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The complexity of software tasks and the uncertainty of crowd developer behaviors make it challenging to plan crowdsourced software development (CSD) projects. In a competitive crowdsourcing marketplace, competition for shared worker resources from m ultiple simultaneously open tasks adds another layer of uncertainty to the potential outcomes of software crowdsourcing. These factors lead to the need for supporting CSD managers with automated scheduling to improve the visibility and predictability of crowdsourcing processes and outcomes. To that end, this paper proposes an evolutionary algorithm-based task scheduling method for crowdsourced software development. The proposed evolutionary scheduling method uses a multiobjective genetic algorithm to recommend an optimal task start date. The method uses three fitness functions, based on project duration, task similarity, and task failure prediction, respectively. The task failure fitness function uses a neural network to predict the probability of task failure with respect to a specific task start date. The proposed method then recommends the best tasks start dates for the project as a whole and each individual task so as to achieve the lowest project failure ratio. Experimental results on 4 projects demonstrate that the proposed method has the potential to reduce project duration by a factor of 33-78%.
We introduce DeLeNoX (Deep Learning Novelty Explorer), a system that autonomously creates artifacts in constrained spaces according to its own evolving interestingness criterion. DeLeNoX proceeds in alternating phases of exploration and transformatio n. In the exploration phases, a version of novelty search augmented with constraint handling searches for maximally diverse artifacts using a given distance function. In the transformation phases, a deep learning autoencoder learns to compress the variation between the found artifacts into a lower-dimensional space. The newly trained encoder is then used as the basis for a new distance function, transforming the criteria for the next exploration phase. In the current paper, we apply DeLeNoX to the creation of spaceships suitable for use in two-dimensional arcade-style computer games, a representative problem in procedural content generation in games. We also situate DeLeNoX in relation to the distinction between exploratory and transformational creativity, and in relation to Schmidhubers theory of creativity through the drive for compression progress.
In January 2019, DeepMind revealed AlphaStar to the world-the first artificial intelligence (AI) system to beat a professional player at the game of StarCraft II-representing a milestone in the progress of AI. AlphaStar draws on many areas of AI rese arch, including deep learning, reinforcement learning, game theory, and evolutionary computation (EC). In this paper we analyze AlphaStar primarily through the lens of EC, presenting a new look at the system and relating it to many concepts in the field. We highlight some of its most interesting aspects-the use of Lamarckian evolution, competitive co-evolution, and quality diversity. In doing so, we hope to provide a bridge between the wider EC community and one of the most significant AI systems developed in recent times.
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