58,662 research outputs found

    Application of a new multi-agent Hybrid Co-evolution based Particle Swarm Optimisation methodology in ship design

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    In this paper, a multiple objective 'Hybrid Co-evolution based Particle Swarm Optimisation' methodology (HCPSO) is proposed. This methodology is able to handle multiple objective optimisation problems in the area of ship design, where the simultaneous optimisation of several conflicting objectives is considered. The proposed method is a hybrid technique that merges the features of co-evolution and Nash equilibrium with a ε-disturbance technique to eliminate the stagnation. The method also offers a way to identify an efficient set of Pareto (conflicting) designs and to select a preferred solution amongst these designs. The combination of co-evolution approach and Nash-optima contributes to HCPSO by utilising faster search and evolution characteristics. The design search is performed within a multi-agent design framework to facilitate distributed synchronous cooperation. The most widely used test functions from the formal literature of multiple objectives optimisation are utilised to test the HCPSO. In addition, a real case study, the internal subdivision problem of a ROPAX vessel, is provided to exemplify the applicability of the developed method

    Multi-agent evolutionary systems for the generation of complex virtual worlds

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    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery

    A multi-agent based evolutionary algorithm in non-stationary environments

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    This article is posted here with permission of IEEE - Copyright @ 2008 IEEEIn this paper, a multi-agent based evolutionary algorithm (MAEA) is introduced to solve dynamic optimization problems. The agents simulate living organism features and co-evolve to find optimum. All agents live in a lattice like environment, where each agent is fixed on a lattice point. In order to increase the energy, agents can compete with their neighbors and can also acquire knowledge based on statistic information. In order to maintain the diversity of the population, the random immigrants and adaptive primal dual mapping schemes are used. Simulation experiments on a set of dynamic benchmark problems show that MAEA can obtain a better performance in non-stationary environments in comparison with several peer genetic algorithms.This work was suported by the Key Program of National Natural Science Foundation of China under Grant No. 70431003, the Science Fund for Creative Research Group of the National Natural Science Foundation of China under Grant No. 60521003, the National Science and Technology Support Plan of China under Grant No. 2006BAH02A09, and the Engineering and Physical Sciences Research Council of the United Kingdom under Grant No. EP/E060722/1

    Sustainable Cooperative Coevolution with a Multi-Armed Bandit

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    This paper proposes a self-adaptation mechanism to manage the resources allocated to the different species comprising a cooperative coevolutionary algorithm. The proposed approach relies on a dynamic extension to the well-known multi-armed bandit framework. At each iteration, the dynamic multi-armed bandit makes a decision on which species to evolve for a generation, using the history of progress made by the different species to guide the decisions. We show experimentally, on a benchmark and a real-world problem, that evolving the different populations at different paces allows not only to identify solutions more rapidly, but also improves the capacity of cooperative coevolution to solve more complex problems.Comment: Accepted at GECCO 201

    Search based software engineering: Trends, techniques and applications

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    © ACM, 2012. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version is available from the link below.In the past five years there has been a dramatic increase in work on Search-Based Software Engineering (SBSE), an approach to Software Engineering (SE) in which Search-Based Optimization (SBO) algorithms are used to address problems in SE. SBSE has been applied to problems throughout the SE lifecycle, from requirements and project planning to maintenance and reengineering. The approach is attractive because it offers a suite of adaptive automated and semiautomated solutions in situations typified by large complex problem spaces with multiple competing and conflicting objectives. This article provides a review and classification of literature on SBSE. The work identifies research trends and relationships between the techniques applied and the applications to which they have been applied and highlights gaps in the literature and avenues for further research.EPSRC and E

    Hybrid behavioural-based multi-objective space trajectory optimization

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    In this chapter we present a hybridization of a stochastic based search approach for multi-objective optimization with a deterministic domain decomposition of the solution space. Prior to the presentation of the algorithm we introduce a general formulation of the optimization problem that is suitable to describe both single and multi-objective problems. The stochastic approach, based on behaviorism, combinedwith the decomposition of the solutions pace was tested on a set of standard multi-objective optimization problems and on a simple but representative case of space trajectory design
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