17 research outputs found

    Use of Statistical Outlier Detection Method in Adaptive\ud Evolutionary Algorithms

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    In this paper, the issue of adapting probabilities for Evolutionary Algorithm (EA) search operators is revisited. A framework is devised for distinguishing between measurements of performance and the interpretation of those measurements for purposes of adaptation. Several examples of measurements and statistical interpretations are provided. Probability value adaptation is tested using an EA with 10 search operators against 10 test problems with results indicating that both the type of measurement and its statistical interpretation play significant roles in EA performance. We also find that selecting operators based on the prevalence of outliers rather than on average performance is able to provide considerable improvements to\ud adaptive methods and soundly outperforms the non-adaptive\ud case

    Use of statistical outlier detection method in adaptive evolutionary algorithms

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    In this paper, the issue of adapting probabilities for Evolutionary Algorithm (EA) search operators is revisited. A framework is devised for distinguishing between measurements of performance and the interpretation of those measurements for purposes of adaptation. Several examples of measurements and statistical interpretations are provided. Probability value adaptation is tested using an EA with 10 search operators against 10 test problems with results indicating that both the type of measurement and its statistical interpretation play significant roles in EA performance. We also find that selecting operators based on the prevalence of outliers rather than on average performance is able to provide considerable improvements to adaptive methods and soundly outperforms the non-adaptive case

    Self-Organizing Genetic Algorithm for Multiple Sequence Alignment

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    Genetic algorithm (GA) used to solve the optimization problem is self-organized and applied to Multiple Sequence Alignment (MSA), an essential process in molecular sequence analysis. This paper presents the first attempt in applying Self-Organizing Genetic Algorithm for MSA. Self-organizing genetic algorithm (SOGA) can be developed with the complete knowledge about the problem and its parameters. In SOGA, values of various parameters are decided based on the problem and fitness value obtained in each generation. The proposed algorithm undergoes a self-organizing crossover operation by selecting an appropriate rate or a point and a self-organizing cyclic mutation for the required number of generations. The advantages of the proposed algorithm are (i) reduce the time requirement for optimizing the parameter values (ii) prevent execution with default values (iii) avoid premature convergence by the cyclic mutation operation. To validate the efficiency, SOGA is applied to MSA, and the resulting alignment is evaluated using the column score (CS). The comparison result shows that the alignment produced by SOGA is better than the widely used tools like Dialign and Multalin. It is also evident that the proposed algorithm can produce optimal or closer-to-optimal alignment compared to tools like ClustalW, Mafft, Dialign and Multalin

    Self learning neuro-fuzzy modeling using hybrid genetic probabilistic approach for engine air/fuel ratio prediction

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    Machine Learning is concerned in constructing models which can learn and make predictions based on data. Rule extraction from real world data that are usually tainted with noise, ambiguity, and uncertainty, automatically requires feature selection. Neuro-Fuzzy system (NFS) which is known with its prediction performance has the difficulty in determining the proper number of rules and the number of membership functions for each rule. An enhanced hybrid Genetic Algorithm based Fuzzy Bayesian classifier (GA-FBC) was proposed to help the NFS in the rule extraction. Feature selection was performed in the rule level overcoming the problems of the FBC which depends on the frequency of the features leading to ignore the patterns of small classes. As dealing with a real world problem such as the Air/Fuel Ratio (AFR) prediction, a multi-objective problem is adopted. The GA-FBC uses mutual information entropy, which considers the relevance between feature attributes and class attributes. A fitness function is proposed to deal with multi-objective problem without weight using a new composition method. The model was compared to other learning algorithms for NFS such as Fuzzy c-means (FCM) and grid partition algorithm. Predictive accuracy and the complexity of the Fuzzy Rule Base System (FRBS) including number of rules and number of terms in each rule were taken as terms of evaluation. It was also compared to the original GA-FBC depending on the frequency not on Mutual Information (MI). Experimental results using Air/Fuel Ratio (AFR) data sets show that the new model participates in decreasing the average number of attributes in the rule and sometimes in increasing the average performance compared to other models. This work facilitates in achieving a self-generating FRBS from real data. The GA-FBC can be used as a new direction in machine learning research. This research contributes in controlling automobile emissions in helping the reduction of one of the most causes of pollution to produce greener environment

    Analisis Karakteristik Input-Output dan Optimasi Biaya Pembangkitan Menggunakan Metode Quadratic Least Square Regression dan Metode Dynamic Genetic Algorithm

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    Optimalisasi produksi listrik, khususnya pada pembangkit termal membutuhkan analisis karakteristik input-output dan pembebanan yang tepat agar beroperasi dengan baik. Karakteristik input-output akan mengawasi pergeseran yang terlihat dari kurva dan mendeteksi perlu adanya maintenance atau tidak pada sebuah pembangkit. Karakteristik input-output dapat dihitung dengan metode quadratic least square regression. Sedangkan pembebanan yang tepat, membuat produksi listrik sesuai maksimal beban yang diinginkan dengan biaya paling murah. Perhitungan pembebanan dilakukan dengan metode dynamic genetic algorithm. Metode ini diaplikasikan pada data PT. PJB UP Gresik bulan Juli 2015 didapatkan total biaya bahan bakar yang dihemat sebesar 3.162,9147 KNM3 dan biaya bahan bakar sebesar $22.773 dibandingkan PJB. Kata Kunci: dynamic genetic algorithm, economic dispatch, karakteristik input-output, quadratic least square regression

    Procedural content generation in gaming via evolutionary algorithms

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    Dissertation presented as the partial requirement for obtaining a Master's degree in Data Science and Advanced Analytics, specialization in Data ScienceThe aim of this thesis is to investigate the possibility of creating content using the Genetic Algorithms. To this end a simple system of interconnected algorithms were developed using concepts from Role Playing Games, specifically Dungeons and Dragons to create game content as characters, quests, and encounters. To be able to produce context, subsystems of map, character, quest, and encounter generators were created. These systems or engines not only define the game space to be populated, but they also provide each other input to create maps, quests, locations, animals, and events that are sensible and coherent. Randomness of the generation was essential as such a variety of noise maps and random number generation were added to every engine in the system. Layered or singular noise maps allowed for logical assumptions to be made, like seeing camels in a location with no rain and high temperatures. With the base truth coming from a random noise map such as danger, civilisation, faction etc., each system built on top of each other can get more complex. There are several Genetic Algorithms with custom operators within the system. These algorithms take their inputs and individuals from the respective engines and tie them all to each other through their physical coordinates in the gaming space. The most impactful part of these algorithms is the Fitness Functions defined with concepts from literature or CGI. The proposed system can populate a game space with elements of desired attributes given the constraints. The output produced consists of coherently tied story beats with some attributes already set. Even in this simple level, this can allow not only game designers but anyone who wants to build any kind of fictional work
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