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09:00 | Translating Emotions from EEG to Visual Arts ABSTRACT. Exploring the potentialities of artificial intelligence (AI) in the world of arts is fundamental to understand and define how this technology is shaping our creativity. In this work, we propose a system that generates emotionally expressive paintings from EEG signals. The emotional information is encoded from the signals through a graph neural network and it is inputted to a generative adversarial network (GAN), trained on a dataset of paintings. The design and experimental choices at the base of this work rely on the understanding that emotions are hard to define and formalize. Despite this, the proposed results demonstrate how the interaction between an AI system and a human can produce an original and artistic re-interpretation of emotions, that have a promising potential for the application of AI technologies to visual arts. |
09:25 | SpeechTyper: From Speech to Typographic Compositon ABSTRACT. Typography is considered by many authors to be the visual manifestation of language. Over time, many designers explore connections between type design and sound, trying to bridge the gap between the two areas. This paper describes \textit{SpeechTyper}, an ongoing system that generates typographic compositions based on speech. Our goal is to create typographic representations that convey aspects of oral communication expressively. The system takes a pre-processed analysis of speech recordings and uses it to affect the glyph design of the recited words. The glyphs' structure is generated using a system we developed previously that extracts skeletons from existing typefaces. |
09:50 | EvoDesigner: towards aiding creativity in graphic design ABSTRACT. Graphic Design (GD) artefacts aim to attract people’s attention before any forward objectives. Thus, one of the goals of GD is frequently finding disruptive aesthetics that stand out over competing design artefacts (such as other books covers in a store or other posters on the street). However, as GD is increasingly being democratized and broadly shared through social media, designers tend to adopt trendy solutions, lacking disruptive and catchy visual features. EvoDesigner aims to assist the exploration of innovative graphic design solutions by using an automatic evolutionary approach to evolve the design of a number of text, shapes, and image elements inside two-dimensional canvases (pages). To enable the collaboration human-machine, the process has been integrated into Adobe inDesign, so human designers and EvoDesigner may alternately edit and evolve the same design projects, using the same desktop-publishing software. In this paper, an overview of the proposed system is presented along with the experimental setup and results accomplished so far on an evolutionary engine developed. The results suggest the viability of the development made in this first iteration of the system, which aims to reinterpret existing layouts in an unexpected manner. |
10:15 | Painting with Evolutionary Algorithms PRESENTER: Danny Dijkzeul ABSTRACT. A fixed number of brush strokes images are initialized on a canvas, their position, size, rotation, colour, stroke type and drawing index all randomly chosen. These attributes are then modifed by stochastic hillClimbing, simulated annealing or the plant propagation algorithm, approximating a target image ever closer. Simulated annealing showed the best performance, followed by hillClimbing; the plant propagation algorithm performed worst. Finally, the distribution of the attributes of the brush strokes shows us that there appears to be a preference for smaller brush strokes, and strokes of the fourth type. |
10:40 | Modern Evolution Strategies for Creativity: Fitting Concrete Images and Abstract Concepts ABSTRACT. Evolutionary algorithms (ES) have been used in the digital art scene since the 1970s. A popular application of genetic algorithms is to optimize the procedural placement of vector graphic primitives to resemble a given painting. In recent years, deep learning-based approaches have also been proposed to generate procedural drawings, which can be optimized using gradient descent. In this work, we revisit the use of evolutionary algorithms for computational creativity. We find that modern ES algorithms, when tasked with the placement of shapes, offer large improvements in both quality and efficiency compared to traditional genetic algorithms, and even comparable to gradient-based methods. We demonstrate that ES is also well suited at optimizing the placement of shapes to fit the CLIP model, and can produce diverse, distinct geometric abstractions that are aligned with human interpretation of language. |
The Best Paper nominees are the last two papers in the session. Authors Imke Grabe and Oneris Daniel Rico Garcia have been nominated Outstanding Students of EvoStar 2022.
Best paper nominations
11:30 | Genetic Programming-Based Inverse Kinematics for Robotic Manipulators ABSTRACT. In this paper, we introduce an inverse kinematics model for a robotic manipulator using Genetic Programming (GP). The underlying problem requires learning of multiple joint parameters of the manipulator to reach a desired position in the Cartesian space. We present a new approach to identify a closed-form solution for the Inverse Kinematics (IK) problem, namely IK-CCGP. The novelty of IK-CCGP is the cooperative coevolutionary learning strategy. Unlike other GP approaches, IK-CCGP is not limited to a certain angle combination to reach a given pose and is designed to achieve more flexibility in the learning process. Moreover, it can operate both as single- and multi-objective variants. In this paper, we investigate whether the inclusion of further objectives, i.e. correlation and the consistency of a solution with physical laws, contributes to the search process. Our experiments show that the combination of the two objectives, error and correlation, performs very well for the given problem and IK-CCGP performs the best on a kinematic unit of two joints. While our approach cannot attain the same accuracy as Artificial Neural Networks, it overcomes the explainability gap of IK models developed using ANNs. |
11:55 | One-Shot Learning of Ensembles of Temporal Logic Formulas for Anomaly Detection in Cyber-Physical Systems PRESENTER: Patrick Indri ABSTRACT. Cyber-Physical Systems (CPS) are prevalent in critical infrastructures and a prime target for cyber-attacks. Multivariate time series data generated by sensors and actuators of a CPS can be monitored for detecting cyber-attacks that introduce anomalies in those data. We use Signal Temporal Logic (STL) formulas to tightly describe the normal behavior of a CPS, identifying data instances that do not satisfy the formulas as anomalies. We learn an ensemble of STL formulas based on observed data, without any specific knowledge of the CPS being monitored. We propose an algorithm based on Grammar-Guided Genetic Programming (G3P) that learns the ensemble automatically in a single evolutionary run. We test the effectiveness of our data-driven proposal on two real-world datasets, finding that the proposed one-shot algorithm provides good detection performance. |
12:20 | Combining Geometric Semantic GP with Gradient-descent Optimization ABSTRACT. Geometric semantic genetic programming (GSGP) is a well-known variant of genetic programming (GP) where recombination and mutation operators have a clear semantic effect. Both kind of operators have randomly selected parameters that are not optimized by the search process. In this paper we combine GSGP with a well-known gradient-based optimizer, Adam, in order to leverage the ability of GP to operate structural changes of the individuals with the ability of gradient-based methods to optimize the parameters of a given structure. Two methods, named HYB-GSGP and HeH-GSGP, are defined and compared with GSGP on a large set of regression problems, showing that the use of Adam can improve the performance on the test set. The idea of merging evolutionary computation and gradient-based optimization is a promising way of combining two methods with very different -- and complementary -- strengths. |
12:45 | Program Synthesis with Genetic Programming: The Influence of Batch Sizes ABSTRACT. Genetic programming is a method to generate computer programs automatically for a given set of input/output examples that define the user's intent. In real-world software development this method could also be used, as a programmer could first define the input/output examples for a certain problem and then let genetic programming generate the functional source code. However, a prerequisite for using genetic programming as support system in real-world software development is a high performance and generalizability of the generated programs. For some program synthesis benchmark problems, however, the generalizability to previously unseen test cases is low especially when lexicase is used as parent selection method. Therefore, we combine in this paper lexicase selection with small batches of training cases and study the influence of different batch sizes on the program synthesis performance and the generalizability of programs generated with genetic programming. For evaluation, we use three common program synthesis benchmark problems. We find that the selection pressure can be reduced even when small batch sizes are used. Moreover, we find that, compared to standard lexicase selection, the obtained success rates on the test set are similar or even better when combining lexicase with small batches. Furthermore, also the generalizability of the found solutions can often be improved. |
11:30 | Negative Selection Algorithm for Alzheimer’s Diagnosis: Design and Performance Evaluation PRESENTER: Giuseppe De Gregorio ABSTRACT. We present a method for discriminating between healthy subjects and Alzheimer’s diseases patients from on-line handwriting. Departing from the current state of the art methods, that adopts machine learning methods and tools for building the classifier, we propose to apply the Negative Selection Algorithm. The major advantage of the proposed method in comparison with others machine learning techniques is that it requires only data by healthy subjects to build the classifier, thus avoiding to collect patient data, as requested by competing techniques. Experiments results involving data produced by 175 subjects show that the proposed method achieves state-of-the-art performance. |
11:55 | Swarm optimised few-view binary tomography ABSTRACT. This paper considers a swarm optimisation approach to few-view tomographic reconstruction. DFOMAX, a high diversity swarm op-timiser, demonstrably reconstructs binary images to a high fidelity, out-performing a leading algebraic technique, differential evolution and particle swarm optimisation on four standard phantoms. The paper considers the effectiveness of optimisers that have been developed for optimal low dimensional performance and concludes that trial solution clamping on the walls of the feasible search space is important for good performance. |
12:25 | Vectorial GP for Alzheimer's Disease Prediction Through Handwriting Analysis ABSTRACT. Cognitive impairments affect millions of persons worldwide, and especially elderly ones. These impairments may be one of the first signs of the arising of neurodegenerative diseases, such as Alzheimer's and Parkinson's, and it is expected that the incidence of this kind of diseases will dramatically increase worldwide in the near future. For this reason, the improvement of the tools currently used to diagnose these diseases is becoming crucial. Handwriting is one of the human skills affected by this kind of impairments, and anomalies such as micrographia have been adopted as diagnosis sign for the Parkinson's disease. In a previous paper, we presented a study in which the handwriting of the subjects involved was recorded while they were performing some elementary tasks, such as the copy of simple words or the drawing of elementary forms. Then we extracted the features characterizing the dynamics of the handwriting and used them to train a classifier to predict whether the subject analyzed was affected by a cognitive impairment or not. In this paper, we present a system that uses vectorial Genetic Porgramming for . The experimental results confirmed the effectiveness of the proposed approach |
12:50 | Ground-truth segmentation of the spinal cord from 3T MR images using evolutionary computation ABSTRACT. Spinal cord atrophy is one of the neuroimaging features associated with neurodegenerative diseases, inflammatory diseases and trauma. Segmentation methods with varying degree of manual intervention, reproducibility and accuracy have been proposed to assess cord atrophy from MR images, especially at C2 vertebral level. Manual outlining from experts, digital phantoms or MR images of phantoms with known dimension are the only existing ground-truth segmentations for methods comparison. Yet, phantoms images are insufficiently realistic to represent the complexity of the spinal cord MR images, especially in the pathological context. Manual outlining is time consuming, subject to intra- and inter-observer variability, and its accuracy highly depends on the operator’s experience. In this context, there is a clear need for methods that simplifies and facilitates expert intervention, while providing an accurate quantification of cord atrophy. In this paper, we build and test a ground-truth segmentation approach based on a simple evolutionary algorithm (EAcord). EAcord integrates a set of segmentation methods with varying accuracy and manual intervention (manual, semi-automated and automated methods), as well as knowledge about the spinal cord anatomy, its relative location, immediate surrounding environment and shape at C2 vertebral level. A lighter version of EAcord, EAcord-light, is also proposed, using only segmentations from semi-automated and automated methods as inputs. An experimental analysis of EAcord and EAcord-light showed an improved reproducibility and similar to better ground-truth accuracy value than manual outlining. More interestingly, in some cases, EAcord-light is able to produce a ground-truth segmentation with minimal expert intervention. |
14:15 | Sound Model Factory: An Integrated System Architecture for Generative Audio Modelling ABSTRACT. We introduce a new system for data-driven audio sound model design built around two different neural network architectures, a Generative Adversarial Network (GAN) and a Recurrent Neural Network (RNN), that takes advantage of the unique characteristics of each to achieve the system objectives that neither is capable of addressing alone. The objective of the system is to generate interactively controllable sound models given (a) a range of sounds the model should be able to synthesize, and (b) a specification of the parametric controls for navigating that space of sounds. The range of sounds is defined by a dataset provided by the designer, while the means of navigation is defined by a combination of data labels and the selection of a sub-manifold from the latent space learned by the GAN. Our proposed system takes advantage of the rich latent space of GAN that consists of sounds that fill out the spaces “between” real data-like sounds. This augmented data from GAN is then used to train an RNN for its ability to respond immediately and continuously to parameter changes and to generate audio over unlimited periods of time. Furthermore, we develop a self organizing map technique for "smoothing" the latent space of GAN that results in perceptually smooth interpolation between audio timbres. We validate this process through user studies. The system contributes advances to the state of the art for generative sound model design that include system configuration and components for improving interpolation and the expansion of audio modeling capabilities beyond musical pitch and percussive instrument sounds into the more complex space of audio textures. |
14:40 | Classification of Guitar Effects and Extraction of their Parameter Settings from Instrument Mixes Using Convolutional Neural Networks ABSTRACT. Guitar effects are commonly used in popular music to shape the guitar sound to fit specific genres or to create more variety within musical compositions. The sound is not only determined by the choice of the guitar effect, but also heavily depends on the parameter settings of the effect. Previous research focused on the classification of guitar effects and extraction of their parameter settings from solo guitar audio recordings. However, more realistic is the classification and extraction from instrument mixes. This work investigates the use of convolution neural networks (CNNs) for classification and extraction of guitar effects from audio samples containing guitar, bass, keyboard and drums. The CNN was compared to a baseline methods previously proposed like support vector machines and shallow neural networks together with predesigned features. The CNN outperformed all baselines, achieving a classification accuracy of up to 97.7\,\% and a mean absolute parameter extraction error of below 0.016 for the distortion, below 0.052 for the tremolo and below 0.038 for the slapback delay effect achieving or surpassing the presumed human expert error of 0.05. |
15:05 | A Systematic Evaluation of GPT-2-based Music Generation ABSTRACT. There have been various generative music applications recently which employ a pre-trained transformer neural model. The way in which these models are trained effects greatly the nature of the music they produce, but there has been no exploration of the extent of this. We provide here a systematic evaluation of the output from GPT-2-based transformer models by analysing, comparing and contrasting the output from multiple models trained under various conditions, with reference to numerous musical metrics. We further describe a web application for exploring the generative output of such models and draw conclusions about how training effects output. |
15:30 | Towards the Generation of Musical Explanations with GPT-3 PRESENTER: Stephen Krol ABSTRACT. The latest language model by Open AI, GPT-3, has shown great potential for many NLP tasks, attracting attention from scientists and media alike, with applications in many different domains. In this work we carry out a first study on GPT-3’s capability to communicate musical decisions through textual explanations when prompted with a textual representation of a piece of music. Enabling a dialogue in human-AI music partnerships is an important step towards more engaging and creative human-AI interactions. Our results show that GPT-3 lacks the necessary intelligence to really understand musical decisions. A major barrier to reach a better performance is the lack of data that includes explanations of the creative process carried out by artists for musical pieces. We believe such a resource would aid the understanding and collaboration with AI music systems. |
Evolutionary Machine Learning
14:15 | Detecting Nested Structures Through Evolutionary Multi-Objective Clustering PRESENTER: Cristina Morimoto ABSTRACT. The evolutionary multi-objective algorithms have been widely applied for clustering. However, in general, the detection of heterogeneous nested clusters remains challenging for clustering algorithms. This paper proposes an adaptation of the connectedness criterion used as an objective function in established Evolutionary Multi-Objective Clustering approaches (EMOCs). This adaptation can improve the conflict between the objective functions, and then it promotes the detection of nested clusters. We performed experiments with four EMOCs (MOCK, MOCLE, $\Delta$-MOCK, and EMO-KC) that provide different features. These different EMOCs have different initialization methods and representations schemes, allowing us to analyze how the proposed objective function can contribute to detecting nested clusters. Our results show that our adapted objective function promotes a general gain in the performance of all these algorithms. |
14:40 | Evolving Adaptive Neural Network Optimizers for Image Classification ABSTRACT. The evolution of hardware has enabled Artificial Neural Networks to become a staple solution to many modern Artificial Intelligence problems such as natural language processing and computer vision. The neural network's effectiveness is highly dependent on the optimizer used during training, which motivated significant research into the design of neural network optimizers. Current research focuses on creating optimizers that perform well across different topologies and network types. While there is evidence that it is desirable to fine-tune optimizer parameters for specific networks, the benefits of designing optimizers specialized for single networks remain mostly unexplored. In this paper, we propose an evolutionary framework called Adaptive AutoLR (ALR) to evolve adaptive optimizers for specific neural networks in an image classification task. The evolved optimizers are then compared with state-of-the-art, human-made optimizers on two popular image classification problems. The results show that some evolved optimizers perform competitively in both tasks, even achieving the best average test accuracy in one dataset. An analysis of the best evolved optimizer also reveals that it functions differently from human-made approaches. The results suggest ALR can evolve novel, high-quality optimizers motivating further research and applications of the framework. |
15:05 | SLUG: Feature Selection Using Genetic Algorithms and Genetic Programming ABSTRACT. We present SLUG, a method that uses genetic algorithms as a wrapper for genetic programming (GP), to perform feature selection while inducing models. This method is first tested on four regular binary classification datasets, and then on 10 synthetic datasets produced by GAMETES, a tool for embedding epistatic gene-gene interactions into noisy datasets. We compare the results of SLUG with the ones obtained by other GP-based methods that had already been used on the GAMETES problems, concluding that the proposed approach is very successful, particularly on the epistatic datasets. We discuss the merits and weaknesses of SLUG and its various parts, i.e. the wrapper and the learner, and we perform additional experiments, aimed at comparing SLUG with other state-of-the-art learners, like decision trees, random forests and extreme gradient boosting. Despite the fact that SLUG is not the most efficient method in terms of training time, it is confirmed as the most effective method in terms of accuracy. |
15:30 | Inheritance vs. Expansion: Generalization Degree of Nearest Neighbor Rule in Continuous Space as Covering Operator of XCS ABSTRACT. This paper focuses on the covering mechanism which generates a new if-then rule when the input data does not match the rules in the XCS Classifier System (XCS), a rule-based machine learning system, and discusses how the new rule should be generated from the viewpoint of “inheritance” and “expansion” of the generalization degree of the nearest neighbor rule in the continuous space. For this purpose, this paper proposes the two covering mechanisms based on the “inheritance” and “expansion” of the generalization degree of the nearest neighbor rule and compares their results by applying them to XCS with Continuous-valued inputs (XCSR). Through the intensive experiments on the three types of problems with the different characteristics, the following implications have been revealed: (1) the new rules should be generated by inheriting the generalization degree of the nearest neighbor rule in comparison with expanding it in the continuous space; and (2) XCSR with the “inheritance” based covering mechanism achieves higher classification accuracy with fewer rules than the conventional XCSR, which achieves higher classification accuracy than XCSR with the “expansion” based covering mechanism. |
The best paper nominees are the last three papers in the session. Authors Atoosa Parsa, Christian Cintrano, Hyunho Mo and Yuri Lavinas have been nominated as Outstanding Students of Evo* 2022.
16:15 | Music Style Transfer Using Constant-Q Transform Spectrograms PRESENTER: Tyler McAllister ABSTRACT. Previous research on music related generation and transformation has commonly targeted single instrument or single melody music. Here, in contrast, five music genres are used with the goal to achieve selective remixing by using domain transfer methods on spectrogram images of music. A pipeline architecture comprised of two independent generative adversarial network models was created. The first, CycleGAN performs style transfer on constant-Q transform spectrogram images, by applying features from one of five genres to the spectrogram. The second network turns the spectrogram into a real-value tensor representation which is approximately reconstructed back into audio. Four seconds of music are output by the system and can be concatenated to recreate a full length music track. The system was evaluated through a number of experiments and a survey. Due to the increased complexity involved in processing high sample rate music with homophonic or polyphonic audio textures, the system’s audio output was considered to be low quality, but the style transfer produced noticeable selective remixing on most of the music tracks used for evaluation. |
16:40 | Conditional Drums Generation using Compound Word Representations PRESENTER: Dimos Makris ABSTRACT. The field of automatic music composition has seen great progress in recent years, specifically with the invention of transformer-based architectures. When using any deep learning model which considers music as a sequence of events with multiple complex dependencies, the selection of a proper data representation is crucial. In this paper, we tackle the task of conditional drums generation using a novel data encoding scheme inspired by the Compound Word representation, a tokenization process of sequential data. Therefore, we present a sequence-to-sequence architecture where a Bidirectional Long short-term memory (BiLSTM) Encoder receives information about the conditioning parameters (i.e., accompanying tracks and musical attributes), while a Transformer-based Decoder with relative global attention produces the generated drum sequences. We conducted experiments to thoroughly compare the effectiveness of our method to several baselines. Quantitative evaluation shows that our model is able to generate drums sequences that have similar statistical distributions and characteristics to the training corpus. These features include syncopation, compression ratio, and symmetry among others. We also verified, through a listening test, that generated drum sequences sound pleasant, natural and coherent while they “groove” with the given accompaniment. |
17:05 | A Creative Tool for the Musician Combining LSTM and Markov Chains in Max/MSP ABSTRACT. Scramble is a standalone MIDI tool developed in Max/MSP for the real-time generation of polyphonic music, that combines Markov chains and LSTM neural networks. It offers a simplified user interface for the analysis of MIDI files, the creation of models including expressive parameters beside pitch and rhythm, and the interactive control of the generated output. In this paper we describe and motivate the strategies we implemented for the analysis and representation of the data, and the encoding techniques we resorted to in order to facilitate the detection of low-level relationships whilst saving computational resources. We also propose a representation of pitch and time domains suitable for both the Markov chain and the LSTM modules and detail the tool’s architecture from a functional standpoint and from the perspective of the user. We conclude by presenting the testing results and the future developments of the system. |
17:30 | Expressive Aliens - Laban Effort Factors for Non-Anthropomorphic Morphologies ABSTRACT. The use of computer generated characters as artificial dancers offers interesting creative possibilities, especially when endowing these characters with morphologies and behaviours that differ significantly from those of human dancers. At the same time, it is challenging to create movements for such non-anthropomorphic characters that are at the same time expressive and physically plausible. Motion synthesis techniques based either on data driven methods or physics simulation each have their own limitations concerning the aspects of movements and the range of morphologies they can be used for. This paper presents a proof of concept system that combines a data driven method with a physics simulation for the purpose of synthesizing expressive movements for computer generated characters with arbitrary morphologies. A core component of the system is a reinforcement learning algorithm that employs reward functions based on Laban Effort Factors. This system has been tested by training three different non-anthropomorphic morphologies on different combinations of these reward functions. The results obtained so far clearly indicate that the system is able to generate a large diversity of poses and motions which specifically reflect the characteristics of each morphology and Effort Factor. |
The paper presentations will be followed by a 20-minute informal discussion.
16:15 | Neuroevolution of Spiking Neural P Systems ABSTRACT. Membrane computing is a discipline that aims to perform computation by mimicking nature at the cellular level. Spiking Neural P (in short, SN P) systems are a subset of membrane computing methodologies that combine spiking neurons with membrane computing techniques, where "P" means that the system is intrinsically parallel. While these methodologies are very powerful, being able to simulate a Turing machine with only few neurons, their design is time-consuming and it can only be handled by experts in the field, that have an in-depth knowledge of such systems. In this work, we use the Neuroevolution of Augmenting Topologies (NEAT) algorithm, usually employed to evolve multilayer perceptrons and recurrent neural networks, to evolve SN P systems. Unlike existing approaches for the automatic design of SN P systems, NEAT provides high flexibility in the type of SN P systems, removing the need to specify a great part of the system. To test the proposed method, we evolve Spiking Neural P systems as policies for two classic control tasks from OpenAI Gym. The experimental results show that our method is able to generate efficient (yet extremely simple) Spiking Neural P systems that can solve the two tasks. A further analysis shows that the evolved systems act on the environment by performing a kind of "if-then-else" reasoning. |
16:40 | Augmenting Novelty Search with a Surrogate Model to Engineer Meta-Diversity in Ensembles of Classifiers ABSTRACT. Using Neuroevolution combined with Novelty Search to promote behavioural diversity is capable of constructing high-performing ensembles for classification. However, using gradient descent to train evolved architectures during the search can be computationally prohibitive. Here we propose a method to overcome this limitation by using a surrogate model which estimates the behavioural distance between two neural network architectures required to calculate the sparseness term in Novelty Search. We demonstrate a speedup of 10 times over previous work and significantly improve on previous reported results on three benchmark datasets from Computer Vision --- CIFAR-10, CIFAR-100, and SVHN. This results from the expanded architecture search space facilitated by using a surrogate. Our method represents an improved paradigm for implementing horizontal scaling of learning algorithms by making an explicit search for diversity considerably more tractable for the same bounded resources. |
17:05 | Integrating Safety Guarantees into the Learning Classifier System XCS PRESENTER: Tim Hansmeier ABSTRACT. On-line learning mechanisms are frequently employed to implement self-adaptivity in modern systems and make them independent from design-time assumptions. With more widespread use in technical systems that interact with their physical environment, e.g. cyber-physical systems, the fulfillment of safety requirements is increasingly gaining attention. We focus on the learning classifier system XCS with its human-interpretable rules and propose an approach to integrate safety guarantees directly into its rule base. We leverage the interpretability of XCS' rules to internalize the safety-critical knowledge, as opposed to related work, which often relies on an external safety monitor. The experimental evaluation shows that such manually injected knowledge not only gives safety guarantees but aids the learning mechanism of XCS. Especially in complex environments where XCS is struggling to find the optimal solution, the use of forbidden classifiers leads to a considerably better performance than with an external safety monitor. |