g : genes)
{
totalScore += g.score;
}
float rnd = (float) (Math.random() * totalScore);
for (gene g : genes)
{
if ( rnd>=runningScore &&
rnd<=runningScore+g.score)
{
return g;
}
runningScore+=g.score;
}
return null;
}
add a comment |
Roulette Wheel Selection in MatLab:
TotalFitness=sum(Fitness);
ProbSelection=zeros(PopLength,1);
CumProb=zeros(PopLength,1);
for i=1:PopLength
ProbSelection(i)=Fitness(i)/TotalFitness;
if i==1
CumProb(i)=ProbSelection(i);
else
CumProb(i)=CumProb(i-1)+ProbSelection(i);
end
end
SelectInd=rand(PopLength,1);
for i=1:PopLength
flag=0;
for j=1:PopLength
if(CumProb(j)<SelectInd(i) && CumProb(j+1)>=SelectInd(i))
SelectedPop(i,1:IndLength)=CurrentPop(j+1,1:IndLength);
flag=1;
break;
end
end
if(flag==0)
SelectedPop(i,1:IndLength)=CurrentPop(1,1:IndLength);
end
end
add a comment |
Based on my research ,Here is another implementation in C# if there is a need for it:
//those with higher fitness get selected wit a large probability
//return-->individuals with highest fitness
private int RouletteSelection()
{
double randomFitness = m_random.NextDouble() * m_totalFitness;
int idx = -1;
int mid;
int first = 0;
int last = m_populationSize -1;
mid = (last - first)/2;
// ArrayList's BinarySearch is for exact values only
// so do this by hand.
while (idx == -1 && first <= last)
{
if (randomFitness < (double)m_fitnessTable[mid])
{
last = mid;
}
else if (randomFitness > (double)m_fitnessTable[mid])
{
first = mid;
}
mid = (first + last)/2;
// lies between i and i+1
if ((last - first) == 1)
idx = last;
}
return idx;
}
add a comment |
Okay, so there are 2 methods for roulette wheel selection implementation: Usual and Stochastic Acceptance one.
Usual algorithm:
# there will be some amount of repeating organisms here.
mating_pool =
all_organisms_in_population.each do |organism|
organism.fitness.times { mating_pool.push(organism) }
end
# [very_fit_organism, very_fit_organism, very_fit_organism, not_so_fit_organism]
return mating_pool.sample #=> random, likely fit, parent!
Stochastic Acceptance algorithm:
max_fitness_in_population = all_organisms_in_population.sort_by(:fitness)[0]
loop do
random_parent = all_organisms_in_population.sample
probability = random_parent.fitness/max_fitness_in_population * 100
# if random_parent's fitness is 90%,
# it's very likely that rand(100) is smaller than it.
if rand(100) < probability
return random_parent #=> random, likely fit, parent!
else
next #=> or let's keep on searching for one.
end
end
You can choose either, they will be returning identical results.
Useful resources:
http://natureofcode.com/book/chapter-9-the-evolution-of-code - a beginner-friendly and clear chapter on genetic algorithms. explains roulette wheel selection as a bucket of wooden letters (the more As you put in - the great is the chance of picking an A, Usual algorithm).
https://en.wikipedia.org/wiki/Fitness_proportionate_selection - describes Stochastic Acceptance algorithm.
add a comment |
This Swift 4 array extension implements weighted random selection, a.k.a Roulette selection from its elements:
public extension Array where Element == Double {
/// Consider the elements as weight values and return a weighted random selection by index.
/// a.k.a Roulette wheel selection.
func weightedRandomIndex() -> Int {
var selected: Int = 0
var total: Double = self[0]
for i in 1..<self.count { // start at 1
total += self[i]
if( Double.random(in: 0...1) <= (self[i] / total)) { selected = i }
}
return selected
}
}
For example given the two element array:
[0.9, 0.1]
weightedRandomIndex() will return zero 90% of the time and one 10% of the time.
Here is a more complete test:
let weights = [0.1, 0.7, 0.1, 0.1]
var results = [Int:Int]()
let n = 100000
for _ in 0..<n {
let index = weights.weightedRandomIndex()
results[index] = results[index, default:0] + 1
}
for (key,val) in results.sorted(by: { a,b in weights[a.key] < weights[b.key] }) {
print(weights[key], Double(val)/Double(n))
}
output:
0.1 0.09906
0.1 0.10126
0.1 0.09876
0.7 0.70092
This answer is basically the same as Andrew Mao's answer here:
https://stackoverflow.com/a/15582983/74975
add a comment |
I wrote a version in C# and am really looking for confirmation that it is indeed correct:
(roulette_selector is a random number which will be in the range 0.0 to 1.0)
private Individual Select_Roulette(double sum_fitness)
{
Individual ret = new Individual();
bool loop = true;
while (loop)
{
//this will give us a double within the range 0.0 to total fitness
double slice = roulette_selector.NextDouble() * sum_fitness;
double curFitness = 0.0;
foreach (Individual ind in _generation)
{
curFitness += ind.Fitness;
if (curFitness >= slice)
{
loop = false;
ret = ind;
break;
}
}
}
return ret;
}
add a comment |
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13 Answers
13
active
oldest
votes
13 Answers
13
active
oldest
votes
active
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It's been a few years since i've done this myself, however the following pseudo code was found easily enough on google.
for all members of population
sum += fitness of this individual
end for
for all members of population
probability = sum of probabilities + (fitness / sum)
sum of probabilities += probability
end for
loop until new population is full
do this twice
number = Random between 0 and 1
for all members of population
if number > probability but less than next probability
then you have been selected
end for
end
create offspring
end loop
The site where this came from can be found here if you need further details.
2
You may be able to make this more efficient by doing a binary search on the probability array (rather than an iterative search).
– rampion
May 16 '09 at 16:54
9
Please note that this algorithm will not function as expected for minimization problems. It is a common problem with the Roulette Selection (fitness proportionate selection).
– gpampara
Feb 13 '10 at 6:45
1
Fitness score should be assigned in a way such that higher score is always more favourable. For minimization problems, the invert is usually taken. For example, to minimize the sum of x and y, a fitness function could be written asfitness = 1 / (x + y).
– user1032613
Feb 4 '13 at 22:26
1
@JarodElliott I might be missing something, but that psuedocode doesn't look correct. The later values inprobabilitycould well be greater than1and will therefore never be selected..numbershould benumber = (Random between 0 and 1) * sum of probabilitiesshouldn't it?
– user1520427
May 20 '13 at 0:10
4
@Jarod Elliott do the population fitnesses need to be sorted in this example?
– CatsLoveJazz
Jun 22 '16 at 14:47
|
show 4 more comments
It's been a few years since i've done this myself, however the following pseudo code was found easily enough on google.
for all members of population
sum += fitness of this individual
end for
for all members of population
probability = sum of probabilities + (fitness / sum)
sum of probabilities += probability
end for
loop until new population is full
do this twice
number = Random between 0 and 1
for all members of population
if number > probability but less than next probability
then you have been selected
end for
end
create offspring
end loop
The site where this came from can be found here if you need further details.
2
You may be able to make this more efficient by doing a binary search on the probability array (rather than an iterative search).
– rampion
May 16 '09 at 16:54
9
Please note that this algorithm will not function as expected for minimization problems. It is a common problem with the Roulette Selection (fitness proportionate selection).
– gpampara
Feb 13 '10 at 6:45
1
Fitness score should be assigned in a way such that higher score is always more favourable. For minimization problems, the invert is usually taken. For example, to minimize the sum of x and y, a fitness function could be written asfitness = 1 / (x + y).
– user1032613
Feb 4 '13 at 22:26
1
@JarodElliott I might be missing something, but that psuedocode doesn't look correct. The later values inprobabilitycould well be greater than1and will therefore never be selected..numbershould benumber = (Random between 0 and 1) * sum of probabilitiesshouldn't it?
– user1520427
May 20 '13 at 0:10
4
@Jarod Elliott do the population fitnesses need to be sorted in this example?
– CatsLoveJazz
Jun 22 '16 at 14:47
|
show 4 more comments
It's been a few years since i've done this myself, however the following pseudo code was found easily enough on google.
for all members of population
sum += fitness of this individual
end for
for all members of population
probability = sum of probabilities + (fitness / sum)
sum of probabilities += probability
end for
loop until new population is full
do this twice
number = Random between 0 and 1
for all members of population
if number > probability but less than next probability
then you have been selected
end for
end
create offspring
end loop
The site where this came from can be found here if you need further details.
It's been a few years since i've done this myself, however the following pseudo code was found easily enough on google.
for all members of population
sum += fitness of this individual
end for
for all members of population
probability = sum of probabilities + (fitness / sum)
sum of probabilities += probability
end for
loop until new population is full
do this twice
number = Random between 0 and 1
for all members of population
if number > probability but less than next probability
then you have been selected
end for
end
create offspring
end loop
The site where this came from can be found here if you need further details.
edited Mar 20 '14 at 22:20
Ian Kemp
17.1k1270101
17.1k1270101
answered Oct 7 '08 at 5:03
Jarod ElliottJarod Elliott
12.9k22932
12.9k22932
2
You may be able to make this more efficient by doing a binary search on the probability array (rather than an iterative search).
– rampion
May 16 '09 at 16:54
9
Please note that this algorithm will not function as expected for minimization problems. It is a common problem with the Roulette Selection (fitness proportionate selection).
– gpampara
Feb 13 '10 at 6:45
1
Fitness score should be assigned in a way such that higher score is always more favourable. For minimization problems, the invert is usually taken. For example, to minimize the sum of x and y, a fitness function could be written asfitness = 1 / (x + y).
– user1032613
Feb 4 '13 at 22:26
1
@JarodElliott I might be missing something, but that psuedocode doesn't look correct. The later values inprobabilitycould well be greater than1and will therefore never be selected..numbershould benumber = (Random between 0 and 1) * sum of probabilitiesshouldn't it?
– user1520427
May 20 '13 at 0:10
4
@Jarod Elliott do the population fitnesses need to be sorted in this example?
– CatsLoveJazz
Jun 22 '16 at 14:47
|
show 4 more comments
2
You may be able to make this more efficient by doing a binary search on the probability array (rather than an iterative search).
– rampion
May 16 '09 at 16:54
9
Please note that this algorithm will not function as expected for minimization problems. It is a common problem with the Roulette Selection (fitness proportionate selection).
– gpampara
Feb 13 '10 at 6:45
1
Fitness score should be assigned in a way such that higher score is always more favourable. For minimization problems, the invert is usually taken. For example, to minimize the sum of x and y, a fitness function could be written asfitness = 1 / (x + y).
– user1032613
Feb 4 '13 at 22:26
1
@JarodElliott I might be missing something, but that psuedocode doesn't look correct. The later values inprobabilitycould well be greater than1and will therefore never be selected..numbershould benumber = (Random between 0 and 1) * sum of probabilitiesshouldn't it?
– user1520427
May 20 '13 at 0:10
4
@Jarod Elliott do the population fitnesses need to be sorted in this example?
– CatsLoveJazz
Jun 22 '16 at 14:47
2
2
You may be able to make this more efficient by doing a binary search on the probability array (rather than an iterative search).
– rampion
May 16 '09 at 16:54
You may be able to make this more efficient by doing a binary search on the probability array (rather than an iterative search).
– rampion
May 16 '09 at 16:54
9
9
Please note that this algorithm will not function as expected for minimization problems. It is a common problem with the Roulette Selection (fitness proportionate selection).
– gpampara
Feb 13 '10 at 6:45
Please note that this algorithm will not function as expected for minimization problems. It is a common problem with the Roulette Selection (fitness proportionate selection).
– gpampara
Feb 13 '10 at 6:45
1
1
Fitness score should be assigned in a way such that higher score is always more favourable. For minimization problems, the invert is usually taken. For example, to minimize the sum of x and y, a fitness function could be written as
fitness = 1 / (x + y).– user1032613
Feb 4 '13 at 22:26
Fitness score should be assigned in a way such that higher score is always more favourable. For minimization problems, the invert is usually taken. For example, to minimize the sum of x and y, a fitness function could be written as
fitness = 1 / (x + y).– user1032613
Feb 4 '13 at 22:26
1
1
@JarodElliott I might be missing something, but that psuedocode doesn't look correct. The later values in
probability could well be greater than 1 and will therefore never be selected.. number should be number = (Random between 0 and 1) * sum of probabilities shouldn't it?– user1520427
May 20 '13 at 0:10
@JarodElliott I might be missing something, but that psuedocode doesn't look correct. The later values in
probability could well be greater than 1 and will therefore never be selected.. number should be number = (Random between 0 and 1) * sum of probabilities shouldn't it?– user1520427
May 20 '13 at 0:10
4
4
@Jarod Elliott do the population fitnesses need to be sorted in this example?
– CatsLoveJazz
Jun 22 '16 at 14:47
@Jarod Elliott do the population fitnesses need to be sorted in this example?
– CatsLoveJazz
Jun 22 '16 at 14:47
|
show 4 more comments
Lots of correct solutions already, but I think this code is clearer.
def select(fs):
p = random.uniform(0, sum(fs))
for i, f in enumerate(fs):
if p <= 0:
break
p -= f
return i
In addition, if you accumulate the fs, you can produce a more efficient solution.
cfs = [sum(fs[:i+1]) for i in xrange(len(fs))]
def select(cfs):
return bisect.bisect_left(cfs, random.uniform(0, cfs[-1]))
This is both faster and it's extremely concise code. STL in C++ has a similar bisection algorithm available if that's the language you're using.
1
That solution is not just shorter than my code but also clearer and more efficient. (Y)
– noio
Jan 29 '12 at 11:08
6
It would really help if these variables had english names
– Tyrsius
Oct 8 '15 at 17:37
add a comment |
Lots of correct solutions already, but I think this code is clearer.
def select(fs):
p = random.uniform(0, sum(fs))
for i, f in enumerate(fs):
if p <= 0:
break
p -= f
return i
In addition, if you accumulate the fs, you can produce a more efficient solution.
cfs = [sum(fs[:i+1]) for i in xrange(len(fs))]
def select(cfs):
return bisect.bisect_left(cfs, random.uniform(0, cfs[-1]))
This is both faster and it's extremely concise code. STL in C++ has a similar bisection algorithm available if that's the language you're using.
1
That solution is not just shorter than my code but also clearer and more efficient. (Y)
– noio
Jan 29 '12 at 11:08
6
It would really help if these variables had english names
– Tyrsius
Oct 8 '15 at 17:37
add a comment |
Lots of correct solutions already, but I think this code is clearer.
def select(fs):
p = random.uniform(0, sum(fs))
for i, f in enumerate(fs):
if p <= 0:
break
p -= f
return i
In addition, if you accumulate the fs, you can produce a more efficient solution.
cfs = [sum(fs[:i+1]) for i in xrange(len(fs))]
def select(cfs):
return bisect.bisect_left(cfs, random.uniform(0, cfs[-1]))
This is both faster and it's extremely concise code. STL in C++ has a similar bisection algorithm available if that's the language you're using.
Lots of correct solutions already, but I think this code is clearer.
def select(fs):
p = random.uniform(0, sum(fs))
for i, f in enumerate(fs):
if p <= 0:
break
p -= f
return i
In addition, if you accumulate the fs, you can produce a more efficient solution.
cfs = [sum(fs[:i+1]) for i in xrange(len(fs))]
def select(cfs):
return bisect.bisect_left(cfs, random.uniform(0, cfs[-1]))
This is both faster and it's extremely concise code. STL in C++ has a similar bisection algorithm available if that's the language you're using.
answered Dec 11 '11 at 11:38
user97370
1
That solution is not just shorter than my code but also clearer and more efficient. (Y)
– noio
Jan 29 '12 at 11:08
6
It would really help if these variables had english names
– Tyrsius
Oct 8 '15 at 17:37
add a comment |
1
That solution is not just shorter than my code but also clearer and more efficient. (Y)
– noio
Jan 29 '12 at 11:08
6
It would really help if these variables had english names
– Tyrsius
Oct 8 '15 at 17:37
1
1
That solution is not just shorter than my code but also clearer and more efficient. (Y)
– noio
Jan 29 '12 at 11:08
That solution is not just shorter than my code but also clearer and more efficient. (Y)
– noio
Jan 29 '12 at 11:08
6
6
It would really help if these variables had english names
– Tyrsius
Oct 8 '15 at 17:37
It would really help if these variables had english names
– Tyrsius
Oct 8 '15 at 17:37
add a comment |
The pseudocode posted contained some unclear elements, and it adds the complexity of generating offspring in stead of performing pure selection. Here is a simple python implementation of that pseudocode:
def roulette_select(population, fitnesses, num):
""" Roulette selection, implemented according to:
<http://stackoverflow.com/questions/177271/roulette
-selection-in-genetic-algorithms/177278#177278>
"""
total_fitness = float(sum(fitnesses))
rel_fitness = [f/total_fitness for f in fitnesses]
# Generate probability intervals for each individual
probs = [sum(rel_fitness[:i+1]) for i in range(len(rel_fitness))]
# Draw new population
new_population =
for n in xrange(num):
r = rand()
for (i, individual) in enumerate(population):
if r <= probs[i]:
new_population.append(individual)
break
return new_population
add a comment |
The pseudocode posted contained some unclear elements, and it adds the complexity of generating offspring in stead of performing pure selection. Here is a simple python implementation of that pseudocode:
def roulette_select(population, fitnesses, num):
""" Roulette selection, implemented according to:
<http://stackoverflow.com/questions/177271/roulette
-selection-in-genetic-algorithms/177278#177278>
"""
total_fitness = float(sum(fitnesses))
rel_fitness = [f/total_fitness for f in fitnesses]
# Generate probability intervals for each individual
probs = [sum(rel_fitness[:i+1]) for i in range(len(rel_fitness))]
# Draw new population
new_population =
for n in xrange(num):
r = rand()
for (i, individual) in enumerate(population):
if r <= probs[i]:
new_population.append(individual)
break
return new_population
add a comment |
The pseudocode posted contained some unclear elements, and it adds the complexity of generating offspring in stead of performing pure selection. Here is a simple python implementation of that pseudocode:
def roulette_select(population, fitnesses, num):
""" Roulette selection, implemented according to:
<http://stackoverflow.com/questions/177271/roulette
-selection-in-genetic-algorithms/177278#177278>
"""
total_fitness = float(sum(fitnesses))
rel_fitness = [f/total_fitness for f in fitnesses]
# Generate probability intervals for each individual
probs = [sum(rel_fitness[:i+1]) for i in range(len(rel_fitness))]
# Draw new population
new_population =
for n in xrange(num):
r = rand()
for (i, individual) in enumerate(population):
if r <= probs[i]:
new_population.append(individual)
break
return new_population
The pseudocode posted contained some unclear elements, and it adds the complexity of generating offspring in stead of performing pure selection. Here is a simple python implementation of that pseudocode:
def roulette_select(population, fitnesses, num):
""" Roulette selection, implemented according to:
<http://stackoverflow.com/questions/177271/roulette
-selection-in-genetic-algorithms/177278#177278>
"""
total_fitness = float(sum(fitnesses))
rel_fitness = [f/total_fitness for f in fitnesses]
# Generate probability intervals for each individual
probs = [sum(rel_fitness[:i+1]) for i in range(len(rel_fitness))]
# Draw new population
new_population =
for n in xrange(num):
r = rand()
for (i, individual) in enumerate(population):
if r <= probs[i]:
new_population.append(individual)
break
return new_population
answered Mar 15 '11 at 17:37
noionoio
2,97353258
2,97353258
add a comment |
add a comment |
This is called roulette-wheel selection via stochastic acceptance:
/// param[in] f_max maximum fitness of the population
///
/// return index of the selected individual
///
/// note Assuming positive fitness. Greater is better.
unsigned rw_selection(double f_max)
{
for (;;)
{
// Select randomly one of the individuals
unsigned i(random_individual());
// The selection is accepted with probability fitness(i) / f_max
if (uniform_random_01() < fitness(i) / f_max)
return i;
}
}
The average number of attempts needed for a single selection is:
τ = fmax / avg(f)
- fmax is the maximum fitness of the population
- avg(f) is the average fitness
τ doesn't depend explicitly on the number of individual in the population (N), but the ratio can change with N.
However in many application (where the fitness remains bounded and the average fitness doesn't diminish to 0 for increasing N) τ doesn't increase unboundedly with N and thus a typical complexity of this algorithm is O(1) (roulette wheel selection using search algorithms has O(N) or O(log N) complexity).
The probability distribution of this procedure is indeed the same as in the classical roulette-wheel selection.
For further details see:
Roulette-wheel selection via stochastic acceptance (Adam Liposki, Dorota Lipowska - 2011)
add a comment |
This is called roulette-wheel selection via stochastic acceptance:
/// param[in] f_max maximum fitness of the population
///
/// return index of the selected individual
///
/// note Assuming positive fitness. Greater is better.
unsigned rw_selection(double f_max)
{
for (;;)
{
// Select randomly one of the individuals
unsigned i(random_individual());
// The selection is accepted with probability fitness(i) / f_max
if (uniform_random_01() < fitness(i) / f_max)
return i;
}
}
The average number of attempts needed for a single selection is:
τ = fmax / avg(f)
- fmax is the maximum fitness of the population
- avg(f) is the average fitness
τ doesn't depend explicitly on the number of individual in the population (N), but the ratio can change with N.
However in many application (where the fitness remains bounded and the average fitness doesn't diminish to 0 for increasing N) τ doesn't increase unboundedly with N and thus a typical complexity of this algorithm is O(1) (roulette wheel selection using search algorithms has O(N) or O(log N) complexity).
The probability distribution of this procedure is indeed the same as in the classical roulette-wheel selection.
For further details see:
Roulette-wheel selection via stochastic acceptance (Adam Liposki, Dorota Lipowska - 2011)
add a comment |
This is called roulette-wheel selection via stochastic acceptance:
/// param[in] f_max maximum fitness of the population
///
/// return index of the selected individual
///
/// note Assuming positive fitness. Greater is better.
unsigned rw_selection(double f_max)
{
for (;;)
{
// Select randomly one of the individuals
unsigned i(random_individual());
// The selection is accepted with probability fitness(i) / f_max
if (uniform_random_01() < fitness(i) / f_max)
return i;
}
}
The average number of attempts needed for a single selection is:
τ = fmax / avg(f)
- fmax is the maximum fitness of the population
- avg(f) is the average fitness
τ doesn't depend explicitly on the number of individual in the population (N), but the ratio can change with N.
However in many application (where the fitness remains bounded and the average fitness doesn't diminish to 0 for increasing N) τ doesn't increase unboundedly with N and thus a typical complexity of this algorithm is O(1) (roulette wheel selection using search algorithms has O(N) or O(log N) complexity).
The probability distribution of this procedure is indeed the same as in the classical roulette-wheel selection.
For further details see:
Roulette-wheel selection via stochastic acceptance (Adam Liposki, Dorota Lipowska - 2011)
This is called roulette-wheel selection via stochastic acceptance:
/// param[in] f_max maximum fitness of the population
///
/// return index of the selected individual
///
/// note Assuming positive fitness. Greater is better.
unsigned rw_selection(double f_max)
{
for (;;)
{
// Select randomly one of the individuals
unsigned i(random_individual());
// The selection is accepted with probability fitness(i) / f_max
if (uniform_random_01() < fitness(i) / f_max)
return i;
}
}
The average number of attempts needed for a single selection is:
τ = fmax / avg(f)
- fmax is the maximum fitness of the population
- avg(f) is the average fitness
τ doesn't depend explicitly on the number of individual in the population (N), but the ratio can change with N.
However in many application (where the fitness remains bounded and the average fitness doesn't diminish to 0 for increasing N) τ doesn't increase unboundedly with N and thus a typical complexity of this algorithm is O(1) (roulette wheel selection using search algorithms has O(N) or O(log N) complexity).
The probability distribution of this procedure is indeed the same as in the classical roulette-wheel selection.
For further details see:
Roulette-wheel selection via stochastic acceptance (Adam Liposki, Dorota Lipowska - 2011)
edited Jul 3 '15 at 7:34
answered Apr 24 '14 at 8:56
manliomanlio
14.2k105082
14.2k105082
add a comment |
add a comment |
Here is some code in C :
// Find the sum of fitnesses. The function fitness(i) should
//return the fitness value for member i**
float sumFitness = 0.0f;
for (int i=0; i < nmembers; i++)
sumFitness += fitness(i);
// Get a floating point number in the interval 0.0 ... sumFitness**
float randomNumber = (float(rand() % 10000) / 9999.0f) * sumFitness;
// Translate this number to the corresponding member**
int memberID=0;
float partialSum=0.0f;
while (randomNumber > partialSum)
{
partialSum += fitness(memberID);
memberID++;
}
**// We have just found the member of the population using the roulette algorithm**
**// It is stored in the "memberID" variable**
**// Repeat this procedure as many times to find random members of the population**
Should the members be sorted?
– Zimano
Oct 24 '16 at 16:38
add a comment |
Here is some code in C :
// Find the sum of fitnesses. The function fitness(i) should
//return the fitness value for member i**
float sumFitness = 0.0f;
for (int i=0; i < nmembers; i++)
sumFitness += fitness(i);
// Get a floating point number in the interval 0.0 ... sumFitness**
float randomNumber = (float(rand() % 10000) / 9999.0f) * sumFitness;
// Translate this number to the corresponding member**
int memberID=0;
float partialSum=0.0f;
while (randomNumber > partialSum)
{
partialSum += fitness(memberID);
memberID++;
}
**// We have just found the member of the population using the roulette algorithm**
**// It is stored in the "memberID" variable**
**// Repeat this procedure as many times to find random members of the population**
Should the members be sorted?
– Zimano
Oct 24 '16 at 16:38
add a comment |
Here is some code in C :
// Find the sum of fitnesses. The function fitness(i) should
//return the fitness value for member i**
float sumFitness = 0.0f;
for (int i=0; i < nmembers; i++)
sumFitness += fitness(i);
// Get a floating point number in the interval 0.0 ... sumFitness**
float randomNumber = (float(rand() % 10000) / 9999.0f) * sumFitness;
// Translate this number to the corresponding member**
int memberID=0;
float partialSum=0.0f;
while (randomNumber > partialSum)
{
partialSum += fitness(memberID);
memberID++;
}
**// We have just found the member of the population using the roulette algorithm**
**// It is stored in the "memberID" variable**
**// Repeat this procedure as many times to find random members of the population**
Here is some code in C :
// Find the sum of fitnesses. The function fitness(i) should
//return the fitness value for member i**
float sumFitness = 0.0f;
for (int i=0; i < nmembers; i++)
sumFitness += fitness(i);
// Get a floating point number in the interval 0.0 ... sumFitness**
float randomNumber = (float(rand() % 10000) / 9999.0f) * sumFitness;
// Translate this number to the corresponding member**
int memberID=0;
float partialSum=0.0f;
while (randomNumber > partialSum)
{
partialSum += fitness(memberID);
memberID++;
}
**// We have just found the member of the population using the roulette algorithm**
**// It is stored in the "memberID" variable**
**// Repeat this procedure as many times to find random members of the population**
edited Mar 15 '11 at 17:06
noio
2,97353258
2,97353258
answered Dec 24 '08 at 15:52
WartinWartin
90551837
90551837
Should the members be sorted?
– Zimano
Oct 24 '16 at 16:38
add a comment |
Should the members be sorted?
– Zimano
Oct 24 '16 at 16:38
Should the members be sorted?
– Zimano
Oct 24 '16 at 16:38
Should the members be sorted?
– Zimano
Oct 24 '16 at 16:38
add a comment |
From the above answer, I got the following, which was clearer to me than the answer itself.
To give an example:
Random(sum) :: Random(12)
Iterating through the population, we check the following: random < sum
Let us chose 7 as the random number.
Index | Fitness | Sum | 7 < Sum
0 | 2 | 2 | false
1 | 3 | 5 | false
2 | 1 | 6 | false
3 | 4 | 10 | true
4 | 2 | 12 | ...
Through this example, the most fit (Index 3) has the highest percentage of being chosen (33%); as the random number only has to land within 6->10, and it will be chosen.
for (unsigned int i=0;i<sets.size();i++) {
sum += sets[i].eval();
}
double rand = (((double)rand() / (double)RAND_MAX) * sum);
sum = 0;
for (unsigned int i=0;i<sets.size();i++) {
sum += sets[i].eval();
if (rand < sum) {
//breed i
break;
}
}
add a comment |
From the above answer, I got the following, which was clearer to me than the answer itself.
To give an example:
Random(sum) :: Random(12)
Iterating through the population, we check the following: random < sum
Let us chose 7 as the random number.
Index | Fitness | Sum | 7 < Sum
0 | 2 | 2 | false
1 | 3 | 5 | false
2 | 1 | 6 | false
3 | 4 | 10 | true
4 | 2 | 12 | ...
Through this example, the most fit (Index 3) has the highest percentage of being chosen (33%); as the random number only has to land within 6->10, and it will be chosen.
for (unsigned int i=0;i<sets.size();i++) {
sum += sets[i].eval();
}
double rand = (((double)rand() / (double)RAND_MAX) * sum);
sum = 0;
for (unsigned int i=0;i<sets.size();i++) {
sum += sets[i].eval();
if (rand < sum) {
//breed i
break;
}
}
add a comment |
From the above answer, I got the following, which was clearer to me than the answer itself.
To give an example:
Random(sum) :: Random(12)
Iterating through the population, we check the following: random < sum
Let us chose 7 as the random number.
Index | Fitness | Sum | 7 < Sum
0 | 2 | 2 | false
1 | 3 | 5 | false
2 | 1 | 6 | false
3 | 4 | 10 | true
4 | 2 | 12 | ...
Through this example, the most fit (Index 3) has the highest percentage of being chosen (33%); as the random number only has to land within 6->10, and it will be chosen.
for (unsigned int i=0;i<sets.size();i++) {
sum += sets[i].eval();
}
double rand = (((double)rand() / (double)RAND_MAX) * sum);
sum = 0;
for (unsigned int i=0;i<sets.size();i++) {
sum += sets[i].eval();
if (rand < sum) {
//breed i
break;
}
}
From the above answer, I got the following, which was clearer to me than the answer itself.
To give an example:
Random(sum) :: Random(12)
Iterating through the population, we check the following: random < sum
Let us chose 7 as the random number.
Index | Fitness | Sum | 7 < Sum
0 | 2 | 2 | false
1 | 3 | 5 | false
2 | 1 | 6 | false
3 | 4 | 10 | true
4 | 2 | 12 | ...
Through this example, the most fit (Index 3) has the highest percentage of being chosen (33%); as the random number only has to land within 6->10, and it will be chosen.
for (unsigned int i=0;i<sets.size();i++) {
sum += sets[i].eval();
}
double rand = (((double)rand() / (double)RAND_MAX) * sum);
sum = 0;
for (unsigned int i=0;i<sets.size();i++) {
sum += sets[i].eval();
if (rand < sum) {
//breed i
break;
}
}
edited Apr 27 '11 at 4:17
answered Oct 22 '10 at 8:22
qreba47jhqb4e3lstrujvvdxqreba47jhqb4e3lstrujvvdx
2,57812557
2,57812557
add a comment |
add a comment |
Prof. Thrun of Stanford AI lab also presented a fast(er?) re-sampling code in python during his CS373 of Udacity. Google search result led to the following link:
http://www.udacity-forums.com/cs373/questions/20194/fast-resampling-algorithm
Hope this helps
add a comment |
Prof. Thrun of Stanford AI lab also presented a fast(er?) re-sampling code in python during his CS373 of Udacity. Google search result led to the following link:
http://www.udacity-forums.com/cs373/questions/20194/fast-resampling-algorithm
Hope this helps
add a comment |
Prof. Thrun of Stanford AI lab also presented a fast(er?) re-sampling code in python during his CS373 of Udacity. Google search result led to the following link:
http://www.udacity-forums.com/cs373/questions/20194/fast-resampling-algorithm
Hope this helps
Prof. Thrun of Stanford AI lab also presented a fast(er?) re-sampling code in python during his CS373 of Udacity. Google search result led to the following link:
http://www.udacity-forums.com/cs373/questions/20194/fast-resampling-algorithm
Hope this helps
answered May 28 '12 at 14:51
Kangwon LeeKangwon Lee
55116
55116
add a comment |
add a comment |
Here's a compact java implementation I wrote recently for roulette selection, hopefully of use.
public static gene rouletteSelection()
{
float totalScore = 0;
float runningScore = 0;
for (gene g : genes)
{
totalScore += g.score;
}
float rnd = (float) (Math.random() * totalScore);
for (gene g : genes)
{
if ( rnd>=runningScore &&
rnd<=runningScore+g.score)
{
return g;
}
runningScore+=g.score;
}
return null;
}
add a comment |
Here's a compact java implementation I wrote recently for roulette selection, hopefully of use.
public static gene rouletteSelection()
{
float totalScore = 0;
float runningScore = 0;
for (gene g : genes)
{
totalScore += g.score;
}
float rnd = (float) (Math.random() * totalScore);
for (gene g : genes)
{
if ( rnd>=runningScore &&
rnd<=runningScore+g.score)
{
return g;
}
runningScore+=g.score;
}
return null;
}
add a comment |
Here's a compact java implementation I wrote recently for roulette selection, hopefully of use.
public static gene rouletteSelection()
{
float totalScore = 0;
float runningScore = 0;
for (gene g : genes)
{
totalScore += g.score;
}
float rnd = (float) (Math.random() * totalScore);
for (gene g : genes)
{
if ( rnd>=runningScore &&
rnd<=runningScore+g.score)
{
return g;
}
runningScore+=g.score;
}
return null;
}
Here's a compact java implementation I wrote recently for roulette selection, hopefully of use.
public static gene rouletteSelection()
{
float totalScore = 0;
float runningScore = 0;
for (gene g : genes)
{
totalScore += g.score;
}
float rnd = (float) (Math.random() * totalScore);
for (gene g : genes)
{
if ( rnd>=runningScore &&
rnd<=runningScore+g.score)
{
return g;
}
runningScore+=g.score;
}
return null;
}
answered Jun 8 '12 at 13:29
Nick DonnellyNick Donnelly
438411
438411
add a comment |
add a comment |
Roulette Wheel Selection in MatLab:
TotalFitness=sum(Fitness);
ProbSelection=zeros(PopLength,1);
CumProb=zeros(PopLength,1);
for i=1:PopLength
ProbSelection(i)=Fitness(i)/TotalFitness;
if i==1
CumProb(i)=ProbSelection(i);
else
CumProb(i)=CumProb(i-1)+ProbSelection(i);
end
end
SelectInd=rand(PopLength,1);
for i=1:PopLength
flag=0;
for j=1:PopLength
if(CumProb(j)<SelectInd(i) && CumProb(j+1)>=SelectInd(i))
SelectedPop(i,1:IndLength)=CurrentPop(j+1,1:IndLength);
flag=1;
break;
end
end
if(flag==0)
SelectedPop(i,1:IndLength)=CurrentPop(1,1:IndLength);
end
end
add a comment |
Roulette Wheel Selection in MatLab:
TotalFitness=sum(Fitness);
ProbSelection=zeros(PopLength,1);
CumProb=zeros(PopLength,1);
for i=1:PopLength
ProbSelection(i)=Fitness(i)/TotalFitness;
if i==1
CumProb(i)=ProbSelection(i);
else
CumProb(i)=CumProb(i-1)+ProbSelection(i);
end
end
SelectInd=rand(PopLength,1);
for i=1:PopLength
flag=0;
for j=1:PopLength
if(CumProb(j)<SelectInd(i) && CumProb(j+1)>=SelectInd(i))
SelectedPop(i,1:IndLength)=CurrentPop(j+1,1:IndLength);
flag=1;
break;
end
end
if(flag==0)
SelectedPop(i,1:IndLength)=CurrentPop(1,1:IndLength);
end
end
add a comment |
Roulette Wheel Selection in MatLab:
TotalFitness=sum(Fitness);
ProbSelection=zeros(PopLength,1);
CumProb=zeros(PopLength,1);
for i=1:PopLength
ProbSelection(i)=Fitness(i)/TotalFitness;
if i==1
CumProb(i)=ProbSelection(i);
else
CumProb(i)=CumProb(i-1)+ProbSelection(i);
end
end
SelectInd=rand(PopLength,1);
for i=1:PopLength
flag=0;
for j=1:PopLength
if(CumProb(j)<SelectInd(i) && CumProb(j+1)>=SelectInd(i))
SelectedPop(i,1:IndLength)=CurrentPop(j+1,1:IndLength);
flag=1;
break;
end
end
if(flag==0)
SelectedPop(i,1:IndLength)=CurrentPop(1,1:IndLength);
end
end
Roulette Wheel Selection in MatLab:
TotalFitness=sum(Fitness);
ProbSelection=zeros(PopLength,1);
CumProb=zeros(PopLength,1);
for i=1:PopLength
ProbSelection(i)=Fitness(i)/TotalFitness;
if i==1
CumProb(i)=ProbSelection(i);
else
CumProb(i)=CumProb(i-1)+ProbSelection(i);
end
end
SelectInd=rand(PopLength,1);
for i=1:PopLength
flag=0;
for j=1:PopLength
if(CumProb(j)<SelectInd(i) && CumProb(j+1)>=SelectInd(i))
SelectedPop(i,1:IndLength)=CurrentPop(j+1,1:IndLength);
flag=1;
break;
end
end
if(flag==0)
SelectedPop(i,1:IndLength)=CurrentPop(1,1:IndLength);
end
end
answered Jan 26 '16 at 12:22
Setu BasakSetu Basak
4,45662648
4,45662648
add a comment |
add a comment |
Based on my research ,Here is another implementation in C# if there is a need for it:
//those with higher fitness get selected wit a large probability
//return-->individuals with highest fitness
private int RouletteSelection()
{
double randomFitness = m_random.NextDouble() * m_totalFitness;
int idx = -1;
int mid;
int first = 0;
int last = m_populationSize -1;
mid = (last - first)/2;
// ArrayList's BinarySearch is for exact values only
// so do this by hand.
while (idx == -1 && first <= last)
{
if (randomFitness < (double)m_fitnessTable[mid])
{
last = mid;
}
else if (randomFitness > (double)m_fitnessTable[mid])
{
first = mid;
}
mid = (first + last)/2;
// lies between i and i+1
if ((last - first) == 1)
idx = last;
}
return idx;
}
add a comment |
Based on my research ,Here is another implementation in C# if there is a need for it:
//those with higher fitness get selected wit a large probability
//return-->individuals with highest fitness
private int RouletteSelection()
{
double randomFitness = m_random.NextDouble() * m_totalFitness;
int idx = -1;
int mid;
int first = 0;
int last = m_populationSize -1;
mid = (last - first)/2;
// ArrayList's BinarySearch is for exact values only
// so do this by hand.
while (idx == -1 && first <= last)
{
if (randomFitness < (double)m_fitnessTable[mid])
{
last = mid;
}
else if (randomFitness > (double)m_fitnessTable[mid])
{
first = mid;
}
mid = (first + last)/2;
// lies between i and i+1
if ((last - first) == 1)
idx = last;
}
return idx;
}
add a comment |
Based on my research ,Here is another implementation in C# if there is a need for it:
//those with higher fitness get selected wit a large probability
//return-->individuals with highest fitness
private int RouletteSelection()
{
double randomFitness = m_random.NextDouble() * m_totalFitness;
int idx = -1;
int mid;
int first = 0;
int last = m_populationSize -1;
mid = (last - first)/2;
// ArrayList's BinarySearch is for exact values only
// so do this by hand.
while (idx == -1 && first <= last)
{
if (randomFitness < (double)m_fitnessTable[mid])
{
last = mid;
}
else if (randomFitness > (double)m_fitnessTable[mid])
{
first = mid;
}
mid = (first + last)/2;
// lies between i and i+1
if ((last - first) == 1)
idx = last;
}
return idx;
}
Based on my research ,Here is another implementation in C# if there is a need for it:
//those with higher fitness get selected wit a large probability
//return-->individuals with highest fitness
private int RouletteSelection()
{
double randomFitness = m_random.NextDouble() * m_totalFitness;
int idx = -1;
int mid;
int first = 0;
int last = m_populationSize -1;
mid = (last - first)/2;
// ArrayList's BinarySearch is for exact values only
// so do this by hand.
while (idx == -1 && first <= last)
{
if (randomFitness < (double)m_fitnessTable[mid])
{
last = mid;
}
else if (randomFitness > (double)m_fitnessTable[mid])
{
first = mid;
}
mid = (first + last)/2;
// lies between i and i+1
if ((last - first) == 1)
idx = last;
}
return idx;
}
answered Mar 18 '14 at 12:15
kiaGhkiaGh
344
344
add a comment |
add a comment |
Okay, so there are 2 methods for roulette wheel selection implementation: Usual and Stochastic Acceptance one.
Usual algorithm:
# there will be some amount of repeating organisms here.
mating_pool =
all_organisms_in_population.each do |organism|
organism.fitness.times { mating_pool.push(organism) }
end
# [very_fit_organism, very_fit_organism, very_fit_organism, not_so_fit_organism]
return mating_pool.sample #=> random, likely fit, parent!
Stochastic Acceptance algorithm:
max_fitness_in_population = all_organisms_in_population.sort_by(:fitness)[0]
loop do
random_parent = all_organisms_in_population.sample
probability = random_parent.fitness/max_fitness_in_population * 100
# if random_parent's fitness is 90%,
# it's very likely that rand(100) is smaller than it.
if rand(100) < probability
return random_parent #=> random, likely fit, parent!
else
next #=> or let's keep on searching for one.
end
end
You can choose either, they will be returning identical results.
Useful resources:
http://natureofcode.com/book/chapter-9-the-evolution-of-code - a beginner-friendly and clear chapter on genetic algorithms. explains roulette wheel selection as a bucket of wooden letters (the more As you put in - the great is the chance of picking an A, Usual algorithm).
https://en.wikipedia.org/wiki/Fitness_proportionate_selection - describes Stochastic Acceptance algorithm.
add a comment |
Okay, so there are 2 methods for roulette wheel selection implementation: Usual and Stochastic Acceptance one.
Usual algorithm:
# there will be some amount of repeating organisms here.
mating_pool =
all_organisms_in_population.each do |organism|
organism.fitness.times { mating_pool.push(organism) }
end
# [very_fit_organism, very_fit_organism, very_fit_organism, not_so_fit_organism]
return mating_pool.sample #=> random, likely fit, parent!
Stochastic Acceptance algorithm:
max_fitness_in_population = all_organisms_in_population.sort_by(:fitness)[0]
loop do
random_parent = all_organisms_in_population.sample
probability = random_parent.fitness/max_fitness_in_population * 100
# if random_parent's fitness is 90%,
# it's very likely that rand(100) is smaller than it.
if rand(100) < probability
return random_parent #=> random, likely fit, parent!
else
next #=> or let's keep on searching for one.
end
end
You can choose either, they will be returning identical results.
Useful resources:
http://natureofcode.com/book/chapter-9-the-evolution-of-code - a beginner-friendly and clear chapter on genetic algorithms. explains roulette wheel selection as a bucket of wooden letters (the more As you put in - the great is the chance of picking an A, Usual algorithm).
https://en.wikipedia.org/wiki/Fitness_proportionate_selection - describes Stochastic Acceptance algorithm.
add a comment |
Okay, so there are 2 methods for roulette wheel selection implementation: Usual and Stochastic Acceptance one.
Usual algorithm:
# there will be some amount of repeating organisms here.
mating_pool =
all_organisms_in_population.each do |organism|
organism.fitness.times { mating_pool.push(organism) }
end
# [very_fit_organism, very_fit_organism, very_fit_organism, not_so_fit_organism]
return mating_pool.sample #=> random, likely fit, parent!
Stochastic Acceptance algorithm:
max_fitness_in_population = all_organisms_in_population.sort_by(:fitness)[0]
loop do
random_parent = all_organisms_in_population.sample
probability = random_parent.fitness/max_fitness_in_population * 100
# if random_parent's fitness is 90%,
# it's very likely that rand(100) is smaller than it.
if rand(100) < probability
return random_parent #=> random, likely fit, parent!
else
next #=> or let's keep on searching for one.
end
end
You can choose either, they will be returning identical results.
Useful resources:
http://natureofcode.com/book/chapter-9-the-evolution-of-code - a beginner-friendly and clear chapter on genetic algorithms. explains roulette wheel selection as a bucket of wooden letters (the more As you put in - the great is the chance of picking an A, Usual algorithm).
https://en.wikipedia.org/wiki/Fitness_proportionate_selection - describes Stochastic Acceptance algorithm.
Okay, so there are 2 methods for roulette wheel selection implementation: Usual and Stochastic Acceptance one.
Usual algorithm:
# there will be some amount of repeating organisms here.
mating_pool =
all_organisms_in_population.each do |organism|
organism.fitness.times { mating_pool.push(organism) }
end
# [very_fit_organism, very_fit_organism, very_fit_organism, not_so_fit_organism]
return mating_pool.sample #=> random, likely fit, parent!
Stochastic Acceptance algorithm:
max_fitness_in_population = all_organisms_in_population.sort_by(:fitness)[0]
loop do
random_parent = all_organisms_in_population.sample
probability = random_parent.fitness/max_fitness_in_population * 100
# if random_parent's fitness is 90%,
# it's very likely that rand(100) is smaller than it.
if rand(100) < probability
return random_parent #=> random, likely fit, parent!
else
next #=> or let's keep on searching for one.
end
end
You can choose either, they will be returning identical results.
Useful resources:
http://natureofcode.com/book/chapter-9-the-evolution-of-code - a beginner-friendly and clear chapter on genetic algorithms. explains roulette wheel selection as a bucket of wooden letters (the more As you put in - the great is the chance of picking an A, Usual algorithm).
https://en.wikipedia.org/wiki/Fitness_proportionate_selection - describes Stochastic Acceptance algorithm.
answered Feb 27 '17 at 18:12
lakesarelakesare
6,59543347
6,59543347
add a comment |
add a comment |
This Swift 4 array extension implements weighted random selection, a.k.a Roulette selection from its elements:
public extension Array where Element == Double {
/// Consider the elements as weight values and return a weighted random selection by index.
/// a.k.a Roulette wheel selection.
func weightedRandomIndex() -> Int {
var selected: Int = 0
var total: Double = self[0]
for i in 1..<self.count { // start at 1
total += self[i]
if( Double.random(in: 0...1) <= (self[i] / total)) { selected = i }
}
return selected
}
}
For example given the two element array:
[0.9, 0.1]
weightedRandomIndex() will return zero 90% of the time and one 10% of the time.
Here is a more complete test:
let weights = [0.1, 0.7, 0.1, 0.1]
var results = [Int:Int]()
let n = 100000
for _ in 0..<n {
let index = weights.weightedRandomIndex()
results[index] = results[index, default:0] + 1
}
for (key,val) in results.sorted(by: { a,b in weights[a.key] < weights[b.key] }) {
print(weights[key], Double(val)/Double(n))
}
output:
0.1 0.09906
0.1 0.10126
0.1 0.09876
0.7 0.70092
This answer is basically the same as Andrew Mao's answer here:
https://stackoverflow.com/a/15582983/74975
add a comment |
This Swift 4 array extension implements weighted random selection, a.k.a Roulette selection from its elements:
public extension Array where Element == Double {
/// Consider the elements as weight values and return a weighted random selection by index.
/// a.k.a Roulette wheel selection.
func weightedRandomIndex() -> Int {
var selected: Int = 0
var total: Double = self[0]
for i in 1..<self.count { // start at 1
total += self[i]
if( Double.random(in: 0...1) <= (self[i] / total)) { selected = i }
}
return selected
}
}
For example given the two element array:
[0.9, 0.1]
weightedRandomIndex() will return zero 90% of the time and one 10% of the time.
Here is a more complete test:
let weights = [0.1, 0.7, 0.1, 0.1]
var results = [Int:Int]()
let n = 100000
for _ in 0..<n {
let index = weights.weightedRandomIndex()
results[index] = results[index, default:0] + 1
}
for (key,val) in results.sorted(by: { a,b in weights[a.key] < weights[b.key] }) {
print(weights[key], Double(val)/Double(n))
}
output:
0.1 0.09906
0.1 0.10126
0.1 0.09876
0.7 0.70092
This answer is basically the same as Andrew Mao's answer here:
https://stackoverflow.com/a/15582983/74975
add a comment |
This Swift 4 array extension implements weighted random selection, a.k.a Roulette selection from its elements:
public extension Array where Element == Double {
/// Consider the elements as weight values and return a weighted random selection by index.
/// a.k.a Roulette wheel selection.
func weightedRandomIndex() -> Int {
var selected: Int = 0
var total: Double = self[0]
for i in 1..<self.count { // start at 1
total += self[i]
if( Double.random(in: 0...1) <= (self[i] / total)) { selected = i }
}
return selected
}
}
For example given the two element array:
[0.9, 0.1]
weightedRandomIndex() will return zero 90% of the time and one 10% of the time.
Here is a more complete test:
let weights = [0.1, 0.7, 0.1, 0.1]
var results = [Int:Int]()
let n = 100000
for _ in 0..<n {
let index = weights.weightedRandomIndex()
results[index] = results[index, default:0] + 1
}
for (key,val) in results.sorted(by: { a,b in weights[a.key] < weights[b.key] }) {
print(weights[key], Double(val)/Double(n))
}
output:
0.1 0.09906
0.1 0.10126
0.1 0.09876
0.7 0.70092
This answer is basically the same as Andrew Mao's answer here:
https://stackoverflow.com/a/15582983/74975
This Swift 4 array extension implements weighted random selection, a.k.a Roulette selection from its elements:
public extension Array where Element == Double {
/// Consider the elements as weight values and return a weighted random selection by index.
/// a.k.a Roulette wheel selection.
func weightedRandomIndex() -> Int {
var selected: Int = 0
var total: Double = self[0]
for i in 1..<self.count { // start at 1
total += self[i]
if( Double.random(in: 0...1) <= (self[i] / total)) { selected = i }
}
return selected
}
}
For example given the two element array:
[0.9, 0.1]
weightedRandomIndex() will return zero 90% of the time and one 10% of the time.
Here is a more complete test:
let weights = [0.1, 0.7, 0.1, 0.1]
var results = [Int:Int]()
let n = 100000
for _ in 0..<n {
let index = weights.weightedRandomIndex()
results[index] = results[index, default:0] + 1
}
for (key,val) in results.sorted(by: { a,b in weights[a.key] < weights[b.key] }) {
print(weights[key], Double(val)/Double(n))
}
output:
0.1 0.09906
0.1 0.10126
0.1 0.09876
0.7 0.70092
This answer is basically the same as Andrew Mao's answer here:
https://stackoverflow.com/a/15582983/74975
edited Nov 20 '18 at 23:26
answered Nov 20 '18 at 22:36
Pat NiemeyerPat Niemeyer
1,9111926
1,9111926
add a comment |
add a comment |
I wrote a version in C# and am really looking for confirmation that it is indeed correct:
(roulette_selector is a random number which will be in the range 0.0 to 1.0)
private Individual Select_Roulette(double sum_fitness)
{
Individual ret = new Individual();
bool loop = true;
while (loop)
{
//this will give us a double within the range 0.0 to total fitness
double slice = roulette_selector.NextDouble() * sum_fitness;
double curFitness = 0.0;
foreach (Individual ind in _generation)
{
curFitness += ind.Fitness;
if (curFitness >= slice)
{
loop = false;
ret = ind;
break;
}
}
}
return ret;
}
add a comment |
I wrote a version in C# and am really looking for confirmation that it is indeed correct:
(roulette_selector is a random number which will be in the range 0.0 to 1.0)
private Individual Select_Roulette(double sum_fitness)
{
Individual ret = new Individual();
bool loop = true;
while (loop)
{
//this will give us a double within the range 0.0 to total fitness
double slice = roulette_selector.NextDouble() * sum_fitness;
double curFitness = 0.0;
foreach (Individual ind in _generation)
{
curFitness += ind.Fitness;
if (curFitness >= slice)
{
loop = false;
ret = ind;
break;
}
}
}
return ret;
}
add a comment |
I wrote a version in C# and am really looking for confirmation that it is indeed correct:
(roulette_selector is a random number which will be in the range 0.0 to 1.0)
private Individual Select_Roulette(double sum_fitness)
{
Individual ret = new Individual();
bool loop = true;
while (loop)
{
//this will give us a double within the range 0.0 to total fitness
double slice = roulette_selector.NextDouble() * sum_fitness;
double curFitness = 0.0;
foreach (Individual ind in _generation)
{
curFitness += ind.Fitness;
if (curFitness >= slice)
{
loop = false;
ret = ind;
break;
}
}
}
return ret;
}
I wrote a version in C# and am really looking for confirmation that it is indeed correct:
(roulette_selector is a random number which will be in the range 0.0 to 1.0)
private Individual Select_Roulette(double sum_fitness)
{
Individual ret = new Individual();
bool loop = true;
while (loop)
{
//this will give us a double within the range 0.0 to total fitness
double slice = roulette_selector.NextDouble() * sum_fitness;
double curFitness = 0.0;
foreach (Individual ind in _generation)
{
curFitness += ind.Fitness;
if (curFitness >= slice)
{
loop = false;
ret = ind;
break;
}
}
}
return ret;
}
answered May 4 '11 at 19:28
flavour404flavour404
2,6962387127
2,6962387127
add a comment |
add a comment |
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3
The denominator is just a sum : SUM(f_j for j=1 upto N). This just says that the probability p_i of choosing item i is just its fitness f_i over the sum of all fitnesses.
– rampion
May 16 '09 at 16:56
1
@rampion: thanks. this kind of notation makes my head spin but I had guessed correctly and your explanation confirmed it :)
– jkp
Dec 23 '10 at 10:37
does anyone know if the above formula is valid even when the f_i values (ie. fitness values) are negative?
– mkuse
Jan 4 '13 at 7:05
obviously not valid if you have negative fitness value. Your sum could be zero when you have both positive and negative.
– fangmobile.com
May 3 '15 at 5:49