35 research outputs found

    A Novel Evolutionary Algorithm with Column and Sub-Block Local Search for Sudoku Puzzles

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    Sudoku puzzles are not only popular intellectual games but also NP-hard combinatorial problems related to various real-world applications, which have attracted much attention worldwide. Although many efficient tools, such as evolutionary computation (EC) algorithms, have been proposed for solving Sudoku puzzles, they still face great challenges with regard to hard and large instances of Sudoku puzzles. Therefore, to efficiently solve Sudoku puzzles, this paper proposes a genetic algorithm (GA)-based method with a novel local search technology called local search-based GA (LSGA). The LSGA includes three novel design aspects. First, it adopts a matrix coding scheme to represent individuals and designs the corresponding crossover and mutation operations. Second, a novel local search strategy based on column search and sub-block search is proposed to increase the convergence speed of the GA. Third, an elite population learning mechanism is proposed to let the population evolve by learning the historical optimal solution. Based on the above technologies, LSGA can greatly improve the search ability for solving complex Sudoku puzzles. LSGA is compared with some state-of-the-art algorithms at Sudoku puzzles of different difficulty levels and the results show that LSGA performs well in terms of both convergence speed and success rates on the tested Sudoku puzzle instances

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Searching for patterns in Conway's Game of Life

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    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

    Hybrid meta-heuristics for combinatorial optimization

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    Combinatorial optimization problems arise, in many forms, in vari- ous aspects of everyday life. Nowadays, a lot of services are driven by optimization algorithms, enabling us to make the best use of the available resources while guaranteeing a level of service. Ex- amples of such services are public transportation, goods delivery, university time-tabling, and patient scheduling. Thanks also to the open data movement, a lot of usage data about public and private services is accessible today, sometimes in aggregate form, to everyone. Examples of such data are traffic information (Google), bike sharing systems usage (CitiBike NYC), location services, etc. The availability of all this body of data allows us to better understand how people interacts with these services. However, in order for this information to be useful, it is necessary to develop tools to extract knowledge from it and to drive better decisions. In this context, optimization is a powerful tool, which can be used to improve the way the available resources are used, avoid squandering, and improve the sustainability of services. The fields of meta-heuristics, artificial intelligence, and oper- ations research, have been tackling many of these problems for years, without much interaction. However, in the last few years, such communities have started looking at each other’s advance- ments, in order to develop optimization techniques that are faster, more robust, and easier to maintain. This effort gave birth to the fertile field of hybrid meta-heuristics.openDottorato di ricerca in Ingegneria industriale e dell'informazioneopenUrli, Tommas

    Parallelised and vectorised ant colony optimization

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    Ant Colony Optimisation (ACO) is a versatile population-based optimisation metaheuristic based on the foraging behaviour of certain species of ant, and is part of the Evolutionary Computation family of algorithms. While ACO generally provides good quality solutions to the problems it is applied to, two key limitations prevent it from being truly viable on large-scale problems: A high memory requirement that grows quadratically with instance size, and high execution time. This thesis presents a parallelised and vectorised implementation of ACO using OpenMP and AVX SIMD instructions; while this alone is enough to improve upon the execution time of the algorithm, this implementation also features an alternative memory structure and a novel candidate set approach, the use of which significantly reduces the memory requirement of ACO. This parallelism is enabled through the use of Max-Min Ant System, an ACO variant that only utilises local memory during the solution process and therefore risks no synchronisation issues, and an adaptation of vRoulette, a vector-compatible variant of the common roulette wheel selection method. Through the use of these techniques ACO is also able to find good quality solutions for the very large Art TSPs, a problem set that has traditionally been unfeasible to solve with ACO due to high memory requirements and execution time. These techniques can also benefit ACO when it comes to solving other problems. In this case the Virtual Machine Placement problem, in which Virtual Machines have to be efficiently allocated to Physical Machines in a cloud environment, is used as a benchmark, with significant improvements to execution time

    Monte Carlo Method with Heuristic Adjustment for Irregularly Shaped Food Product Volume Measurement

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    Volume measurement plays an important role in the production and processing of food products. Various methods have been proposed to measure the volume of food products with irregular shapes based on 3D reconstruction. However, 3D reconstruction comes with a high-priced computational cost. Furthermore, some of the volume measurement methods based on 3D reconstruction have a low accuracy. Another method for measuring volume of objects uses Monte Carlo method. Monte Carlo method performs volume measurements using random points. Monte Carlo method only requires information regarding whether random points fall inside or outside an object and does not require a 3D reconstruction. This paper proposes volume measurement using a computer vision system for irregularly shaped food products without 3D reconstruction based on Monte Carlo method with heuristic adjustment. Five images of food product were captured using five cameras and processed to produce binary images. Monte Carlo integration with heuristic adjustment was performed to measure the volume based on the information extracted from binary images. The experimental results show that the proposed method provided high accuracy and precision compared to the water displacement method. In addition, the proposed method is more accurate and faster than the space carving method
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