
Genetic Algorithms with Python
by Clinton Sheppard
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Contents
- A brief introduction to genetic algorithms
- Chapter 1: Hello World!- Guess a password given the number of correct letters in the guess. Build a mutation engine.
- Chapter 2: One Max Problem- Produce an array of bits where all are 1s. Expands the engine to work with any type of gene.
- Chapter 3: Sorted Numbers- Produce a sorted integer array. Demonstrates handling multiple fitness goals and constraints between genes.
- Chapter 4: The 8 Queens Puzzle- Find safe Queen positions on an 8x8 board and then expand to NxN. Demonstrates the difference between phenotype and genotype.
- Chapter 5: Graph Coloring- Color a map of the United States using only 4 colors. Introduces standard data sets and working with files. Also introduces using rules to work with gene constraints.
- Chapter 6: Card Problem- More gene constraints. Introduces custom mutation, memetic algorithms, and the sum-of-difference technique. Also demonstrates a chromosome where the way a gene is used depends on its position in the gene array.
- Chapter 7: Knights Problem- Find the minimum number of knights required to attack all positions on a board. Introduces custom genes and gene-array creation. Also demonstrates local minimums and maximums.
- Chapter 8: Magic Squares- Find squares where all the rows, columns and both diagonals of an NxN matrix have the same sum. Introduces simulated annealing.
- Chapter 9: Knapsack Problem- Optimize the content of a container for one or more variables. Introduces branch and bound and variable length chromosomes.
- Chapter 10: Solving Linear Equations- Find the solutions to linear equations with 2, 3 and 4 unknowns. Branch and bound variation. Reinforces genotype flexibility.
- Chapter 11: Generating Sudoku- A guided exercise in generating Sudoku puzzles.
- Chapter 12: Traveling Salesman Problem (TSP)- Find the optimal route to visit cities. Introduces crossover and a pool of parents.
- Chapter 13: Approximating Pi- Find the two 10-bit numbers whose dividend is closest to Pi. Introduces using one genetic algorithm to tune another.
- Chapter 14: Equation Generation- Find the shortest equation that produces a specific result using addition, subtraction, multiplication, etc. Introduces symbolic genetic programming.
- Chapter 15: The Lawnmower Problem- Generate a series of instructions that cause a lawnmower to cut a field of grass. Genetic programming with control structures, objects and automatically defined functions (ADFs).
- Chapter 16: Logic Circuits- Generate circuits that behave like basic gates, gate combinations and finally a 2-bit adder. Introduces tree nodes and hill climbing.
- Chapter 17: Regular Expressions- Find regular expressions that match wanted strings. Introduces chromosome repair and growth control.
- Chapter 18: Tic-tac-toe- Create rules for playing the game without losing. Introduces tournament selection.
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