AM EC Unit3
AM EC Unit3
AND POPULATION
MANAGEMENT
Ami Munshi
Syllabus
Course Outcomes
References
Fitness, Selection, and Population
Management
There are two main forces that form the basis of
evolutionary systems:
Variation operators (recombination and mutation)
create the necessary diversity within the population,
and thereby facilitate novelty.
Selection acts as a force increasing the mean quality of
solutions in the population
Population model
Population Management Model
We have focused on
the way that potential solutions are represented to give a population of diverse
individuals,
the way that variation (recombination and mutation) operators work on those
individuals to yield offspring
These offspring will generally inherit some of their parents’ properties but also
differ slightly from them, providing new potential solutions to be evaluated
Now we turn our attention to the second important element of the
evolutionary process –
the differential survival of individuals to compete for resources and take part in
reproduction, based on their relative fitness
Population Management Models
Two different models of population management
are found in the literature:
the generational model
the steady-state model
Generational model
In each generation we begin with a population of size μ,
From this population, a pool of parents is selected
Every member of the pool is a copy of something in the population
But the proportions will probably differ, with (usually) more copies
of the ‘better’ parents
Next, λ offspring are created from the pool by the application of
variation operators, and evaluated
After each generation, the whole population is replaced by μ
individuals selected from its offspring, which is called the next
generation
Steady state model
In the steady-state model, the entire population is not changed at
once, but rather a part of it
In this case, old individuals are replaced by new ones, the offspring
The proportion of the population that is replaced is called the
generational gap, and is equal to λ/μ
The operators that are responsible for this competitive element of
population management work on the basis of an individual’s fitness
As a direct consequence, these selection and replacement operators
work independently of the problem representation chosen
Generational Loop in Evolutionary
Agorithm
Ref: A.E. Eiben, J.E. Smith, Introduction to Evolutionary Computing, 2nd edition, Natural Computing Series, Springer, 2015
Evolutionary cycle by hand- Example
𝑓 𝑖
𝑝𝑖 = , 𝑤ℎ𝑒𝑟𝑒 𝑃 = 𝑃𝑜𝑝𝑢𝑙𝑎𝑡𝑖𝑜𝑛
σ𝑗∈𝑃 𝑓 𝑗
Genotype
Phenotype
Ref: A.E. Eiben, J.E. Smith, Introduction to Evolutionary Computing, 2nd edition, Natural Computing Series, Springer, 2015
Example-DIY
1. You are given the fitness function f(x) = x2 +10 and a population
of three individuals {a,b,c}. When decoded their genes when
decoded give the values 1, 2 and 3 respectively. When you pick a
single parent using Fitness Proportionate Selection, what is the
probability that it is b?
2. Calculate the probabilities of selecting b via fitness proportionate
selection if the new fitness function is f'(x) = x2
3. What is the probability of selecting b via binary tournament
selection for the example above? How does it change when the
fitness function has it’s values reduced by 10?
Ranking Selection
Rank-based selection is another method that was inspired by the
observed drawbacks of fitness proportionate selection
It preserves a constant selection pressure by sorting the population
on the basis of fitness
Then allocating selection probabilities to individuals according to
their rank, rather than according to their actual fitness values
Let us assume that the ranks are numbered so
the best has rank μ-1 and the worst has rank 0
The mapping from rank number to selection probability can be done
in many ways, for example, linearly or exponentially decreasing
Ranking Selection
The usual formula for calculating the selection
probability for linear ranking schemes is
parameterised by a value s (1 < s ≤ 2)
Since the best individual has rank μ − 1, and the
worst has rank 0, then the selection probability for
an individual of rank 𝑖 is
Ranking Selection
Note that
the first term will be constant for all individuals (it is there to
ensure the probabilities add to one)
Since the second term will be zero for the worst individual
(with rank 𝑖 = 0), it can be thought of as the ‘baseline’
probability of selecting that individual
Ranking Selection
In Table below an example of how the selection probabilities differ for
a population of 𝜇 = 3 different individuals with fitness proportionate
selection and rank-based selection with different values of 𝑠
Ranking Selection
When the mapping from rank to selection probabilities is linear, only limited selection
pressure can be applied
This arises from the assumption that, on average, an individual of median fitness should
have one chance to be reproduced,
which in turn imposes a maximum value of s = 2.
(Since the scaling is linear, letting s > 2 would require the worst to have a negative selection
probability if the probabilities are to sum to unity)
If a higher selection pressure is required, i.e., more emphasis on individuals of above-
average fitness, an exponential ranking scheme is often used, of the form
The normalisation factor c is chosen so that the sum of the probabilities is unity, i.e., it is a
function of the population size
Implementing the selection probabilities
The description above provides two alternative schemes
for deciding a probability distribution that defines the
likelihood of each individual in the population being
selected for reproduction
The mating pool of parents is sampled from the
selection probability distribution
The simplest way of achieving this sampling is known as
the roulette wheel algorithm
Roulette Wheel Selection
Conceptually this is the same as repeatedly spinning a one-armed roulette
wheel, where the sizes of the holes reflect the selection probabilities
In general, the algorithm can be applied to select λ members from the set
of μ parents into a mating pool
To illustrate the workings of this algorithm,
we will assume some order over the population (ranking or random) from 1 to μ,
so that we can calculate the cumulative probability distribution, which is a list of
values [a1, a2,...,aµ] such that
𝑎𝑖 = σ𝑖𝑖 𝑃𝑠𝑒𝑙 (𝑖),
where 𝑃𝑠𝑒𝑙 (𝑖) is defined by the selection distribution — fitness proportionate or
ranking
Note that this implies 𝑎µ = 1
Roulette Wheel Selection
Consider a wheel and divide it into m divisions
Where m is the number of chromosomes in populations
Area occupied by each chromosome is proportional to its fitness
value
Survival Percentage
Survival Points
Points
Chromosome 1 28 28.95
29%
35%
Chromosome 2 23 23.7%
Chromosome 3 12 12.4%
Chromosome 4 34 35.1% 12% 24%
Total 97
Chromosome 1 Chromosome 2 Chromosome 3 Chromosome 4
Roulette Wheel Selection
Circular wheel is divided into pies
A fixed point is chosen on the wheel
circumference
Wheel is rotated
The region of the wheel which
comes in front of the fixed point is
chosen as the parent
For the second parent, the same
process is repeated
It is to be noted that fitness
proportionate selection methods
don’t work for cases where the
fitness can take a negative value
Ref: A.E. Eiben, J.E. Smith, Introduction to Evolutionary Computing, 2nd edition, Natural Computing Series, Springer, 2015
Roulette Wheel Selection
Fitter individual has a greater pie on the wheel and therefore a greater chance of landing in
front of the fixed point when the wheel is rotated
Therefore, the probability of choosing an individual depends directly on its fitness
Algorithm:
Let there be 𝑚 chromosomes
Find total of all the fitness values, say sum
Find individual probability for each chromosome 𝑚𝑖 as 𝑃𝑖 = 𝑓𝑖 /𝑠𝑢𝑚
Calculate cdf for mi as = σ 𝑝𝑖
Generate a random number , say 𝑟, between 0 𝑎𝑛𝑑 1
If 𝑟 < 𝐶1
Then select 𝑚1
Else if 𝐶𝑖−1 < 𝑟 < 𝐶𝑖 :
Then select 𝑚𝑖
Example on Roulette Wheel Selection
Let there be 𝑚 chromosomes
Chromosome Fitness Probabilit CDF Find total of all the fitness values, say 𝑠𝑢𝑚
(𝑚𝒊 ) value y (𝑷𝒊 = (𝑪𝒊 ) Find individual probability for each chromosome
(𝐹𝒊 ) 𝑭𝒊 / σ 𝐹𝑖 ) mi as 𝑃𝑖 = 𝑓𝑖 /𝑠𝑢𝑚
𝑖=1 A 12 0.12 0.12 Calculate cdf for 𝑚𝑖 as 𝑃𝑖 = 𝑓𝑖 /𝑠𝑢𝑚
Generate a random number , say 𝑟, between
𝑖=2 B 20 0.20 0.32 0 𝑎𝑛𝑑 1
If 𝑟 < 𝐶1
𝑖=3 C 25 0.25 0.57 Then select 𝑚1
Else if 𝐶𝑖−1 < 𝑟 < 𝐶𝑖 :
𝑖=4 D 10 0.10 0.67 Then select 𝑚𝑖
Example:
Say 𝑟 = 0.11 is generated. Then chromosome
𝑖=5 E 33 0.33 1 𝑚1 will be selected. That is chromosome A is
selected
If 𝑟 = 0.62 is generated. It lies between
𝐹𝑖 𝑚3 𝑎𝑛𝑑 𝑚4 . In this case, chromosome 𝑚4 which is
chromosome D is chosen
= 100
Stochastic Universal Sampling (SUS)
Similar to Roulette wheel selection
Instead of having just one fixed point, we have multiple fixed points
Therefore, all the parents are chosen in just one spin of the wheel
Encourages the highly fit individuals to be chosen at least once
It is to be noted that fitness proportionate selection methods don’t work for cases where the fitness can take a negative
value
Ref: https://www.tutorialspoint.com/genetic_algorithms/genetic_algorithms_parent_selection.htm
Ref: A.E. Eiben, J.E. Smith, Introduction to Evolutionary Computing, 2nd edition, Natural Computing Series, Springer, 2015
Tournament Selection
The previous two selection methods and the algorithms used to sample from their probability distributions
relied on a knowledge of the entire population
However, in certain situations,
if the population size is very large, or
if the population is distributed in some way (perhaps on a parallel system)
obtaining this knowledge is either highly time consuming or at worst impossible
Tournament selection is an operator with the useful property that
it does not require any global knowledge of the population
nor a quantifiable measure of quality
Instead it only relies on an ordering relation that can compare and rank any two individuals
It is therefore conceptually simple and fast to implement and apply
The application of tournament selection to select λ members of a pool of μ individuals works according to
the procedure shown in the algorithm below
Ref: A.E. Eiben, J.E. Smith, Introduction to Evolutionary Computing, 2nd edition, Natural Computing Series, Springer, 2015
Tournament Selection
In K-Way tournament selection select K individuals from the population at random
Select the best out of these to become a parent
The same process is repeated for selecting the next parent
It can even work with negative fitness values
Ref: https://www.tutorialspoint.com/genetic_algorithms/genetic_algorithms_parent_selection.htm
Rank Selection
The usual formula for calculating the selection probability for linear
ranking schemes is parameterised by a value s (1 < s ≤ 2)
In the case of a generational EA, where μ = λ, this can be interpreted
as the expected number of offspring allotted to the fittest individual
Since this individual has rank μ − 1, and the worst has rank 0, then the
selection probability for an individual of rank i is
Uniform Parent Selection
In some dialects of EC it is common to use mechanisms such that each individual has
the same chance to be selected
In Evolutionary Programming,
usually there is no recombination
only mutation
and parent selection is deterministic
In particular, each parent produces exactly one child by mutation
Evolution Strategies are also usually implemented with uniform random selection of
parents into the mating pool
Ref: A.E. Eiben, J.E. Smith, Introduction to Evolutionary Computing, 2nd edition, Natural Computing Series, Springer, 2015
Over-selection for Large Population
In some cases it may be desirable to work with extremely large populations
Sometimes this could be for technical reasons – for example,
there has been a lot of interest in implementing EAs using graphics cards (GPUs),
which offer similar speed-up to clusters or supercomputers, but at much lower
cost
However, achieving the maximum potential speed-up typically depends on
having a large population on each processing node
If the potential search space is enormous it might be a good idea to use a
large population to avoid ‘missing’ promising regions in the initial random
generation, and thereafter to maintain the diversity needed to support
exploration
Over-selection for Large Population
In some cases it may be desirable to work with extremely large populations
Sometimes this could be for technical reasons – for example,
there has been a lot of interest in implementing EAs using graphics cards (GPUs), which
offer similar speed-up to clusters or supercomputers, but at much lower cost
However, achieving the maximum potential speed-up typically depends on having a
large population on each processing node
If the potential search space is enormous it might be a good idea to use a large
population to avoid ‘missing’ promising regions in the initial random generation, and
thereafter to maintain the diversity needed to support exploration
Often a method called over-selection is used for population sizes of 1000 and
above
Over-selection for Large Population
In this method, the population is first ranked by
fitness and then divided into two groups,
the top x% in one and the remaining (100−x)% in the
other
When parents are selected,
80% of the selection operations choose from the first
group, and
the other 20% from the second
Over-selection for Large Population
Author Koza provides rule of thumb values for x depending on
the population size as shown in Table below
As can be seen, the number of individuals from which the majority
of parents are chosen stays constant, i.e., the selection pressure
increases dramatically for larger populations
Ref: A.E. Eiben, J.E. Smith, Introduction to Evolutionary Computing, 2nd edition, Natural Computing Series, Springer, 2015
Survivor Selection
Survivor Selection
The last key operator in genetic algorithms is selection for survival
which aims to bring the population back to its initial size of μ individuals, after λ new solutions have been generated
Several selection policies have been devised, depending on the values chosen for the parameters μ and λ
The survivor selection mechanism is
responsible for managing the process of reducing the working memory of the EA from a set of μ parents and λ offspring
to a set of μ individuals forming the next generation
In principle, any of the mechanisms introduced for parent selection could be also used for selecting survivors
This step in the main evolutionary cycle is also called replacement
Replacement strategies can be categorized according to
Fitness based replacement
Age based replacement
Generational replacement
Generational replacement
The simplest policy for selecting the individuals who will survive is to
generate the same number of offspring as there are individuals in the
population (λ = μ)
The population at the beginning of the new generational loop is
made up only of the offspring
the initial population disappears
With such a choice, it is necessary to have a selection operator for
reproduction that favors the best solutions
This means the best individuals are able to participate in the creation of
several offspring
While some of the worst are excluded from the reproduction process
Evolutionary Strategy
The evolutionary strategy (μ, λ) consists in generating
numerous offspring (λ>μ) and in only keeping the μ best
offspring for the next generation
The population is therefore completely changed from one
iteration of the generational loop to the next
This strategy leads to a bias in the choice of the fittest
individuals from one generation to the next
So, it is compatible with a uniform selection operator for
reproduction.
Age based replacement
The basis of these schemes is that the fitness of individuals is not taken into account during the
selection
Instead, they are designed so that each individual exists in the population for the same
number of EA iterations
Note
Since fitness is not taken into account, the mean, and even best fitness of any given generation, may be
lower than that of its predecessor
While slightly counterintuitive, this is not a problem as long as
it does not happen too often,
and may even be beneficial if the population is concentrated around a local optimum
A net increase in the mean fitness over time therefore relies on
having sufficient selection pressure when selecting parents into the mating pool
using variation operators that are not too disruptive
Age-based replacement is the strategy used in the simple Genetic Algorithm
Age based replacement
Since the number of offspring produced is the same
as the number of parents (μ = λ), each individual
exists for just one cycle, and the parents are simply
discarded, to be replaced by the entire set of
offspring
In this case the strategy takes the form of a first-in-
first-out (FIFO) queue
Fitness based replacement
A wide number of strategies based on fitness have been proposed for
choosing which
μ of the μ parents and λ offspring should go forward to the next generation
Some also take age into account
Some methods
Replace worst (GENITOR)
Elitism
Round-robin tournament
(μ + λ) Selection
(μ, λ) Selection
Replace worst (Genitor)
In this scheme the worst λ members of the population are
selected for replacement
This can lead to very rapid improvements in the mean
population fitness
However it can also lead to premature convergence as the
population tends to rapidly focus on the fittest member
currently present
For this reason it is commonly used in conjunction with large
populations and/or a “no duplicates” policy
Elitism
This scheme is commonly used in conjunction with age-based
and stochastic fitness-based replacement schemes
This is done to prevent the loss of the current fittest member
of the population
In essence a trace is kept of the current fittest member, and
it is always kept in the population
Thus if it is chosen in the group to be replaced, and none of
the offspring being inserted into the population has equal or
better fitness than the current fittest member, then it is kept
and one of the offspring is discarded
Round robin tournament
The method works by holding pairwise tournament competitions in
round-robin format
Each individual is evaluated against q others randomly chosen from
the merged parent and offspring populations
For each comparison, a “win” is assigned if the individual is better
than its opponent
After finishing all tournaments, the μ individuals with the greatest
number of wins are selected
Typically, q = 10 is recommended in Evolutionary Programming
(μ + λ) Selection
The name and the notation of the (μ + λ) selection comes from Evolution
Strategies
In general, it refers to the case where the set of offspring and parents are
merged
They are ranked according to (estimated) fitness
Then the top μ are kept to form the next generation
This strategy can be seen as a generalisation of
GENITOR method (μ>λ) and
Round-Robin tournament (μ = λ)
In Evolution Strategies λ>μ
A great offspring surplus (typically λ/μ ≈ 5 to 7) Induces a large selection
pressure
(μ, λ) Selection
The (μ, λ) strategy used in Evolution Strategies where typically λ>μ children are
created from a population of μ parents
This method works on a mixture of age and fitness
The age component means that all the parents are discarded, so no individual is
kept for more than one generation
The fitness component comes from the fact that the λ offspring are ranked according
to the fitness, and the best μ form the next generation
In Evolution Strategies, (μ, λ) selection, is generally preferred over (μ + λ) selection
for the following reasons
The (μ, λ) discards all parents and is therefore in principle able to leave (small) local
optima
This may be advantageous in a multimodal search space with many local optima
Comparison of (μ, λ) with (μ+λ)
In Evolution Strategies, (μ, λ) selection, is generally
preferred over (μ + λ) selection for the following reasons
(μ, λ) selection discards all parents and is therefore in principle
able to leave (small) local optima
This may be advantageous in a multimodal search space with many
local optima
If the fitness function is not fixed, but changes in time, the (μ+λ)
selection preserves outdated solutions, so it is not able to follow
the moving optimum well
(μ + λ) selection hinders the self-adaptation mechanism used to
adapt strategy parameters
Selection Pressure
Notion of selection pressure
using an intuitive description that
as selection pressure increases,
so fitter solutions are more likely to survive, or be chosen as parents,
and less-fit solutions are correspondingly less likely
Selection pressure is defined as
the degree to which the better individuals are favored
Higher the selection pressured, the more the better individuals are favored
This selection pressure drives the GA to improve the population fitness over the successive
generations
Convergence rate of GA is largely determined by the magnitude of the selection
pressure, with higher selection pressures resulting in higher convergence rates
Selection pressure
Genetic Algorithms should be able to identify optimal or nearly
optimal solutions under a wide range of selection scheme pressure
If the selection pressure is too low, the convergence rate will be slow, and
the GA will take unnecessarily longer time to find the optimal solution
If the selection pressure is too high, there is an increased change of the
GA prematurely converging to an incorrect (sub-optimal) solution
In addition to providing selection pressure
selection schemes should also preserve population diversity, as this helps
to avoid premature convergence
Multimodal problems
Adaptive Surface
The adaptive-landscape model is a useful
way of combining
Evolution
population genetics
environmental selective pressures into a single
view of speciation
On this landscape the height dimension
belongs to fitness:
high altitude stands for high fitness
The other two (or more, in the general case)
dimensions correspond to biological traits
Ref: https://www.zoology.ubc.ca/~bio310/121T_files/06S_adaptivelandscape.pdf
Ref: A.E. Eiben, J.E. Smith, Introduction to Evolutionary Computing, 2nd edition, Natural Computing Series, Springer, 2015
Adaptive Surface
xy-plane holds all possible trait
combinations
z values show their fitnesses
Hence, each peak represents a range of
successful trait combinations, while
troughs belong to less fit combinations
A given population can be plotted as a
set of points on this landscape, where
each dot is one individual realising a
possible trait combination.
Ref: https://www.zoology.ubc.ca/~bio310/121T_files/06S_adaptivelandscape.pdf
Adaptive Surface
Evolution is then the process of
gradual advances of the
population to high-altitude
areas, powered by variation and
natural selection
Our familiarity with the physical
landscape on which we exist
naturally leads us to the concept
of multimodal problems
Ref: https://www.zoology.ubc.ca/~bio310/121T_files/06S_adaptivelandscape.pdf
Exploration and Exploitation
To illustrate how an EA typically works, we will assume a onedimensional objective function to be maximized
Figure below shows three stages of the evolutionary search, showing how the individuals might typically be distributed in the
beginning, somewhere halfway, and at the end of the evolution
In the first stage directly after initialisation, the individuals are randomly spread over the whole search space
After only a few generations this distribution changes: because of selection and variation operators the population abandons low-
fitness regions and starts to climb the hills
Yet later (close to the end of the search, if the termination condition is set appropriately), the whole population is concentrated around
a few peaks, some of which may be suboptimal
In principle it is possible that the population might climb the wrong hill, leaving all of the individuals positioned around a local but not
global optimum
Ref: A.E. Eiben, J.E. Smith, Introduction to Evolutionary Computing, 2nd edition, Natural Computing Series, Springer, 2015
Exploration and Exploitation
Concept of exploration and exploitation, these notions are often used to categorize distinct
phases of the search process
Exploration is
the generation of new individuals in as-yet untested regions of the search space
Exploitation means
the concentration of the search in the vicinity of known good solutions
Evolutionary search processes are often referred to in terms of a trade-off between
exploration and exploitation
Too much of the exploitation can lead to inefficient search
Too much of the exploration can lead to a propensity to focus the search too quickly.
Premature convergence is the well-known effect of losing population diversity too quickly, and getting
trapped in a local optimum
Multimodal problems
These are problems in which there are a number of points that are
better than all their neighbouring solutions
We call each of these points a local optimum
We denote the highest of these as the global optimum
A problem in which there is only one local optimum is known as
unimodal
Multimodal problems are special kind of problems where a unique
global solution does not exist
Several global optimums or one global optimum with several local
optimums (or peaks) can be found around the search space.
Multimodal problems
Multimodality is
a typical aspect of the type of problems for which EAs are often
employed
either in attempt to locate the global optimum
or to identify a number of high–fitness solutions corresponding to
various local optimal
Multimodal optimization
Deals with optimization tasks that involve finding all or most of
the multiple (at least locally optimal) solutions of a problem, as
opposed to a single best solution (Wikipedia)
Characterizing Selection and Population Management Approaches
for Preserving Diversity (Mechanism to aid multimodal problems)
Ref: https://www.sciencedirect.com/science/article/pii/S0304397518304882
Fitness Sharing
Fitness sharing distributes the population among multiple solutions so that only a few
individuals are maintained in the vicinity of each solution in the search space
The fitness of each individual in the current population is reduced based on the number of
similar individuals in the population
A modified fitness value is calculated for each population individual by
dividing the fitness, 𝐹, by the niche count of the individual, 𝑚𝑖 , which is defined by
𝑚𝑖 = σ𝑗∈𝑝𝑜𝑝 𝑠ℎ(𝑑𝑖𝑗 )
Where 𝑑𝑖𝑗 is the Euclidean distance between individuals 𝑖 𝑎𝑛𝑑 𝑗 and
𝑠ℎ(𝑑𝑖𝑗 ) is the sharing function which is given by
𝑑𝑖𝑗 𝛼
𝑠ℎ 𝑑𝑖𝑗 = ቐ1 − 𝜎𝑠
𝑖𝑓 𝑑𝑖𝑗 < 𝜎𝑠
0 𝑜𝑡ℎ𝑒𝑟𝑤𝑖𝑠𝑒
Here 𝛼 determines the shape of the sharing function. Example if 𝛼=1 then the sharing function is linear
𝜎𝑠 is the share radius which decides both
How many niches can be maintained
Granularity with which different niches can be discriminated
Fitness Sharing
Hence modified fitness value is given by
𝑭 𝒊
𝑭′ 𝒊 =
𝒎𝒊
Where 𝑚𝑖 = σ𝑗∈𝑝𝑜𝑝 𝑠ℎ(𝑑𝑖𝑗 )
Where 𝑑𝑖𝑗 is the Euclidean distance between individuals 𝑖 𝑎𝑛𝑑 𝑗 and
𝑠ℎ(𝑑𝑖𝑗 ) is the sharing function which is given by
𝑑𝑖𝑗 𝛼
𝑠ℎ 𝑑𝑖𝑗 = ቐ1 − 𝜎𝑠
𝑖𝑓 𝑑𝑖𝑗 < 𝜎𝑠
0 𝑜𝑡ℎ𝑒𝑟𝑤𝑖𝑠𝑒
Here 𝛼 determines the shape of the sharing function. Example if 𝛼=1 then the sharing
function is linear
𝜎𝑠 is the share radius which decides both
How many niches can be maintained
Granularity with which different niches can be discriminated
Crowding
It is way of preserving diversity by ensuring that new
individuals replaced similar members of the population
It prevents a single genotype from dominating a
population
By ensuring that a newborn individual will replace one
that it is genotypically similar to it, Crowding tries to
maintain a balanced population
Deterministic Crowding
This algorithm relies on the fact that offspring are likely to be similar to their
parents as follows
The parent population is randomly paired
Each pair produces two offspring via recombination
These offspring are mutated and then evaluated
The four pairwise distances between offspring and parents are calculated
Each offspring then competes for survival in a tournament with one parent, so that the
intercompetition distances are minimized
In other words, denoting the parents as 𝑝, the offspring as 𝑜, and using the subscript to
indicate tournament pairing, 𝑑(𝑝1, 𝑜1) + 𝑑(𝑝2, 𝑜2) < 𝑑(𝑝1, 𝑜2) + 𝑑(𝑝2, 𝑜1)
Net result of all this is that offspring tend to compete for survival with the most
similar parent
So subpopulations are preserved in niches but their size does not depend on fitness;
rather it is equally distributed amongst the peaks available
Fitness sharing and crowd sharing
Ref: A.E. Eiben, J.E. Smith, Introduction to Evolutionary Computing, 2nd edition, Natural Computing Series, Springer, 2015