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Reconstructing Networks from Profit Sequences in Evolutionary Games via a Multiobjective Optimization Approach with Lasso Initialization

机译:通过套索初始化的多目标优化方法从进化博弈中的利润序列重构网络

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摘要

Evolutionary games (EG) model a common type of interactions in various complex, networked, natural and social systems. Given such a system with only profit sequences being available, reconstructing the interacting structure of EG networks is fundamental to understand and control its collective dynamics. Existing approaches used to handle this problem, such as the lasso, a convex optimization method, need a user-defined constant to control the tradeoff between the natural sparsity of networks and measurement error (the difference between observed data and simulated data). However, a shortcoming of these approaches is that it is not easy to determine these key parameters which can maximize the performance. In contrast to these approaches, we first model the EG network reconstruction problem as a multiobjective optimization problem (MOP), and then develop a framework which involves multiobjective evolutionary algorithm (MOEA), followed by solution selection based on knee regions, termed as MOEANet, to solve this MOP. We also design an effective initialization operator based on the lasso for MOEA. We apply the proposed method to reconstruct various types of synthetic and real-world networks, and the results show that our approach is effective to avoid the above parameter selecting problem and can reconstruct EG networks with high accuracy.
机译:进化游戏(EG)对各种复杂的,联网的,自然的和社会的系统中的常见交互类型进行建模。给定这样一个只有利润序列可用的系统,重构EG网络的交互结构对于理解和控制其集体动态至关重要。用于解决此问题的现有方法(例如套索(一种凸优化方法))需要用户定义的常数来控制网络的自然稀疏性与测量误差(观测数据与模拟数据之间的差异)之间的折衷。但是,这些方法的缺点是要确定可以最大化性能的这些关键参数并不容易。与这些方法相比,我们首先将EG网络重构问题建模为多目标优化问题(MOP),然后开发一个涉及多目标进化算法(MOEA)的框架,然后基于膝盖区域(称为MOEANet)选择解决方案,解决这个MOP。我们还为MOEA设计了基于套索的有效初始化运算符。我们将提出的方法应用于各种类型的合成和现实网络的重构,结果表明我们的方法有效地避免了上述参数选择问题,并且可以高精度地重构EG网络。

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