Abstract
The Ant Trail problem has been widely investigated as a benchmark for automatic design of algorithms. One must design the program of a virtual ant to collect all pieces of food located in different places of a map, which may have obstacles, in a predefined limit of steps. This is a challenging problem, but several evolutionary computation (EC) researchers have reported methods with good results. In this paper, we propose an EC method called \({\lambda }\)-linear genetic programming (\({\lambda }\)-LGP), a variation of the well-known linear genetic programming (LGP) algorithm. Starting with an LGP based only on effective macro- and micro-mutations, the \({\lambda }\)-LGP proposed in this work consists in extending how the individuals are chosen for reproduction. In this model, a number (\({\lambda }\)) of mutations is applied to each individual, trying to explore its neighboring fitness regions; such individual might be replaced by one of its children according to different criteria. Several configurations were tested over three different trails: the Santa Fe, the Los Altos Hill, and the John Muir. Results show a very significant improvement over LGP by using this proposed variation. Also, \({\lambda }\)-LGP outperformed not only LGP, but also other state-of-the-art methods from the literature.









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Acknowledgements
The authors would like to thank Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) (Science without Borders) Grant (12180-13-0) and Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq) (Universal) Grant (486950/2013-1) to V.V.M and (477243/2013-4) to M.P.B, and Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP) Grants (2013/20606-0) and (2016/07095-5) to L.F.D.P.S.
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Sotto, L.F.D.P., de Melo, V.V. & Basgalupp, M.P. \({\lambda }\)-LGP: an improved version of linear genetic programming evaluated in the Ant Trail problem. Knowl Inf Syst 52, 445–465 (2017). https://doi.org/10.1007/s10115-016-1016-y
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DOI: https://doi.org/10.1007/s10115-016-1016-y