779 research outputs found

    Cheating for Problem Solving: A Genetic Algorithm with Social Interactions

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    We propose a variation of the standard genetic algorithm that incorporates social interaction between the individuals in the population. Our goal is to understand the evolutionary role of social systems and its possible application as a non-genetic new step in evolutionary algorithms. In biological populations, ie animals, even human beings and microorganisms, social interactions often affect the fitness of individuals. It is conceivable that the perturbation of the fitness via social interactions is an evolutionary strategy to avoid trapping into local optimum, thus avoiding a fast convergence of the population. We model the social interactions according to Game Theory. The population is, therefore, composed by cooperator and defector individuals whose interactions produce payoffs according to well known game models (prisoner's dilemma, chicken game, and others). Our results on Knapsack problems show, for some game models, a significant performance improvement as compared to a standard genetic algorithm.Comment: 7 pages, 5 Figures, 5 Tables, Proceedings of Genetic and Evolutionary Computation Conference (GECCO 2009), Montreal, Canad

    A Weight-coded Evolutionary Algorithm for the Multidimensional Knapsack Problem

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    A revised weight-coded evolutionary algorithm (RWCEA) is proposed for solving multidimensional knapsack problems. This RWCEA uses a new decoding method and incorporates a heuristic method in initialization. Computational results show that the RWCEA performs better than a weight-coded evolutionary algorithm proposed by Raidl (1999) and to some existing benchmarks, it can yield better results than the ones reported in the OR-library.Comment: Submitted to Applied Mathematics and Computation on April 8, 201

    Finding and Exploring Promising Search Space for the 0-1 Multidimensional Knapsack Problem

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    The 0-1 multidimensional knapsack problem(MKP) is a classical NP-hard combinatorial optimization problem. In this paper, we propose a novel heuristic algorithm simulating evolutionary computation and large neighbourhood search for the MKP. It maintains a set of solutions and abstracts information from the solution set to generate good partial assignments. To find high-quality solutions, integer programming is employed to explore the promising search space specified by the good partial assignments. Extensive experimentation with commonly used benchmark sets shows that our approach outperforms the state of the art heuristic algorithms, TPTEA and DQPSO, in solution quality. It finds new lower bound for 8 large and hard instance

    Natural Selection of Paths in Networks

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    We present a novel algorithm that exhibits natural selection of paths in a network. If each node and weighted directed edge has a unique identifier, a path in the network is defined as an ordered list of these unique identifiers. We take a population perspective and view each path as a genotype. If each node has a node phenotype then a path phenotype is defined as the list of node phenotypes in order of traversal. We show that given appropriate path traversal, weight change and structural plasticity rules, a path is a unit of evolution because it can exhibit multiplicative growth (i.e. change it’s probability of being traversed), and have variation and heredity. Thus, a unit of evolution need not be a spatially distinct physical individual. The total set of paths in a network consists of all possible paths from the start node to a finish node. Each path phenotype is associated with a reward that determines whether the edges of that path will be multiplicatively strengthened (or weakened). A pair-wise tournament selection algorithm is implemented which compares the reward obtained by two paths. The directed edges of the winning path are strengthened, whilst the directed edges of the losing path are weakened. Edges shared by both paths are not changed (or weakened if diversity is desired). Each time a node is activated there is a probability that the path will mutate, i.e. find an alternative route that bypasses that node. This generates the potential for a novel but correlated path with a novel but correlated phenotype. By this process the more frequently traversed paths are responsible for most of the exploration. Nodes that are inactive for some period of time are lost (which is equivalent to connections to and from them being broken). This network-based natural selection compares favourably with a standard pair-wise tournament-selection based genetic algorithm on a range of combinatorial optimization problems and continuous parametric optimization problems. The network also exhibits memory of past selective environments and can store previously discovered characters for reuse in later optimization tasks. The pathway evolution algorithm has several possible implementations and permits natural selection with unlimited heredity without template replication

    Cheating for problem solving: a genetic algorithm with social interactions

    Get PDF
    We propose a variation of the standard genetic algorithm that incorporates social interaction between the individuals in the population. Our goal is to understand the evolutionary role of social systems and its possible application as a non-genetic new step in evolutionary algorithms. In biological populations, i.e. animals, even human beings and microorganisms, social interactions often affect the fitness of individuals. It is conceivable that the perturbation of the fitness via social interactions is an evolutionary strategy to avoid trapping into local optimum, thus avoiding a fast convergence of the population. We model the social interactions according to Game Theory. The population is, therefore, composed by cooperator and defector individuals whose interactions produce payoffs according to well known game models (prisoner's dilemma, chicken game, and others). Our results on Knapsack problems show, for some game models, a significant performance improvement as compared to a standard genetic algorithm
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