445 research outputs found
Cellular memetic algorithms
This work is focussed on the development and analysis of a new class of algorithms, called cellular memetic algorithms (cMAs), which will be evaluated here on the satisfiability problem (SAT). For describing a cMA, we study the effects of adding specific knowledge of the problem to the fitness function, the crossover and mutation operators, and to the local search step in a canonical cellular genetic algorithm (cGA). Hence, the proposed cMAs are the result of including these hybridization techniques in different structural ways into a canonical cGA. We conclude that the performance of the cGA is largely improved by these hybrid extensions. The accuracy and efficiency of the resulting cMAs are even better than those of the best existing heuristics for SAT in many cases.Facultad de Informátic
General Purpose Cellular Automata Programming
As cellular automata are becoming popular in many research areas, the need for an easy-to-use system for cellular automata programming is becoming greater. Traditionally, cellular automata transition functions were manually depicted in a tabular format, which is often time-consuming and error prone. A more promising approach is to design a general-purpose cellular automata programming environment. In this thesis, a new cellular automata simulation environment, jTrend, is introduced. jTrend was developed on the Java platform for cellular automata exploratory research. With a built-in high-level programming language and an easy-to-use graphical user interface, jTrend has become one of the most powerful cellular automata simulators, and can be used for most one- and two-dimensional cellular automata simulations. The object-oriented design and performance optimization techniques used in jTrend provide high flexibility and fast simulation speed. jTrend has been used to study some real world problems in cellular automata. Solutions for two important problems, bubble sort and satisfiability (SAT), have been implemented using jTrend. Their experiment results suggest that it may be advantageous to solve problems using cellular automata, and jTrend provides a foundation to test such ideas
Pipelined genetic propagation
© 2015 IEEE.Genetic Algorithms (GAs) are a class of numerical and combinatorial optimisers which are especially useful for solving complex non-linear and non-convex problems. However, the required execution time often limits their application to small-scale or latency-insensitive problems, so techniques to increase the computational efficiency of GAs are needed. FPGA-based acceleration has significant potential for speeding up genetic algorithms, but existing FPGA GAs are limited by the generational approaches inherited from software GAs. Many parts of the generational approach do not map well to hardware, such as the large shared population memory and intrinsic loop-carried dependency. To address this problem, this paper proposes a new hardware-oriented approach to GAs, called Pipelined Genetic Propagation (PGP), which is intrinsically distributed and pipelined. PGP represents a GA solver as a graph of loosely coupled genetic operators, which allows the solution to be scaled to the available resources, and also to dynamically change topology at run-time to explore different solution strategies. Experiments show that pipelined genetic propagation is effective in solving seven different applications. Our PGP design is 5 times faster than a recent FPGA-based GA system, and 90 times faster than a CPU-based GA system
Reinforcement learning based local search for grouping problems: A case study on graph coloring
Grouping problems aim to partition a set of items into multiple mutually
disjoint subsets according to some specific criterion and constraints. Grouping
problems cover a large class of important combinatorial optimization problems
that are generally computationally difficult. In this paper, we propose a
general solution approach for grouping problems, i.e., reinforcement learning
based local search (RLS), which combines reinforcement learning techniques with
descent-based local search. The viability of the proposed approach is verified
on a well-known representative grouping problem (graph coloring) where a very
simple descent-based coloring algorithm is applied. Experimental studies on
popular DIMACS and COLOR02 benchmark graphs indicate that RLS achieves
competitive performances compared to a number of well-known coloring
algorithms
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
Searching for patterns in Conway's Game of Life
Conway’s Game of Life (Life) is a simple cellular automaton, discovered by John Conway in 1970, that exhibits complex emergent behavior. Life-enthusiasts have been looking for building blocks with specific properties (patterns) to answer unsolved problems in Life for the past five decades. Finding patterns in Life is difficult due to the large search space. Current search algorithms use an explorative approach based on the rules of the game, but this can only sample a small fraction of the search space. More recently, people have used Sat solvers to search for patterns. These solvers are not specifically tuned to this problem and thus waste a lot of time processing Life’s rules in an engine that does not understand them. We propose a novel Sat-based approach that replaces the binary tree used by traditional Sat solvers with a grid-based approach, complemented by an injection of Game of Life specific knowledge. This leads to a significant speedup in searching. As a fortunate side effect, our solver can be generalized to solve general Sat problems. Because it is grid-based, all manipulations are embarrassingly parallel, allowing implementation on massively parallel hardware
A Comparative Study of Randomized Constraint Solvers for Random-Symbolic Testing
The complexity of constraints is a major obstacle for constraint-based software verification. Automatic constraint solvers are fundamentally incomplete: input constraints often build on some undecidable theory or some theory the solver does not support. This paper proposes and evaluates several randomized solvers to address this issue. We compare the effectiveness of a symbolic solver (CVC3), a random solver, three hybrid solvers (i.e., mix of random and symbolic), and two heuristic search solvers. We evaluate the solvers on two benchmarks: one consisting of manually generated constraints and another generated with a concolic execution of 8 subjects. In addition to fully decidable constraints, the benchmarks include constraints with non-linear integer arithmetic, integer modulo and division, bitwise arithmetic, and floating-point arithmetic. As expected symbolic solving (in particular, CVC3) subsumes the other solvers for the concolic execution of subjects that only generate decidable constraints. For the remaining subjects the solvers are complementary
Two genetic algorithms for the bandwidth multicoloring problem
In this paper the Bandwidth Multicoloring Problem (BMCP) and the Bandwidth Coloring Problem (BCP) are considered. The problems are solved by two genetic algorithms (GAs) which use the integer encoding and standard genetic operators adapted to the problems. In both proposed implementations, all individuals are feasible by default, so search is directed into the promising regions. The first proposed method named GA1 is a constructive metaheuristic that construct solution, while the second named GA2 is an improving metaheuristic used to improve an existing solution. Genetic algorithms are tested on the publicly-available GEOM instances from the literature. Proposed GA1 has achieved a much better solution than the calculated upper bound for a given problem, and GA2 has significantly improved the solutions obtained by GA1. The obtained results are also compared with the results of the existing methods for solving BCP and BMCP
Cellular memetic algorithms
This work is focussed on the development and analysis of a new class of algorithms, called cellular memetic algorithms (cMAs), which will be evaluated here on the satisfiability problem (SAT). For describing a cMA, we study the effects of adding specific knowledge of the problem to the fitness function, the crossover and mutation operators, and to the local search step in a canonical cellular genetic algorithm (cGA). Hence, the proposed cMAs are the result of including these hybridization techniques in different structural ways into a canonical cGA. We conclude that the performance of the cGA is largely improved by these hybrid extensions. The accuracy and efficiency of the resulting cMAs are even better than those of the best existing heuristics for SAT in many cases.Facultad de Informátic
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