1,699 research outputs found

    Improving Robustness in Social Fabric-based Cultural Algorithms

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    In this thesis, we propose two new approaches which aim at improving robustness in social fabric-based cultural algorithms. Robustness is one of the most significant issues when designing evolutionary algorithms. These algorithms should be capable of adapting themselves to various search landscapes. In the first proposed approach, we utilize the dynamics of social interactions in solving complex and multi-modal problems. In the literature of Cultural Algorithms, Social fabric has been suggested as a new method to use social phenomena to improve the search process of CAs. In this research, we introduce the Irregular Neighborhood Restructuring as a new adaptive method to allow individuals to rearrange their neighborhoods to avoid local optima or stagnation during the search process. In the second approach, we apply the concept of Confidence Interval from Inferential Statistics to improve the performance of knowledge sources in the Belief Space. This approach aims at improving the robustness and accuracy of the normative knowledge source. It is supposed to be more stable against sudden changes in the values of incoming solutions. The IEEE-CEC2015 benchmark optimization functions are used to evaluate our proposed methods against standard versions of CA and Social Fabric. IEEE-CEC2015 is a set of 15 multi-modal and hybrid functions which are used as a standard benchmark to evaluate optimization algorithms. We observed that both of the proposed approaches produce promising results on the majority of benchmark functions. Finally, we state that our proposed strategies enhance the robustness of the social fabric-based CAs against challenges such as multi-modality, copious local optima, and diverse landscapes

    Optimization as an analysis tool for human complex decision making

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    We present a problem class of mixed-integer nonlinear programs (MINLPs) with nonconvex continuous relaxations which stem from economic test scenarios that are used in the analysis of human complex problem solving. In a round-based scenario participants hold an executive function. A posteriori a performance indicator is calculated and correlated to personal measures such as intelligence, working memory, or emotion regulation. Altogether, we investigate 2088 optimization problems that differ in size and initial conditions, based on real-world experimental data from 12 rounds of 174 participants. The goals are twofold. First, from the optimal solutions we gain additional insight into a complex system, which facilitates the analysis of a participant’s performance in the test. Second, we propose a methodology to automatize this process by providing a new criterion based on the solution of a series of optimization problems. By providing a mathematical optimization model and this methodology, we disprove the assumption that the “fruit fly of complex problem solving,” the Tailorshop scenario that has been used for dozens of published studies, is not mathematically accessible—although it turns out to be extremely challenging even for advanced state-of-the-art global optimization algorithms and we were not able to solve all instances to global optimality in reasonable time in this study. The publicly available computational tool Tobago [TOBAGO web site https://sourceforge.net/projects/tobago] can be used to automatically generate problem instances of various complexity, contains interfaces to AMPL and GAMS, and is hence ideally suited as a testbed for different kinds of algorithms and solvers. Computational practice is reported with respect to the influence of integer variables, problem dimension, and local versus global optimization with different optimization codes

    Catgame: A Tool For Problem Solving In Complex Dynamic Systems Using Game Theoretic Knowledge Distribution In Cultural Algorithms, And Its Application (catneuro) To The Deep Learning Of Game Controller

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    Cultural Algorithms (CA) are knowledge-intensive, population-based stochastic optimization methods that are modeled after human cultures and are suited to solving problems in complex environments. The CA Belief Space stores knowledge harvested from prior generations and re-distributes it to future generations via a knowledge distribution (KD) mechanism. Each of the population individuals is then guided through the search space via the associated knowledge. Previously, CA implementations have used only competitive KD mechanisms that have performed well for problems embedded in static environments. Relatively recently, CA research has evolved to encompass dynamic problem environments. Given increasing environmental complexity, a natural question arises about whether KD mechanisms that also incorporate cooperation can perform better in such environments than purely competitive ones? Borrowing from game theory, game-based KD mechanisms are implemented and tested against the default competitive mechanism – Weighted Majority (WTD). Two different concepts of complexity are addressed – numerical optimization under dynamic environments and hierarchal, multi-objective optimization for evolving deep learning models. The former is addressed with the CATGame software system and the later with CATNeuro. CATGame implements three types of games that span both cooperation and competition for knowledge distribution, namely: Iterated Prisoner\u27s Dilemma (IPD), Stag-Hunt and Stackelberg. The performance of the three game mechanisms is compared with the aid of a dynamic problem generator called Cones World. Weighted Majority, aka “wisdom of the crowd”, the default CA competitive KD mechanism is used as the benchmark. It is shown that games that support both cooperation and competition do indeed perform better but not in all cases. The results shed light on what kinds of games are suited to problem solving in complex, dynamic environments. Specifically, games that balance exploration and exploitation using the local signal of ‘social’ rank – Stag-Hunt and IPD – perform better. Stag-Hunt which is also the most cooperative of the games tested, performed the best overall. Dynamic analysis of the ‘social’ aspects of the CA test runs shows that Stag-Hunt allocates compute resources more consistently than the others in response to environmental complexity changes. Stackelberg where the allocation decisions are centralized, like in a centrally planned economic system, is found to be the least adaptive. CATNeuro is for solving neural architecture search (NAS) problems. Contemporary ‘deep learning’ neural network models are proven effective. However, the network topologies may be complex and not immediately obvious for the problem at hand. This has given rise to the secondary field of neural architecture search. It is still nascent with many frameworks and approaches now becoming available. This paper describes a NAS method based on graph evolution pioneered by NEAT (Neuroevolution of Augmenting Topologies) but driven by the evolutionary mechanisms under Cultural Algorithms. Here CATNeuro is applied to find optimal network topologies to play a 2D fighting game called FightingICE (derived from “The Rumble Fish” video game). A policy-based, reinforcement learning method is used to create the training data for network optimization. CATNeuro is still evolving. To inform the development of CATNeuro, in this primary foray into NAS, we contrast the performance of CATNeuro with two different knowledge distribution mechanisms – the stalwart Weighted Majority and a new one based on the Stag-Hunt game from evolutionary game theory that performed the best in CATGame. The research shows that Stag-Hunt has a distinct edge over WTD in terms of game performance, model accuracy, and model size. It is therefore deemed to be the preferred mechanism for complex, hierarchical optimization tasks such as NAS and is planned to be used as the default KD mechanism in CATNeuro going forward

    Solving Markov decision processes for network-level post-hazard recovery via simulation optimization and rollout

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    Computation of optimal recovery decisions for community resilience assurance post-hazard is a combinatorial decision-making problem under uncertainty. It involves solving a large-scale optimization problem, which is significantly aggravated by the introduction of uncertainty. In this paper, we draw upon established tools from multiple research communities to provide an effective solution to this challenging problem. We provide a stochastic model of damage to the water network (WN) within a testbed community following a severe earthquake and compute near-optimal recovery actions for restoration of the water network. We formulate this stochastic decision-making problem as a Markov Decision Process (MDP), and solve it using a popular class of heuristic algorithms known as rollout. A simulation-based representation of MDPs is utilized in conjunction with rollout and the Optimal Computing Budget Allocation (OCBA) algorithm to address the resulting stochastic simulation optimization problem. Our method employs non-myopic planning with efficient use of simulation budget. We show, through simulation results, that rollout fused with OCBA performs competitively with respect to rollout with total equal allocation (TEA) at a meagre simulation budget of 5-10% of rollout with TEA, which is a crucial step towards addressing large-scale community recovery problems following natural disasters.Comment: Submitted to Simulation Optimization for Cyber Physical Energy Systems (Special Session) in 14th IEEE International Conference on Automation Science and Engineerin

    Slovenian Virtual Gallery on the Internet

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    The Slovenian Virtual Gallery (SVG) is a World Wide Web based multimedia collection of pictures, text, clickable-maps and video clips presenting Slovenian fine art from the gothic period up to the present days. Part of SVG is a virtual gallery space where pictures hang on the walls while another part is devoted to current exhibitions of selected Slovenian art galleries. The first version of this application was developed in the first half of 1995. It was based on a file system for storing all the data and custom developed software for search, automatic generation of HTML documents, scaling of pictures and remote management of the system. Due to the fast development of Web related tools a new version of SVG was developed in 1997 based on object-oriented relational database server technology. Both implementations are presented and compared in this article with issues related to the transion between the two versions. At the end, we will also discuss some extensions to SVG. We will present the GUI (Graphical User Interface) developed specially for presentation of current exhibitions over the Web which is based on GlobalView panoramic navigation extension to developed Internet Video Server (IVS). And since SVG operates with a lot of image data, we will confront with the problem of Image Content Retrieval
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