79,433 research outputs found

    Towards the Design of Heuristics by Means of Self-Assembly

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    The current investigations on hyper-heuristics design have sprung up in two different flavours: heuristics that choose heuristics and heuristics that generate heuristics. In the latter, the goal is to develop a problem-domain independent strategy to automatically generate a good performing heuristic for the problem at hand. This can be done, for example, by automatically selecting and combining different low-level heuristics into a problem specific and effective strategy. Hyper-heuristics raise the level of generality on automated problem solving by attempting to select and/or generate tailored heuristics for the problem at hand. Some approaches like genetic programming have been proposed for this. In this paper, we explore an elegant nature-inspired alternative based on self-assembly construction processes, in which structures emerge out of local interactions between autonomous components. This idea arises from previous works in which computational models of self-assembly were subject to evolutionary design in order to perform the automatic construction of user-defined structures. Then, the aim of this paper is to present a novel methodology for the automated design of heuristics by means of self-assembly

    Development of an automated aircraft subsystem architecture generation and analysis tool

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    Purpose – The purpose of this paper is to present a new computational framework to address future preliminary design needs for aircraft subsystems. The ability to investigate multiple candidate technologies forming subsystem architectures is enabled with the provision of automated architecture generation, analysis and optimization. Main focus lies with a demonstration of the frameworks workings, as well as the optimizers performance with a typical form of application problem. Design/methodology/approach – The core aspects involve a functional decomposition, coupled with a synergistic mission performance analysis on the aircraft, architecture and component levels. This may be followed by a complete enumeration of architectures, combined with a user defined technology filtering and concept ranking procedure. In addition, a hybrid heuristic optimizer, based on ant systems optimization and a genetic algorithm, is employed to produce optimal architectures in both component composition and design parameters. The optimizer is tested on a generic architecture design problem combined with modified Griewank and parabolic functions for the continuous space. Findings – Insights from the generalized application problem show consistent rediscovery of the optimal architectures with the optimizer, as compared to a full problem enumeration. In addition multi-objective optimization reveals a Pareto front with differences in component composition as well as continuous parameters. Research limitations/implications – This paper demonstrates the frameworks application on a generalized test problem only. Further publication will consider real engineering design problems. Originality/value – The paper addresses the need for future conceptual design methods of complex systems to consider a mixed concept space of both discrete and continuous nature via automated methods

    Usable Design of Civil Engineer Information Systems

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    This research used a case study methodology where one instrument used to collect data was a heuristic usability inspection method. Data was collected from a literature review of pertinent Civil Engineer information system design documents, and conclusions drawn about the existing level of specification of usability engineering principles. The heuristic usability inspection method was used to validate the conclusions drawn through inspection of an information system representative of other Civil Engineer information systems, the Automated Civil Engineer System Personnel Readiness module

    CAPTCHaStar! A novel CAPTCHA based on interactive shape discovery

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    Over the last years, most websites on which users can register (e.g., email providers and social networks) adopted CAPTCHAs (Completely Automated Public Turing test to tell Computers and Humans Apart) as a countermeasure against automated attacks. The battle of wits between designers and attackers of CAPTCHAs led to current ones being annoying and hard to solve for users, while still being vulnerable to automated attacks. In this paper, we propose CAPTCHaStar, a new image-based CAPTCHA that relies on user interaction. This novel CAPTCHA leverages the innate human ability to recognize shapes in a confused environment. We assess the effectiveness of our proposal for the two key aspects for CAPTCHAs, i.e., usability, and resiliency to automated attacks. In particular, we evaluated the usability, carrying out a thorough user study, and we tested the resiliency of our proposal against several types of automated attacks: traditional ones; designed ad-hoc for our proposal; and based on machine learning. Compared to the state of the art, our proposal is more user friendly (e.g., only some 35% of the users prefer current solutions, such as text-based CAPTCHAs) and more resilient to automated attacks.Comment: 15 page

    Aerospace Manufacturing Industry: A Simulation-Based Decision Support Framework for the Scheduling of Complex Hoist Lines

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    The hoist scheduling problem is a critical issue in the design and control of Automated Manufacturing Systems. To deal with the major complexities appearing in such problem, this work introduces an advanced simulation model to represent the short-term scheduling of complex hoist lines. The aim is to find the best jobs schedule that minimizing the makespan while maximizing throughput with no defective outputs. Several hard constraints are considered in the model: single shared hoist, heterogeneous recipes, eventual recycles flows, and no buffers between workstations. Different heuristic-based strategies are incorporated into the computer model in order to improve the solutions generated over time. The alternative solutions can be quickly evaluated by using a graphical user interface developed together with the simulation model.Fil: Basån, Natalia Paola. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Santa Fe. Instituto de Desarrollo Tecnológico para la Industria Química. Universidad Nacional del Litoral. Instituto de Desarrollo Tecnológico para la Industria Química; ArgentinaFil: Pulido, Raul. Universidad Politécnica de Madrid; EspañaFil: Coccola, Mariana Evangelina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Santa Fe. Instituto de Desarrollo Tecnológico para la Industria Química. Universidad Nacional del Litoral. Instituto de Desarrollo Tecnológico para la Industria Química; ArgentinaFil: Mendez, Carlos Alberto. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Santa Fe. Instituto de Desarrollo Tecnológico para la Industria Química. Universidad Nacional del Litoral. Instituto de Desarrollo Tecnológico para la Industria Química; Argentin

    A survey on performance analysis of warehouse carousel systems

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    This paper gives an overview of recent research on the performance evaluation and design of carousel systems. We discuss picking strategies for problems involving one carousel, consider the throughput of the system for problems involving two carousels, give an overview of related problems in this area, and present an extensive literature review. Emphasis has been given on future research directions in this area

    Automated Game Design Learning

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    While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via play. We detail existing work that touches the edges of this field, describe current successful projects in AGDL and the theoretical foundations that enable them, point to promising applications enabled by AGDL, and discuss next steps for this exciting area of study. The key moves of AGDL are to use game programs as the ultimate source of truth about their own design, and to make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
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