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Combinatorial optimization and metaheuristics
Today, combinatorial optimization is one of the youngest and most active areas of discrete mathematics. It is a branch of optimization in applied mathematics and computer science, related to operational research, algorithm theory and computational complexity theory. It sits at the intersection of several fields, including artificial intelligence, mathematics and software engineering. Its increasing interest arises for the fact that a large number of scientific and industrial problems can be formulated as abstract combinatorial optimization problems, through graphs and/or (integer) linear programs. Some of these problems have polynomial-time (“efficient”) algorithms, while most of them are NP-hard, i.e. it is not proved that they can be solved in polynomial-time. Mainly, it means that it is not possible to guarantee that an exact solution to the problem can be found and one has to settle for an approximate solution with known performance guarantees. Indeed, the goal of approximate methods is to find “quickly” (reasonable run-times), with “high” probability, provable “good” solutions (low error from the real optimal solution). In the last 20 years, a new kind of algorithm commonly called metaheuristics have emerged in this class, which basically try to combine heuristics in high level frameworks aimed at efficiently and effectively exploring the search space. This report briefly outlines the components, concepts, advantages and disadvantages of different metaheuristic approaches from a conceptual point of view, in order to analyze their similarities and differences. The two very significant forces of intensification and diversification, that mainly determine the behavior of a metaheuristic, will be pointed out. The report concludes by exploring the importance of hybridization and integration methods
Driven by Compression Progress: A Simple Principle Explains Essential Aspects of Subjective Beauty, Novelty, Surprise, Interestingness, Attention, Curiosity, Creativity, Art, Science, Music, Jokes
I argue that data becomes temporarily interesting by itself to some
self-improving, but computationally limited, subjective observer once he learns
to predict or compress the data in a better way, thus making it subjectively
simpler and more beautiful. Curiosity is the desire to create or discover more
non-random, non-arbitrary, regular data that is novel and surprising not in the
traditional sense of Boltzmann and Shannon but in the sense that it allows for
compression progress because its regularity was not yet known. This drive
maximizes interestingness, the first derivative of subjective beauty or
compressibility, that is, the steepness of the learning curve. It motivates
exploring infants, pure mathematicians, composers, artists, dancers, comedians,
yourself, and (since 1990) artificial systems.Comment: 35 pages, 3 figures, based on KES 2008 keynote and ALT 2007 / DS 2007
joint invited lectur
Ms Pac-Man versus Ghost Team CEC 2011 competition
Games provide an ideal test bed for computational intelligence and significant progress has been made in recent years, most notably in games such as Go, where the level of play is now competitive with expert human play on smaller boards. Recently, a significantly more complex class of games has received increasing attention: real-time video games. These games pose many new challenges, including strict time constraints, simultaneous moves and open-endedness. Unlike in traditional board games, computational play is generally unable to compete with human players. One driving force in improving the overall performance of artificial intelligence players are game competitions where practitioners may evaluate and compare their methods against those submitted by others and possibly human players as well. In this paper we introduce a new competition based on the popular arcade video game Ms Pac-Man: Ms Pac-Man versus Ghost Team. The competition, to be held at the Congress on Evolutionary Computation 2011 for the first time, allows participants to develop controllers for either the Ms Pac-Man agent or for the Ghost Team and unlike previous Ms Pac-Man competitions that relied on screen capture, the players now interface directly with the game engine. In this paper we introduce the competition, including a review of previous work as well as a discussion of several aspects regarding the setting up of the game competition itself. © 2011 IEEE
Designing optimal low-thrust gravity-assist trajectories using space-pruning and a multi-objective approach
A multi-objective problem is addressed consisting of finding optimal low-thrust gravity-assist trajectories for interplanetary and orbital transfers. For this, recently developed pruning techniques for incremental search space reduction - which will be extended for the current situation - in combination with subdivision techniques for the approximation of the entire solution set, the so-called Pareto set, are used. Subdivision techniques are particularly promising for the numerical treatment of these multi-objective design problems since they are characterized (amongst others) by highly disconnected feasible domains, which can easily be handled by these set oriented methods. The complexity of the novel pruning techniques is analysed, and finally the usefulness of the novel approach is demonstrated by showing some numerical results for two realistic cases
A Survey of Monte Carlo Tree Search Methods
Monte Carlo tree search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm's derivation, impart some structure on the many variations and enhancements that have been proposed, and summarize the results from the key game and nongame domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work
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