Example
Let's continue with our example from the previous section - 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 now we'll incorporate a selector to choose individuals for the next generation.
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(
shape=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
dtype=rd.Float32, # Optional - default is Float64
)
# 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 offspring fraction. This is the % of the population that
# will be created through mutation and crossover (offspring) vs passed down unchanged (survivors).
# The default is 80% offspring and 20% survivors, but here we'll use 50% for both.
fraction = 0.5
# Create the engine, fitness function, and selectors
# Note that the genome configuration below (rd.Engine.float(..)) is a
# shorthand for creating a codec and passing it to the engine constructor. The below is
# the same as the codec we created above, but built directly into the engine constructor for convenience.
engine = (
rd.Engine.float(2, init_range=(-1.0, 1.0), bounds=(-10.0, 10.0), dtype=rd.Float32)
.fitness(fitness_function)
.select(offspring_selector, survivor_selector, frac=fraction)
# ... other parameters ...
)
# note the same engine can be built using a more traditional constructor pattern as such:
# engine = rd.Engine(
# codec=codec,
# fitness_func=fitness_function,
# offspring_selector=offspring_selector,
# survivor_selector=survivor_selector,
# offspring_fraction=0.5,
# # ... 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);
let mut engine = GeneticEngine::builder()
.codec(codec)
.offspring_selector(offspring_selector)
.survivor_selector(survivor_selector)
.fitness_fn(fitness_fn)
// ... other parameters ...
.build();
// Run the engine
let result = engine.run(|generation| {
generation.index() >= 1000 || generation.score().as_f32() <= 0.01
});