2,543 research outputs found

    Application of a new multi-agent Hybrid Co-evolution based Particle Swarm Optimisation methodology in ship design

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    In this paper, a multiple objective 'Hybrid Co-evolution based Particle Swarm Optimisation' methodology (HCPSO) is proposed. This methodology is able to handle multiple objective optimisation problems in the area of ship design, where the simultaneous optimisation of several conflicting objectives is considered. The proposed method is a hybrid technique that merges the features of co-evolution and Nash equilibrium with a ε-disturbance technique to eliminate the stagnation. The method also offers a way to identify an efficient set of Pareto (conflicting) designs and to select a preferred solution amongst these designs. The combination of co-evolution approach and Nash-optima contributes to HCPSO by utilising faster search and evolution characteristics. The design search is performed within a multi-agent design framework to facilitate distributed synchronous cooperation. The most widely used test functions from the formal literature of multiple objectives optimisation are utilised to test the HCPSO. In addition, a real case study, the internal subdivision problem of a ROPAX vessel, is provided to exemplify the applicability of the developed method

    A Coevolutionary Particle Swarm Algorithm for Bi-Level Variational Inequalities: Applications to Competition in Highway Transportation Networks

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    A climate of increasing deregulation in traditional highway transportation, where the private sector has an expanded role in the provision of traditional transportation services, provides a background for practical policy issues to be investigated. One of the key issues of interest, and the focus of this chapter, would be the equilibrium decision variables offered by participants in this market. By assuming that the private sector participants play a Nash game, the above problem can be described as a Bi-Level Variational Inequality (BLVI). Our problem differs from the classical Cournot-Nash game because each and every player’s actions is constrained by another variational inequality describing the equilibrium route choice of users on the network. In this chapter, we discuss this BLVI and suggest a heuristic coevolutionary particle swarm algorithm for its resolution. Our proposed algorithm is subsequently tested on example problems drawn from the literature. The numerical experiments suggest that the proposed algorithm is a viable solution method for this problem

    Distributed evolutionary algorithms and their models: A survey of the state-of-the-art

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    The increasing complexity of real-world optimization problems raises new challenges to evolutionary computation. Responding to these challenges, distributed evolutionary computation has received considerable attention over the past decade. This article provides a comprehensive survey of the state-of-the-art distributed evolutionary algorithms and models, which have been classified into two groups according to their task division mechanism. Population-distributed models are presented with master-slave, island, cellular, hierarchical, and pool architectures, which parallelize an evolution task at population, individual, or operation levels. Dimension-distributed models include coevolution and multi-agent models, which focus on dimension reduction. Insights into the models, such as synchronization, homogeneity, communication, topology, speedup, advantages and disadvantages are also presented and discussed. The study of these models helps guide future development of different and/or improved algorithms. Also highlighted are recent hotspots in this area, including the cloud and MapReduce-based implementations, GPU and CUDA-based implementations, distributed evolutionary multiobjective optimization, and real-world applications. Further, a number of future research directions have been discussed, with a conclusion that the development of distributed evolutionary computation will continue to flourish

    A Collection of Challenging Optimization Problems in Science, Engineering and Economics

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    Function optimization and finding simultaneous solutions of a system of nonlinear equations (SNE) are two closely related and important optimization problems. However, unlike in the case of function optimization in which one is required to find the global minimum and sometimes local minima, a database of challenging SNEs where one is required to find stationary points (extrama and saddle points) is not readily available. In this article, we initiate building such a database of important SNE (which also includes related function optimization problems), arising from Science, Engineering and Economics. After providing a short review of the most commonly used mathematical and computational approaches to find solutions of such systems, we provide a preliminary list of challenging problems by writing the Mathematical formulation down, briefly explaning the origin and importance of the problem and giving a short account on the currently known results, for each of the problems. We anticipate that this database will not only help benchmarking novel numerical methods for solving SNEs and function optimization problems but also will help advancing the corresponding research areas.Comment: Accepted as an invited contribution to the special session on Evolutionary Computation for Nonlinear Equation Systems at the 2015 IEEE Congress on Evolutionary Computation (at Sendai International Center, Sendai, Japan, from 25th to 28th May, 2015.

    Open-ended Learning in Symmetric Zero-sum Games

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    Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them `winner' and `loser'. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective -- we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences of objectives that yield open-ended learning. The framework allows us to reason about population performance in nontransitive games, and enables the development of a new algorithm (rectified Nash response, PSRO_rN) that uses game-theoretic niching to construct diverse populations of effective agents, producing a stronger set of agents than existing algorithms. We apply PSRO_rN to two highly nontransitive resource allocation games and find that PSRO_rN consistently outperforms the existing alternatives.Comment: ICML 2019, final versio
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