70 research outputs found
Comparison of Methods of Pump Scheduling in Water Supply Systems
In the domestic water supply industry, the reduction of pumping costs is a continuing objective. With the efficient scheduling of pumping operations, it is considered that 10% of the annual expenditure on energy and related costs may be saved. A typical cost function will include all of the expenditure caused by the pumping process and also consider the electrical cost of pumping taking into account the various electrical tariffs, as well as peak demand and pump switching costs. Using only fixed speed pumps, it is possible to use an efficient dynamic programming based method, provided that the storage reservoir levels are known. Other techniques that are showing fruitful results in optimisation are genetic programming and simulated annealing. This paper compares these methods and discusses which is more appropriate in this type of pump scheduling problem
A Standardised Procedure for Evaluating Creative Systems: Computational Creativity Evaluation Based on What it is to be Creative
Computational creativity is a flourishing research area, with a variety of creative systems being produced and developed. Creativity evaluation has not kept pace with system development with an evident lack of systematic evaluation of the creativity of these systems in the literature. This is partially due to difficulties in defining what it means for a computer to be creative; indeed, there is no consensus on this for human creativity, let alone its computational equivalent. This paper proposes a Standardised Procedure for Evaluating Creative Systems (SPECS). SPECS is a three-step process: stating what it means for a particular computational system to be creative, deriving and performing tests based on these statements. To assist this process, the paper offers a collection of key components of creativity, identified empirically from discussions of human and computational creativity. Using this approach, the SPECS methodology is demonstrated through a comparative case study evaluating computational creativity systems that improvise music
A Field Guide to Genetic Programming
xiv, 233 p. : il. ; 23 cm.Libro ElectrónicoA Field Guide to Genetic Programming (ISBN 978-1-4092-0073-4) is an introduction to genetic programming (GP). GP is a systematic, domain-independent method for getting computers to solve problems automatically starting from a high-level statement of what needs to be done. Using ideas from natural evolution, GP starts from an ooze of random computer programs, and progressively refines them through processes of mutation and sexual recombination, until solutions emerge. All this without the user having to know or specify the form or structure of solutions in advance. GP has generated a plethora of human-competitive results and applications, including novel scientific discoveries and patentable inventions. The authorsIntroduction --
Representation, initialisation and operators in Tree-based GP --
Getting ready to run genetic programming --
Example genetic programming run --
Alternative initialisations and operators in Tree-based GP --
Modular, grammatical and developmental Tree-based GP --
Linear and graph genetic programming --
Probalistic genetic programming --
Multi-objective genetic programming --
Fast and distributed genetic programming --
GP theory and its applications --
Applications --
Troubleshooting GP --
Conclusions.Contents
xi
1 Introduction
1.1 Genetic Programming in a Nutshell
1.2 Getting Started
1.3 Prerequisites
1.4 Overview of this Field Guide I
Basics
2 Representation, Initialisation and GP
2.1 Representation
2.2 Initialising the Population
2.3 Selection
2.4 Recombination and Mutation Operators in Tree-based
3 Getting Ready to Run Genetic Programming 19
3.1 Step 1: Terminal Set 19
3.2 Step 2: Function Set 20
3.2.1 Closure 21
3.2.2 Sufficiency 23
3.2.3 Evolving Structures other than Programs 23
3.3 Step 3: Fitness Function 24
3.4 Step 4: GP Parameters 26
3.5 Step 5: Termination and solution designation 27
4 Example Genetic Programming Run
4.1 Preparatory Steps 29
4.2 Step-by-Step Sample Run 31
4.2.1 Initialisation 31
4.2.2 Fitness Evaluation Selection, Crossover and Mutation Termination and Solution Designation Advanced Genetic Programming
5 Alternative Initialisations and Operators in
5.1 Constructing the Initial Population
5.1.1 Uniform Initialisation
5.1.2 Initialisation may Affect Bloat
5.1.3 Seeding
5.2 GP Mutation
5.2.1 Is Mutation Necessary?
5.2.2 Mutation Cookbook
5.3 GP Crossover
5.4 Other Techniques 32
5.5 Tree-based GP 39
6 Modular, Grammatical and Developmental Tree-based GP 47
6.1 Evolving Modular and Hierarchical Structures 47
6.1.1 Automatically Defined Functions 48
6.1.2 Program Architecture and Architecture-Altering 50
6.2 Constraining Structures 51
6.2.1 Enforcing Particular Structures 52
6.2.2 Strongly Typed GP 52
6.2.3 Grammar-based Constraints 53
6.2.4 Constraints and Bias 55
6.3 Developmental Genetic Programming 57
6.4 Strongly Typed Autoconstructive GP with PushGP 59
7 Linear and Graph Genetic Programming 61
7.1 Linear Genetic Programming 61
7.1.1 Motivations 61
7.1.2 Linear GP Representations 62
7.1.3 Linear GP Operators 64
7.2 Graph-Based Genetic Programming 65
7.2.1 Parallel Distributed GP (PDGP) 65
7.2.2 PADO 67
7.2.3 Cartesian GP 67
7.2.4 Evolving Parallel Programs using Indirect Encodings 68
8 Probabilistic Genetic Programming
8.1 Estimation of Distribution Algorithms 69
8.2 Pure EDA GP 71
8.3 Mixing Grammars and Probabilities 74
9 Multi-objective Genetic Programming 75
9.1 Combining Multiple Objectives into a Scalar Fitness Function 75
9.2 Keeping the Objectives Separate 76
9.2.1 Multi-objective Bloat and Complexity Control 77
9.2.2 Other Objectives 78
9.2.3 Non-Pareto Criteria 80
9.3 Multiple Objectives via Dynamic and Staged Fitness Functions 80
9.4 Multi-objective Optimisation via Operator Bias 81
10 Fast and Distributed Genetic Programming 83
10.1 Reducing Fitness Evaluations/Increasing their Effectiveness 83
10.2 Reducing Cost of Fitness with Caches 86
10.3 Parallel and Distributed GP are Not Equivalent 88
10.4 Running GP on Parallel Hardware 89
10.4.1 Master–slave GP 89
10.4.2 GP Running on GPUs 90
10.4.3 GP on FPGAs 92
10.4.4 Sub-machine-code GP 93
10.5 Geographically Distributed GP 93
11 GP Theory and its Applications 97
11.1 Mathematical Models 98
11.2 Search Spaces 99
11.3 Bloat 101
11.3.1 Bloat in Theory 101
11.3.2 Bloat Control in Practice 104
III
Practical Genetic Programming
12 Applications
12.1 Where GP has Done Well
12.2 Curve Fitting, Data Modelling and Symbolic Regression
12.3 Human Competitive Results – the Humies
12.4 Image and Signal Processing
12.5 Financial Trading, Time Series, and Economic Modelling
12.6 Industrial Process Control
12.7 Medicine, Biology and Bioinformatics
12.8 GP to Create Searchers and Solvers – Hyper-heuristics xiii
12.9 Entertainment and Computer Games 127
12.10The Arts 127
12.11Compression 128
13 Troubleshooting GP
13.1 Is there a Bug in the Code?
13.2 Can you Trust your Results?
13.3 There are No Silver Bullets
13.4 Small Changes can have Big Effects
13.5 Big Changes can have No Effect
13.6 Study your Populations
13.7 Encourage Diversity
13.8 Embrace Approximation
13.9 Control Bloat
13.10 Checkpoint Results
13.11 Report Well
13.12 Convince your Customers
14 Conclusions
Tricks of the Trade
A Resources
A.1 Key Books
A.2 Key Journals
A.3 Key International Meetings
A.4 GP Implementations
A.5 On-Line Resources 145
B TinyGP 151
B.1 Overview of TinyGP 151
B.2 Input Data Files for TinyGP 153
B.3 Source Code 154
B.4 Compiling and Running TinyGP 162
Bibliography 167
Inde
Spoken language processing: piecing together the puzzle
Attempting to understand the fundamental mechanisms underlying spoken language processing, whether it is viewed as behaviour exhibited by human beings or as a faculty simulated by machines, is one of the greatest scientific challenges of our age. Despite tremendous achievements over the past 50 or so years, there is still a long way to go before we reach a comprehensive explanation of human spoken language behaviour and can create a technology with performance approaching or exceeding that of a human being. It is argued that progress is hampered by the fragmentation of the field across many different disciplines, coupled with a failure to create an integrated view of the fundamental mechanisms that underpin one organism's ability to communicate with another. This paper weaves together accounts from a wide variety of different disciplines concerned with the behaviour of living systems - many of them outside the normal realms of spoken language - and compiles them into a new model: PRESENCE (PREdictive SENsorimotor Control and Emulation). It is hoped that the results of this research will provide a sufficient glimpse into the future to give breath to a new generation of research into spoken language processing by mind or machine. (c) 2007 Elsevier B.V. All rights reserved
Evaluating computational creativity: a standardised procedure for evaluating creative systems and its application
This thesis proposes SPECS: a Standardised Procedure for Evaluating Creative Systems.
No methodology has been accepted as standard for evaluating the creativity of a system in the field of computational creativity and the multi-faceted and subjective nature of creativity generates substantial definitional issues. Evaluative practice has developed a general lack of rigour and systematicity, hindering research progress.
SPECS is a standardised and systematic methodology for evaluating computational creativity. It is flexible enough to be applied to a variety of different types of creative system and adaptable to specific demands in different types of creativity. In the three-stage process of evaluation, researchers are required to be specific about what creativity entails in the domain they work in and what standards they test a system’s creativity by. To assist researchers, definitional issues are investigated and a set of components representing aspects of creativity is presented, which was empirically derived using computational linguistics analysis. These components are recommended for use within SPECS, being offered as a general definition of creativity that can be customised to account for any specific priorities for creativity in a given domain.
SPECS is applied in a case study for detailed comparisons of the creativity of three musical improvisation systems, identifying which systems are more creative than others and why. In a second case study, SPECS is used to capture initial impressions on the creativity of systems presented at a 2011 computational creativity research event. Five systems performing different creative tasks are compared and contrasted.
These case studies exemplify the valuable information that can be obtained on a system’s strengths and weaknesses. SPECS gives researchers vital feedback for improving their systems’ creativity, informing further progress in computational creativity research
THE DEVELOPMENT OF A HOLISTIC EXPERT SYSTEM FOR INTEGRATED COASTAL ZONE MANAGEMENT
Coastal data and information comprise a massive and complex resource, which is vital
to the practice of Integrated Coastal Zone Management (ICZM), an increasingly
important application. ICZM is just as complex, but uses the holistic paradigm to deal
with the sophistication. The application domain and its resource require a tool of
matching characteristics, which is facilitated by the current wide availability of high
performance computing.
An object-oriented expert system, COAMES, has been constructed to prove this
concept. The application of expert systems to ICZM in particular has been flagged as
a viable challenge and yet very few have taken it up. COAMES uses the Dempster-
Shafer theory of evidence to reason with uncertainty and importantly introduces the
power of ignorance and integration to model the holistic approach. In addition, object
orientation enables a modular approach, embodied in the inference engine -
knowledge base separation. Two case studies have been developed to test COAMES.
In both case studies, knowledge has been successfully used to drive data and actions
using metadata. Thus a holism of data, information and knowledge has been achieved.
Also, a technological holism has been proved through the effective classification of
landforms on the rapidly eroding Holderness coast. A holism across disciplines and
CZM institutions has been effected by intelligent metadata management of a Fal
Estuary dataset. Finally, the differing spatial and temporal scales that the two case
studies operate at implicitly demonstrate a holism of scale, though explicit means of
managing scale were suggested. In all cases the same knowledge structure was used to
effectively manage and disseminate coastal data, information and knowledge
Evaluating computational creativity: a standardised procedure for evaluating creative systems and its application
This thesis proposes SPECS: a Standardised Procedure for Evaluating Creative Systems.
No methodology has been accepted as standard for evaluating the creativity of a system in the
field of computational creativity and the multi-faceted and subjective nature of creativity generates
substantial definitional issues. Evaluative practice has developed a general lack of rigour and systematicity,
hindering research progress.
SPECS is a standardised and systematic methodology for evaluating computational creativity. It
is flexible enough to be applied to a variety of different types of creative system and adaptable to
specific demands in different types of creativity. In the three-stage process of evaluation, researchers
are required to be specific about what creativity entails in the domain they work in and what standards
they test a system’s creativity by. To assist researchers, definitional issues are investigated and a set
of components representing aspects of creativity is presented, which was empirically derived using
computational linguistics analysis. These components are recommended for use within SPECS, being
offered as a general definition of creativity that can be customised to account for any specific priorities
for creativity in a given domain.
SPECS is applied in a case study for detailed comparisons of the creativity of three musical improvisation
systems, identifying which systems are more creative than others and why. In a second
case study, SPECS is used to capture initial impressions on the creativity of systems presented at a
2011 computational creativity research event. Five systems performing different creative tasks are
compared and contrasted.
These case studies exemplify the valuable information that can be obtained on a system’s strengths
and weaknesses. SPECS gives researchers vital feedback for improving their systems’ creativity,
informing further progress in computational creativity research
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