Understanding Evolutionary Algorithms through Interactive Graphical Applications

It is very common to observe, especially in Computer
Science studies that students have difficulties to correctly understand
how some mechanisms based on Artificial Intelligence work. In
addition, the scope and limitations of most of these mechanisms
are usually presented by professors only in a theoretical way,
which does not help students to understand them adequately. In this
work, we focus on the problems found when teaching Evolutionary
Algorithms (EAs), which imitate the principles of natural evolution,
as a method to solve parameter optimization problems. Although
this kind of algorithms can be very powerful to solve relatively
complex problems, students often have difficulties to understand
how they work, and how to apply them to solve problems in
real cases. In this paper, we present two interactive graphical
applications which have been specially designed with the aim of
making Evolutionary Algorithms easy to be understood by students.
Specifically, we present: (i) TSPS, an application able to solve the
”Traveling Salesman Problem”, and (ii) FotEvol, an application able
to reconstruct a given image by using Evolution Strategies. The
main objective is that students learn how these techniques can be
implemented, and the great possibilities they offer.




References:
[1] C. Darwin, The Origin of Species, Murray, London, UK, 1859.
[2] Greenwood, G., Lang, C., Hurley, S., Scheduling tasks in real-time
systems using evolutionary strategies, Third Workshop on Parallel and
Distributed Real-Time Systems, pp. 195-196, Apr. 1995.
[3] Saito, G., Corley, H.W., Rosenberger, J.M., Sung, T.-K., Noroziroshan,
A., Constraint Optimal Selection Techniques (COSTs) for nonnegative
linear programming problems, Applied Mathematics and Computation,
vol. 251, pp. 586-598, 2015.
[4] R.E. Bixby, J.W. Gregory, I.J. Lustig, R.E. Marsten, D.F. Shanno, Very
large-scale linear programming: a case study in combining interior point
and simplex methods, Oper. Res., vol. 40, pp. 885-897, 1992
[5] Albu, A.B., Learning Artificial Intelligence clip by clip: Post class
reflections on the first online Norvig-Thrun-Stanford-Know Labs Artificial
Intelligence course, Frontiers in Education Conference (FIE), pp. 1-7, Oct.
2012 [6] L. Natvig, and S. Line, Age of Computers: Game-based Teaching of
Computer Fundamentals, SIGCSE Bull, vol. 36, no. 3, pp. 107-111, 2004.
[7] Whitson, G., An application of artificial intelligence to distance
education, Frontiers in Education (FIE), Nov. 1999
[8] Markov, Z.; Russell, I.; Neller, T.; Coleman, S., Enhancing undergraduate
AI courses through machine learning projects, Frontiers in Education
(FIE), Oct. 2005
[9] T. C. Raymond, Heuristic Algorithm for the Traveling-salesman Problem,
IBM Journal of Research and Development, vol. 13, no. 4, pp. 400-407,
1969.
[10] E. Eiben, and J. E. Smith, Introduction to Evolutionary Computing,
Springer-Verlag, 2003.
[11] B. Fry, and C. Reas, Getting Started with Processing, O’Reilly Media,
2010.
[12] T. Wang, and Q. Zhu, A Software Engineering Education Game in a 3-D
Online Virtual Environment, First International Workshop on Education
Technology and Computer Science (ETCS), pp. 708-710, 2009.
[13] M. Papastergiou, Digital Game-Based Learning in high school Computer
Science education: Impact on educational effectiveness and student
motivation, Computers & Education, vol. 52, no. 1, pp. 1-12, 2009.
[14] M. M. Klawe, Computer Games, Education and Interfaces: The
E-GEMS Project, Proceedings of the Conference on Graphics Interface,
pp. 36-39, 1999.
[15] L. Cai, F. Liu, and Z. Liang, The research and application of education
game design model in teaching Chinese as a Foreign Language, IEEE
International Conference on Progress in Informatics and Computing
(PIC), pp. 1241-1245, 2010.
[16] H. ElAarag, and S. Romano, Animation of the Traveling Salesman
Problem, Proceedings of IEEE Southeastcon, pp. 1-6, 2013.