MachineSex/results/E5/README.md
Giorgio Gilestro 3b9f4f7893 docs: accessible figure legends (README.md) for all figures
One self-contained README.md per results/ figure folder (Layer 1 E1-E6
and Layer 1.5 bridge/collapse/grounding/architectures/recombination):
plain-language claim, setup, a compact symbol glossary, a panel-by-panel
walkthrough, and the takeaway + falsifier. Auto-renders when browsing the
folder; carries the honest caveats (grounding's ruler reframing, the
excluded VAE).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-05 08:43:04 +01:00

32 lines
2.1 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# E5 — Quality-diversity selection preserves diversity where greedy selection destroys it
**Claim tested:** if each generation you *select* which outputs to keep, does chasing the "best"
outputs (greedy) accelerate collapse — and does rewarding novelty instead prevent it?
**Setup (Layer 1, pure math).** `K = 500` items, Zipf truth, `n = 200`, 400 generations, 100 repeats,
all arms given the same grounding. Three selection modes: **none** (grounding only, no selection),
**greedy** (keep the fittest — highest-`p*` — items), and **quality-diversity (QD)** (a novelty
bonus `w_i ∝ f_i · p_i^{-α}` that up-weights rare items). The novelty exponent `α` is swept over
`{0.5, 1, 2}`.
### Symbols
- **greedy** — select toward the fittest/most-probable items (directional pressure).
- **QD (quality-diversity)** — select for fitness *and* novelty; `α` = strength of the novelty bonus.
- **`H`** diversity; **support** = number of distinct items surviving.
### The three panels
1. **Diversity trajectories.** `H` over generations: red = greedy (crashes toward ~0, i.e. fixation
on a few items); orange/blue = QD at `α = 1, 2` (holds a high plateau); green = none (reference).
Greedy selection is a *second* collapse engine on top of drift.
2. **Novelty doseresponse.** Stationary `H` vs the novelty exponent `α` for QD (orange dots), with
greedy (red dashed) and none (green dashed) as reference lines. QD sits above greedy for **every**
`α`, and rises as the novelty bonus strengthens.
3. **Surviving items per arm.** Stationary support (number of distinct items alive) as bars: greedy is
lowest; QD arms keep progressively more items alive as `α` grows; none is the reference.
### Takeaway
Optimising only for "what looks best" (greedy) collapses the population onto a handful of winners; a
novelty-rewarding, quality-diversity objective actively **re-introduces and holds the tail**. Key
numbers: greedy `H ≈ 0.01` (near-total fixation) vs QD `H ≈ 0.480.88` rising with `α`.
**Falsifier (not triggered):** if QD's stationary `H` had been ≤ greedy's, quality-diversity would be
doing no work.