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Example

Continuing with our example from the previous two sections - evolving a simple function: finding the best values for y = ax + b where we want to find optimal values for a and b. We'll use the same codec and fitness_function as before, but this time we'll add alterers to the GeneticEngine to evolve the parameters.

import radiate as rd

# Define a fitness function that uses the decoded values
def fitness_function(individual: list[float]) -> float:    
    # Calculate how well these parameters fit your data
    a = individual[0]
    b = individual[1]
    return calculate_error(a, b)  # Your error calculation here

# Create a codec for two parameters (a and b)
codec = rd.FloatCodec.vector(
    length=2,                   # We need two parameters: a and b
    init_range=(-1.0, 1.0),    # Start with values between -1 and 1
    bounds=(-10.0, 10.0)       # Allow evolution to modify the values between -10 and 10
)

# Use Boltzmann selection for offspring - individuals which
# will be used to create new individuals through mutation and crossover
offspring_selector = rd.BoltzmannSelector(temp=4)

# Use tournament selection for survivors - individuals which will 
# be passed down unchanged to the next generation
survivor_selector = rd.TournamentSelector(k=3)

# Define the alterers - these will be applied to the selected offspring
# to create new individuals. They will be applied in the order they are defined.
alters = [
    rd.GaussianMutator(rate=0.1),
    rd.BlendCrossover(rate=0.8, alpha=0.5)
]

# Create the evolution engine
engine = rd.GeneticEngine(
    codec=codec,
    fitness_func=fitness_function,
    offspring_selector=offspring_selector,
    survivor_selector=survivor_selector,
    alters=alters # Add the alterers to the engine
    # ... other parameters ...
)

# Run the engine
result = engine.run([rd.ScoreLimit(0.01), rd.GenerationsLimit(1000)])
use radiate::*;

// Define a fitness function that uses the decoded values
fn fitness_fn(individual: Vec<f32>) -> f32 {
    let a = individual[0];
    let b = individual[1];
    calculate_error(a, b)  // Your error calculation here
}

// This will produce a Genotype<FloatChromosome> with 1 FloatChromosome which
// holds 2 FloatGenes (a and b), each with a value between -1.0 and 1.0 and a bound between -10.0 and 10.0
let codec = FloatCodec::vector(2, -1.0..1.0).with_bounds(-10.0..10.0);

// Use Boltzmann selection for offspring - individuals which
// will be used to create new individuals through mutation and crossover
let offspring_selector = BoltzmannSelector::new(4.0);

// Use tournament selection for survivors - individuals which will
// be passed down unchanged to the next generation
let survivor_selector = TournamentSelector::new(3);

// There are a few different ways we can add alters to the engine in rust. Assuming you 
// use the same alters for each method below, the resulting engine will be the same.
// Choose the one that you prefer, but keep in mind that the alters 
// will be applied in the order they are defined.

// ---------------------------------------
// 1.) Using the "alters!" macro - this is the most flexible way to add multiple mutators and crossovers
// ---------------------------------------
let alters = alters![
    GaussianMutator::new(0.1),
    BlendCrossover::new(0.8, 0.5)
];

let mut engine = GeneticEngine::builder()
    .codec(codec)
    .offspring_selector(offspring_selector)
    .survivor_selector(survivor_selector)
    .fitness_fn(fitness_fn)
    .alterers(alters) // Add the alterers to the engine
    // ... other parameters ...
    .build();

// ---------------------------------------
// 2.) Using the "mutators" and "crossovers" methods to apply a single mutator and crossover
// ---------------------------------------
let mutator = UniformMutator::new(0.1);
let crossover = MultiPointCrossover::new(0.8, 2);

let mut engine = GeneticEngine::builder()
    .codec(codec)
    .offspring_selector(offspring_selector)
    .survivor_selector(survivor_selector)
    .mutator(mutator)
    .crossover(crossover)
    .fitness_fn(fitness_fn)
    // ... other parameters ...
    .build();

// ---------------------------------------
// 3.) Using the "mutators" and "crossovers" methods with vectors
// ---------------------------------------
let mutators: Vec<Box<dyn Mutator>> = vec![
    Box::new(GaussianMutator::new(0.1)),
    Box::new(UniformMutator::new(0.05)),
];

let crossovers: Vec<Box<dyn Crossover>> = vec![
    Box::new(MultiPointCrossover::new(0.8, 2)),
    Box::new(UniformCrossover::new(0.75)),
];

let mut engine = GeneticEngine::builder()
    .codec(codec)
    .offspring_selector(offspring_selector)
    .survivor_selector(survivor_selector)
    .mutators(mutators)
    .crossovers(crossovers)
    .fitness_fn(fitness_fn)
    // ... other parameters ...
    .build();

// Run the engine
let result = engine.run(|generation| {
    generation.index() >= 1000 || generation.score().as_f32() <= 0.01
});