-
Notifications
You must be signed in to change notification settings - Fork 1
/
TeachingParadigm.cs
61 lines (59 loc) · 2.53 KB
/
TeachingParadigm.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace social_learning
{
public enum TeachingParadigm
{
/// <summary>
/// Everyone observes and learns from everyone else whenever an action leads to a reward.
/// </summary>
EveryoneRewards,
/// <summary>
/// Everyone polls and learns from everyone else whenever an actions leads to a poor reward, in attempt to
/// find a better action.
/// </summary>
EveryonePolling,
/// <summary>
/// Everyone learns from everyone else, using a combination of Rewards and Polling strategies.
/// </summary>
EveryoneRewardsAndPolling,
/// <summary>
/// Everyone observes and learns only from others in their subculture whenever an action leads to a reward.
/// </summary>
SubcultureRewards,
/// <summary>
/// Everyone observes and learns only from others in their subculture whenever an action leads to a reward.
/// Updates are done in proportion to the reward received.
/// </summary>
SubcultureRewardProportional,
/// <summary>
/// Everyone observes and learns only from others in their subculture whenever an action leads to a reward
/// where the reward is at least 1 stdev above the average observed reward for this generation.
/// </summary>
SubcultureRewardFiltering,
/// <summary>
/// Everyone polls the others in their subculture whenever a poor reward occurs, in attempt to find a
/// better action.
/// </summary>
SubculturePolling,
/// <summary>
/// Everyone learns from their own subculture, using a combination of Rewards and Polling strategies.
/// </summary>
SubcultureRewardsAndPolling,
/// <summary>
/// All champions from the previous generation teach the children of the current generation on every action (gaussian noise).
/// </summary>
GenerationalChampionOfflineTraining,
/// <summary>
/// At each step, the current species member with highest fitness teaches the current species member with lowest fitness.
/// </summary>
SpeciesChampionOnlineTraining,
/// <summary>
/// Uses the ESL algorithm but evolves a neural network for the acceptability function and uses a randomly connected NN
/// as the controller network.
/// </summary>
EgalitarianEvolvedAcceptability
}
}