79,433 research outputs found
Towards the Design of Heuristics by Means of Self-Assembly
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
Purpose â 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 â 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 â 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 â This paper demonstrates the frameworks application on a
generalized test problem only. Further publication will consider real engineering design problems.
Originality/value â 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
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
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
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: BasĂĄn, Natalia Paola. Consejo Nacional de Investigaciones CientĂficas y TĂ©cnicas. Centro CientĂfico TecnolĂłgico Conicet - Santa Fe. Instituto de Desarrollo TecnolĂłgico para la Industria QuĂmica. Universidad Nacional del Litoral. Instituto de Desarrollo TecnolĂłgico para la Industria QuĂmica; ArgentinaFil: Pulido, Raul. Universidad PolitĂ©cnica de Madrid; EspañaFil: Coccola, Mariana Evangelina. Consejo Nacional de Investigaciones CientĂficas y TĂ©cnicas. Centro CientĂfico TecnolĂłgico Conicet - Santa Fe. Instituto de Desarrollo TecnolĂłgico para la Industria QuĂmica. Universidad Nacional del Litoral. Instituto de Desarrollo TecnolĂłgico para la Industria QuĂmica; ArgentinaFil: Mendez, Carlos Alberto. Consejo Nacional de Investigaciones CientĂficas y TĂ©cnicas. Centro CientĂfico TecnolĂłgico Conicet - Santa Fe. Instituto de Desarrollo TecnolĂłgico para la Industria QuĂmica. Universidad Nacional del Litoral. Instituto de Desarrollo TecnolĂłgico para la Industria QuĂmica; Argentin
A survey on performance analysis of warehouse carousel systems
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
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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