164,489 research outputs found

    Multi-agent collaborative search : an agent-based memetic multi-objective optimization algorithm applied to space trajectory design

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    This article presents an algorithm for multi-objective optimization that blends together a number of heuristics. A population of agents combines heuristics that aim at exploring the search space both globally and in a neighbourhood of each agent. These heuristics are complemented with a combination of a local and global archive. The novel agent-based algorithm is tested at first on a set of standard problems and then on three specific problems in space trajectory design. Its performance is compared against a number of state-of-the-art multi-objective optimization algorithms that use the Pareto dominance as selection criterion: non-dominated sorting genetic algorithm (NSGA-II), Pareto archived evolution strategy (PAES), multiple objective particle swarm optimization (MOPSO), and multiple trajectory search (MTS). The results demonstrate that the agent-based search can identify parts of the Pareto set that the other algorithms were not able to capture. Furthermore, convergence is statistically better although the variance of the results is in some cases higher

    Constrained Consensus

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    We present distributed algorithms that can be used by multiple agents to align their estimates with a particular value over a network with time-varying connectivity. Our framework is general in that this value can represent a consensus value among multiple agents or an optimal solution of an optimization problem, where the global objective function is a combination of local agent objective functions. Our main focus is on constrained problems where the estimate of each agent is restricted to lie in a different constraint set. To highlight the effects of constraints, we first consider a constrained consensus problem and present a distributed ``projected consensus algorithm'' in which agents combine their local averaging operation with projection on their individual constraint sets. This algorithm can be viewed as a version of an alternating projection method with weights that are varying over time and across agents. We establish convergence and convergence rate results for the projected consensus algorithm. We next study a constrained optimization problem for optimizing the sum of local objective functions of the agents subject to the intersection of their local constraint sets. We present a distributed ``projected subgradient algorithm'' which involves each agent performing a local averaging operation, taking a subgradient step to minimize its own objective function, and projecting on its constraint set. We show that, with an appropriately selected stepsize rule, the agent estimates generated by this algorithm converge to the same optimal solution for the cases when the weights are constant and equal, and when the weights are time-varying but all agents have the same constraint set.Comment: 35 pages. Included additional results, removed two subsections, added references, fixed typo

    A Complete Solver for Constraint Games

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    Game Theory studies situations in which multiple agents having conflicting objectives have to reach a collective decision. The question of a compact representation language for agents utility function is of crucial importance since the classical representation of a nn-players game is given by a nn-dimensional matrix of exponential size for each player. In this paper we use the framework of Constraint Games in which CSP are used to represent utilities. Constraint Programming --including global constraints-- allows to easily give a compact and elegant model to many useful games. Constraint Games come in two flavors: Constraint Satisfaction Games and Constraint Optimization Games, the first one using satisfaction to define boolean utilities. In addition to multimatrix games, it is also possible to model more complex games where hard constraints forbid certain situations. In this paper we study complete search techniques and show that our solver using the compact representation of Constraint Games is faster than the classical game solver Gambit by one to two orders of magnitude.Comment: 17 page

    Multiple robot co-ordination using particle swarm optimisation and bacteria foraging algorithm

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    The use of multiple robots to accomplish a task is certainly preferable over the use of specialised individual robots. A major problem with individual specialized robots is the idle-time, which can be reduced by the use of multiple general robots, therefore making the process economical. In case of infrequent tasks, unlike the ones like assembly line, the use of dedicated robots is not cost-effective. In such cases, multiple robots become essential. This work involves path-planning and co-ordination between multiple mobile agents in a static-obstacle environment. Multiple small robots (swarms) can work together to accomplish the designated tasks that are difficult or impossible for a single robot to accomplish. Here Particle Swarm Optimization (PSO) and Bacteria Foraging Algorithm (BFA) have been used for coordination and path-planning of the robots. PSO is used for global path planning of all the robotic agents in the workspace. The calculated paths of the robots are further optimized using a localised BFA optimization technique. The problem considered in this project is coordination of multiple mobile agents in a predefined environment using multiple small mobile robots. This work demonstrates the use of a combinatorial PSO algorithm with a novel local search enhanced by the use of BFA to help in efficient path planning limiting the chances of PSO getting trapped in the local optima. The approach has been simulated on a graphical interface
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