143 research outputs found

    Human-Evolutionary Problem Solving through Gamification of a Bin-Packing Problem

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    This is the author accepted manuscript. The final version is available from ACM via the DOI in this recordMany complex real-world problems such as bin-packing are optimised using evolutionary computation (EC) techniques. Involving a human user during this process can avoid producing theoretically sound solutions that do not translate to the real world but slows down the process and introduces the problem of user fatigue. Gamification can alleviate user boredom, concentrate user attention, or make a complex problem easier to understand. This paper explores the use of gamification as a mechanism to extract problem-solving behaviour from human subjects through interaction with a gamified version of the bin-packing problem, with heuristics extracted by machine learning. The heuristics are then embedded into an evolutionary algorithm through the mutation operator to create a human-guided algorithm. Experimentation demonstrates that good human performers augment EA performance, but that poorer performers can be detrimental to it in certain circumstances. Overall, the introduction of human expertise is seen to benefit the algorithm

    Human derived heuristic enhancement of an evolutionary algorithm for the 2D Bin Packing Problem

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    Parallel Problem Solving from Nature – PPSN XVI. 16th International Conference, PPSN 2020, Leiden, The Netherlands, 5 - 9 September 2020This is the author accepted manuscript. The final version is available from Springer Verlag via the DOI in this recordThe 2D Bin-Packing Problem (2DBPP) is an NP-Hard combinatorial optimisation problem with many real-world analogues. Fully deterministic methods such as the well-known Best Fit and First Fit heuristics, stochastic methods such as Evolutionary Algorithms (EAs), and hybrid EAs that combine the deterministic and stochastic approaches have all been applied to the problem. Combining derived human expertise with a hybrid EA offers another potential approach. In this work, the moves of humans playing a gamified version of the 2DBPP were recorded and four different Human-Derived Heuristics (HDHs) were created by learning the underlying heuristics employed by those players. Each HDH used a decision tree in place of the mutation operator in the EA. To test their effectiveness, these were compared against hybrid EAs utilising Best Fit or First Fit heuristics as well as a standard EA using a random swap mutation modified with a Next Fit heuristic if the mutation was infeasible. The HDHs were shown to outperform the standard EA and were faster to converge than – but ultimately outperformed by – the First Fit and Best Fit heuristics. This shows that humans can create competitive heuristics through gameplay and helps to understand the role that heuristics can play in stochastic search.Engineering and Physical Sciences Research Council (EPSRC

    PB-NTP-09

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    Teaching through Learning Analytics: Predicting Student Learning Profiles in a Physics Course at a Higher Education Institution

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    Learning Analytics (LA) is increasingly used in Education to set prediction models from artificial intelligence to determine learning profiles. This study aims to determine to what extent K-nearest neighbor and random forest algorithms could become a useful tool for improving the teaching-learning process and reducing academic failure in two Physics courses at the Technological Institute of Monterrey, México (n = 268). A quasi-experimental and mixed method approach was conducted. The main results showed significant differences between the first and second term evaluations in the two groups. One of the main findings of the study is that the predictions were not very accurate for each student in the first term evaluation. However, the predictions became more accurate as the algorithm was fed with larger datasets from the second term evaluation. This result indicates how predictive algorithms based on decision trees, can offer a close approximation to the academic performance that will occur in the class, and this information could be use along with the personal impressions coming from the teacher

    Optimal Packing of Irregular 3D Objects For Transportation and Disposal

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    This research developed algorithms, platforms, and workflows that can optimize the packing of 3D irregular objects while guaranteeing an acceptable processing time for real-life problems, including but not limited to nuclear waste packing optimization. Many nuclear power plants (NPPs) are approaching their end of intended design life, and approximately half of existing NPPs will be shut down in the next two decades. Since decommissioning and demolition of these NPPs will lead to a significant increase in waste inventory, there is an escalating demand for technologies and processes that can efficiently manage the decommissioning and demolition (D&D) activities, especially optimal packing of NPP waste. To minimize the packing volume of NPP waste, the objective is to arrange irregular-shaped waste objects into one or a set of containers such that container volume utilization is maximized, or container size is minimized. Constraints also include weight and radiation limits per container imposed by transportation requirements and the waste acceptance requirements of storage facilities and repositories. This problem falls under the theoretical realm of cutting and packing problems, precisely, the 3D irregular packing problem. Despite its broad applications and substantial potential, research on 3D irregular cutting and packing problems is still nascent, and largely absent in construction and civil engineering. Finding good solutions for real-life problems, such as the one mentioned above, through current approaches is computationally expensive and time-consuming. New algorithms and technologies, and processes are required. This research adopted 3D scanning as a means of geometry acquisition of as-is 3D irregular objects (e.g., nuclear waste generated from decommissioning and demolition of nuclear power plants), and a metaheuristics-based packing algorithm is implemented to find good packing configurations. Given the inefficiency of fully autonomous packing algorithms, a virtual reality (VR) interactive platform allowing human intervention in the packing process was developed to decrease the time and computation power required, while potentially achieving better outcomes. The VR platform was created using the Unity® game engine and its physics engine to mimic real-world physics (e.g., gravity and collision). Validation in terms of feasibility, efficiency, and rationality of the presented algorithms and the VR platform is achieved through functional demonstration with case studies. Different optimal packing workflows were simulated and evaluated in the VR platform. Together, these algorithms, the VR platform, and workflows form a rational and systematic framework to tackle the optimal packing of 3D irregular objects in civil engineering and construction. The overall framework presented in this research has been demonstrated to effectively provide packing configurations with higher packing efficiency in an adequate amount of time compared to conventional methods. The findings from this research can be applied to numerous construction and manufacturing activities, such as optimal packing of prefabricated construction assemblies, facility waste management, and 3D printing

    BP-AS-03

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