

Keynote speech at Congress On the Future of Engineering Software (COFES) conference in
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20th anniversary party of Scientific Games Inc. in

30th anniversary party held at the Massachusetts State
Lottery headquarters on May 24, 2004 celebrating the launch of the first
rub-off instant lottery game in May 1974. From left to right, Daniel W. Bower
(former president of Scientific Games Inc.), Joseph C. Sullivan (current
Executive Director of the Massachusetts State Lottery), Dr. William E. Perrault
(former Executive Director of the Massachusetts State Lottery in 1974 and
during the 1970s and early 1980s), and John R. Koza (former Chairman and CEO of
Scientific Games Inc. from 1973 to 1987). Photo courtesy of Public Gaming magazine (July 2004
issue).


From interview on KGO TV on March 31, 2006 concerning “An Idea
To Make Your Vote Count In 2008”
· Virtually all problems in artificial intelligence, machine learning, adaptive systems, and automated learning can be recast as a search for a computer program.
· Genetic programming provides a way to successfully conduct the search for a computer program in the space of computer programs.

· Scalability is essential for solving non-trivial problems in artificial intelligence, machine learning, adaptive systems, and automated learning.
· Scalability can be achieved by reuse.
· Genetic programming provides a way to automatically discover and reuse subprograms in the course of automatically creating computer programs to solve problems.

· Genetic programming possesses the attributes that can reasonably be expected of a system for automatically creating computer programs.

· Genetic programming now routinely delivers high-return human-competitive machine intelligence.
· Genetic programming is an automated invention machine.
· Genetic programming can automatically create a general solution to a problem in the form of a parameterized topology.
· Genetic programming has delivered a progression of qualitatively more substantial results in synchrony with five approximately order-of-magnitude increases in the expenditure of computer time.

Bade, Stephen L.
Comisky, William
Dunlap, Frank
Fletcher, David
Hutchings, Jeffrey L.
Jones, Lee William
Lanza, Guido
Lohn, Jason
Poli, Riccardo
Rice, James P.
Roughgarden, Jonathan
Shipman, James
Tackett, Walter Alden
Yu, Jessen
Our main research interest is automatic programming (also called program
synthesis or program induction)—that is, getting computers to solve problems
without explicitly programming them.
This goal can be accomplished using the technique of genetic programming (of
which I am considered the inventor). Genetic programming is an automated method
for creating a working computer program from a high-level problem statement of
a problem. Genetic programming performs automatic program synthesis using
Darwinian natural selection and biologically inspired operations such as
recombination, mutation, inversion, gene duplication, and gene deletion. Old
Chinese saying says "animated gif is worth one megaword," so click here
for short tutorial of "What is GP?" For information about
the rapidly growing field of genetic programming, visit www.genetic-programming.org
and www.genetic-programming.com
While proof of principle ("toy") problems are occasionally useful for
tutorial or introductory purposes, we believe that it is time for fields of
artificial intelligence and machine learning to start delivering non-trivial
results that satisfy the test of being competitive with human performance.
Accordingly, our criterion for undertaking new research is that, if the
anticipated outcome of the research effort is achieved, it can be argued (on
some reasonable basis) that the result created by genetic programming is
competitive with human-produced results. Competitiveness with human performance
can be established in a variety of ways. For example, genetic programming may
produce a result that is slightly better, equal, or slightly worse than that
produced by a succession of human researchers working on an well-defined
problem over a period of years. Or, genetic programming may produce a result
that is equivalent to an invention that was patented in the past or that is
patentable today as a new invention. Or, genetic programming may produce a
result that is publishable in its own right (i.e., independent of the fact that
the result was mechanically generated). Or, genetic programming may produce a
result that wins or ranks highly in a judged competition involving human
contestants. There are examples using genetic programming in all four
categories and we have been produced at least one example in three of the four
categories. Fourteen are described in detail in the Genetic Programming III:
Darwinian Invention and Problem Solving book
and Human-Competitive Machine Intelligence videotape
For additional discussion, see human-competitive
machine intelligence.
Specifically, our recent research work involving genetic programming currently
emphasizes
There are now a number of instances where genetic programming has
automatically produced a computer program that is competitive with human
performance. (See our criteria for human-competitive results and a list of
human-competitive results by clicking on human-competitive
machine intelligence). The fact that genetic programming can evolve
entities that are competitive with human-produced results suggests that genetic
programming may possibly be used as an "invention machine" to create
new and useful patentable inventions. In this connection, evolutionary methods,
such as genetic programming, have the advantage of not being encumbered by
preconceptions that limit human problem-solving to well-traveled paths.
In late July 1999, Genetic Programming Inc. started operating a new
1,000-node Beowulf-style parallel cluster computer consisting of 1,000 Pentium
II 350 MHz processors and a host computer. Genetic Programming Inc. has also
operated (starting in early 1999) a 70-node Beowulf-style parallel cluster
computer consisting of 533 MHz DEC Alpha microprocessors and a host computer.
The new 1,000-Pentium system is called the Tera-COTS computer (since it has
capacity of about a teraflops and is a beowulf-style customer computer made of
"commodity off-the-shelf" [COTS] parts). Click here for technical
discussion of
parallel genetic programming and building the 1,000-Pentium
Beowulf-style parallel cluster computer.
All of the above-mentioned 21 human-competitive results were obtained
using computers that were substantially smaller than the new
1000-Pentium computer mentioned above. Fifteen of these 21 human-competitive
results were obtained on a 1995-vintage parallel computer system composed of 64
PowerPC 80 MHz processors with a spec95fp rating that is 1/60 of that of the
new 1000-Pentium machine. Five of these results were obtained on a 70-Alpha
machine (whose spec95fp rating is 1/9 of that of the 1000-Pentium machine). One
of these human competitive results were obtained with a 1994-vintage machine
(whose spec95fp rating is 1/1,320 of that of the 1000-Pentium machine). Because
of its increased computational power of the new 1000-Pentium machine, we expect
that it will produce additional human-competitive results.
Genetic programming has 16 important attributes that one would reasonably
expect of a system for automatic
programming (also called program synthesis or program
induction). Genetic programming has seven important
differences from other approaches to machine learning and artificial
intelligence.
My other research interests include artificial life (particularly
spontaneous emergence of self-replicating and self-improving entities) and
cellular automata.
Compilations of the Student
Papers from 1994 to 2003 written by students in Computer Science 426
and by students in Computer Science 425 are available at the Mathematics
Library in the Main Quad at Stanford University and for purchase from the
Custom Publishing Department of the Stanford Bookstore.
Also, certain course
readers from John Koza's courses at Stanford on Genetic Algorithms
and Genetic Programming and course on Artificial Life may be available from the
Custom Publishing Department of the Stanford Bookstore.
·
Click here for PDF file of AAAI-2004 tutorial on automated
invention using genetic programming at American Association for
Artificial Intelligence conference (AAAI-2004) in
·
Click here for PDF file of
GECCO-2004 tutorial on genetic programming presented at the
Genetic and Evolutionary Computation Conference (GECCO)
in
·
Click here for PDF
file of EH-2004 invited talk on industrial-strength analog circuit synthesis by
means of genetic programming presented at the NASA/DoD Conference on
Evolvable Hardware (EH-2004) in
·
Click here for PDF
file of GPTP-2004 talk on industrial-strength analog circuit synthesis by means
of genetic programming presented at the Genetic Programming Theory and
Practice (GPTP) conference in
John R. Koza
Post Office Box K
E-Mail:
john@johnkoza.com (preferred)
koza@stanford.edu
Click here for Miscellaneous Possibly Cool Web Pages
· For information about the
annual 2006 Genetic and
Evolutionary Computation (GECCO) conference (which includes the annual Genetic
Programming conference) to be held on July 8-12, 2006 (Saturday – Wednesday) in
· Click here for tables showing the 23 entries in 2004, the “statements” of “human-competitiveness,” and the slides for the presentations for the $10,000 in awards for 2005 human-competitive results
· Click here for tables showing the 11 entries in 2004, the “statements” of “human-competitiveness,” and the slides for the presentations for the $5,000 in awards for 2004 for human-competitive results.
· For information about the field of genetic programming and the field of genetic and evolutionary computation, visit www.genetic-programming.org
· The home page of Genetic Programming Inc. at www.genetic-programming.com.
· The home page of John R. Koza (including online versions of most published papers)
· For information about John Koza’s course on genetic algorithms and genetic programming at Stanford University
· Information about the 1992
book Genetic
Programming: On the Programming of Computers by Means of Natural Selection,
the 1994 book Genetic
Programming II: Automatic Discovery of Reusable Programs, the 1999
book Genetic
Programming III: Darwinian Invention and Problem Solving, and the 2003
book Genetic
Programming IV: Routine
Human-Competitive Machine Intelligence. Click here to read chapter 1 of Genetic
Programming IV book in PDF format.
· 4,000+
published papers on genetic programming (as of November 28, 2003) in a
searchable bibliography (with many on-line versions of papers) by over 880
authors maintained by William Langdon’s and Steven M. Gustafson.
· For information on the Genetic Programming and Evolvable Machines journal published by Kluwer Academic Publishers
· For information on the Genetic Programming book series from Kluwer Academic Publishers, see the Call For Book Proposals
Last updated April 4, 2006