87 research outputs found

    Meta-learning computational intelligence architectures

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    In computational intelligence, the term \u27memetic algorithm\u27 has come to be associated with the algorithmic pairing of a global search method with a local search method. In a sociological context, a \u27meme\u27 has been loosely defined as a unit of cultural information, the social analog of genes for individuals. Both of these definitions are inadequate, as \u27memetic algorithm\u27 is too specific, and ultimately a misnomer, as much as a \u27meme\u27 is defined too generally to be of scientific use. In this dissertation the notion of memes and meta-learning is extended from a computational viewpoint and the purpose, definitions, design guidelines and architecture for effective meta-learning are explored. The background and structure of meta-learning architectures is discussed, incorporating viewpoints from psychology, sociology, computational intelligence, and engineering. The benefits and limitations of meme-based learning are demonstrated through two experimental case studies -- Meta-Learning Genetic Programming and Meta- Learning Traveling Salesman Problem Optimization. Additionally, the development and properties of several new algorithms are detailed, inspired by the previous case-studies. With applications ranging from cognitive science to machine learning, meta-learning has the potential to provide much-needed stimulation to the field of computational intelligence by providing a framework for higher order learning --Abstract, page iii

    A Discrete and Improved Bat Algorithm for solving a medical goods distribution problem with pharmacological waste collection

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    The work presented in this paper is focused on the resolution of a real-world drugs distribution problem with pharmacological waste collection. With the aim of properly meeting all the real-world restrictions that comprise this complex problem, we have modeled it as a multi-attribute or rich vehicle routing problem (RVRP). The problem has been modeled as a Clustered Vehicle Routing Problem with Pickups and Deliveries, Asymmetric Variable Costs, Forbidden Roads and Cost Constraints. To the best of authors knowledge, this is the first time that such a RVRP problem is tackled in the literature. For this reason, a benchmark composed of 24 datasets, from 60 to 1000 customers, has also been designed. For the developing of this benchmark, we have used real geographical positions located in Bizkaia, Spain. Furthermore, for the proper dealing of the proposed RVRP, we have developed a Discrete and Improved Bat Algorithm (DaIBA). The main feature of this adaptation is the use of the well-known Hamming Distance to calculate the differences between the bats. An effective improvement has been also contemplated for the proposed DaIBA, which consists on the existence of two different neighborhood structures, which are explored depending on the bat's distance regarding the best individual of the swarm. For the experimentation, we have compared the performance of our presented DaIBA with three additional approaches: an evolutionary algorithm, an evolutionary simulated annealing and a firefly algorithm. Additionally, with the intention of obtaining rigorous conclusions, two different statistical tests have been conducted: the Friedman's non-parametric test and the Holm's post-hoc test. Furthermore, an additional experimentation has been performed in terms of convergence. Finally, the obtained outcomes conclude that the proposed DaIBA is a promising technique for addressing the designed problem

    A NOVEL DISCRETE RAT SWARM OPTIMIZATION ALGORITHM FOR THE QUADRATIC ASSIGNMENT PROBLEM

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    The quadratic assignment problem (QAP) is an NP-hard problem with a wide range of applications in many real-world applications. This study introduces a discrete rat swarm optimizer (DRSO)algorithm for the first time as a solution to the QAP and demonstrates its effectiveness in terms of solution quality and computational efficiency. To address the combinatorial nature of the QAP, a mapping strategy is introduced to convert real values into discrete values, and mathematical operators are redefined to make then suitable for combinatorial problems. Additionally, a solution quality improvement strategy based on local search heuristics such as 2-opt and 3-opt is proposed. Simulations with test instances from the QAPLIB test library validate the effectiveness of the DRSO algorithm, and statistical analysis using the Wilcoxon parametric test confirms its performance. Comparative analysis with other algorithms demonstrates the superior performance of DRSO in terms of solution quality, convergence speed, and deviation from the best-known values, making it a promising approach for solving the QAP

    HYBRID GENETIC AND PENGUIN SEARCH OPTIMIZATION ALGORITHM (GA-PSEOA) FOR EFFICIENT FLOW SHOP SCHEDULING SOLUTIONS

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    This paper presents a novel hybrid approach, fusing genetic algorithms (GA) and penguin search optimization (PSeOA), to address the flow shop scheduling problem (FSSP). GA utilizes selection, crossover, and mutation inspired by natural selection, while PSeOA emulates penguin foraging behavior for efficient exploration. The approach integrates GA's genetic diversity and solution space exploration with PSeOA's rapid convergence, further improved with FSSP-specific modifications. Extensive experiments validate its efficacy, outperforming pure GA, PSeOA, and other metaheuristics

    Design of vehicle routing problem domains for a hyper-heuristic framework

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    The branch of algorithms that uses adaptive methods to select or tune heuristics, known as hyper-heuristics, is one that has seen a large amount of interest and development in recent years. With an aim to develop techniques that can deliver results on multiple problem domains and multiple instances, this work is getting ever closer to mirroring the complex situations that arise in the corporate world. However, the capability of a hyper-heuristic is closely tied to the representation of the problem it is trying to solve and the tools that are available to do so. This thesis considers the design of such problem domains for hyper-heuristics. In particular, this work proposes that through the provision of high-quality data and tools to a hyper-heuristic, improved results can be achieved. A definition is given which describes the components of a problem domain for hyper-heuristics. Building on this definition, a domain for the Vehicle Routing Problem with Time Windows is presented. Through this domain, examples are given of how a hyper- heuristic can be provided extra information with which to make intelligent search decisions. One of these pieces of information is a measure of distance between solution which, when used to aid selection of mutation heuristics, is shown to improve results of an Iterative Local Search hyper-heuristic. A further example of the advantages of providing extra information is given in the form of the provision of a set of tools for the Vehicle Routing Problem domain to promote and measure ’fairness’ between routes. By offering these extra features at a domain level, it is shown how a hyper-heuristic can drive toward a fairer solution while maintaining a high level of performance

    The AddACO: A bio-inspired modified version of the ant colony optimization algorithm to solve travel salesman problems

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    The Travel Salesman Problem (TSP) consists in finding the minimal-length closed tour that connects the entire group of nodes of a given graph. We propose to solve such a combinatorial optimization problem with the AddACO algorithm: it is a version of the Ant Colony Optimization method that is characterized by a modified probabilistic law at the basis of the exploratory movement of the artificial insects. In particular, the ant decisional rule is here set to amount in a linear convex combination of competing behavioral stimuli and has therefore an additive form (hence the name of our algorithm), rather than the canonical multiplicative one. The AddACO intends to address two conceptual shortcomings that characterize classical ACO methods: (i) the population of artificial insects is in principle allowed to simultaneously minimize/maximize all migratory guidance cues (which is in implausible from a biological/ecological point of view) and (ii) a given edge of the graph has a null probability to be explored if at least one of the movement trait is therein equal to zero, i.e., regardless the intensity of the others (this in principle reduces the exploratory potential of the ant colony). Three possible variants of our method are then specified: the AddACO-V1, which includes pheromone trail and visibility as insect decisional variables, and the AddACO-V2 and the AddACO-V3, which in turn add random effects and inertia, respectively, to the two classical migratory stimuli. The three versions of our algorithm are tested on benchmark middle-scale TPS instances, in order to assess their performance and to find their optimal parameter setting. The best performing variant is finally applied to large-scale TSPs, compared to the naive Ant-Cycle Ant System, proposed by Dorigo and colleagues, and evaluated in terms of quality of the solutions, computational time, and convergence speed. The aim is in fact to show that the proposed transition probability, as long as its conceptual advantages, is competitive from a performance perspective, i.e., if it does not reduce the exploratory capacity of the ant population w.r.t. the canonical one (at least in the case of selected TSPs). A theoretical study of the asymptotic behavior of the AddACO is given in the appendix of the work, whose conclusive section contains some hints for further improvements of our algorithm, also in the perspective of its application to other optimization problems
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