143 research outputs found
Human-Evolutionary Problem Solving through Gamification of a Bin-Packing Problem
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
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
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Applying computational intelligence to a real-world container loading problem in a warehouse environment
One of the problems presented in the day-to-day running of a warehouse is that of optimally selecting and loading groups of heavy rectangular palletised goods into larger rectangular containers while satisfying a number of practical constraints. The research presented in this thesis was commissioned by the logistics department in NSK Europe Ltd, for the purpose of providing feasible solutions to this problem. The problem is a version of the Container Loading Problem in the literature, and it is an active research area with many practical applications in industry. Most of the advances made in this area focus more on the optimisation of container utility i.e. volume or weight capacity, with very few focusing on the practical feasibility of the loading layout or pattern produced. Much of the work done also addresses only a few practical constraints at a time, leaving out a number of constraints that are of importance in real-world container loading. As this problem is well known to be a combinatorial NPhard problem, the exact mathematical methods that exist for solving it are computationally feasible for only problem instances with small sizes. For these reasons, this thesis investigates the use of computational intelligence techniques for solving and providing near-optimum solutions to this problem while simultaneously satisfying a number of practical constraints that must be considered for the solutions provided to be feasible. In proposing a solution to this problem and dealing with all the constraints considered, an algorithmic framework that decomposes the CLPs into sub-problems is presented. Each subproblem is solved using an appropriate algorithm, and a combination of constraints particular to each problem is satisfied. The resulting hybrid algorithm solves the entire problem as a whole and satisfies all the considered constraints. In order to identify and select feasible container layouts that are practical and easy to load, a measure of disorder, based on the concept of entropy in physics and information theory, is derived. Finally, a novel method of directing a Monte-Carlo tree search process using the derived entropy measure is employed, to generate loading layouts that are comparable to those produced by expert human loaders. In summary, this thesis presents a new approach for dealing with real-world container loading in a warehouse environment, particularly in instances where layout complexity is of major importance; such as the loading of heavy palletised goods using forklift trucks. The approach can be used to deal with a number of relevant practical constraints that need to be satisfied simultaneously, including those encountered when the heavy goods are arranged and physically packed into a container using forklift trucks
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Tools for Tutoring Theoretical Computer Science Topics
This thesis introduces COMPLEXITY TUTOR, a tutoring system to assist in learning abstract proof-based topics, which has been specifically targeted towards the population of computer science students studying theoretical computer science. Existing literature has shown tremendous educational benefits produced by active learning techniques, student-centered pedagogy, gamification and intelligent tutoring systems. However, previously, there had been almost no research on adapting these ideas to the domain of theoretical computer science. As a population, computer science students receive immediate feedback from compilers and debuggers, but receive no similar level of guidance for theoretical coursework. One hypothesis of this thesis is that immediate feedback while working on theoretical problems would be particularly well-received by students, and this hypothesis has been supported by the feedback of students who used the system.
This thesis makes several contributions to the field. It provides assistance for teaching proof construction in theoretical computer science. A second contribution is a framework that can be readily adapted to many other domains with abstract mathematical content. Exercises can be constructed in natural language and instructors with limited programming knowledge can quickly develop new subject material for COMPLEXITY TUTOR. A third contribution is a platform for writing algorithms in Python code that has been integrated into this framework, for constructive proofs in computer science. A fourth contribution is development of an interactive environment that uses a novel graphical puzzle-like platform and gamification ideas to teach proof concepts. The learning curve for students is reduced, in comparison to other systems that use a formal language or complex interface.
A multi-semester evaluation of 101 computer science students using COMPLEXITY TUTOR was conducted. An additional 98 students participated in the study as part of control groups. COMPLEXITY TUTOR was used to help students learn the topics of NP-completeness in algorithms classes and prepositional logic proofs in discrete math classes. Since this is the first significant study of using a computerized tutoring system in theoretical computer science, results from the study not only provide evidence to support the suitability of using tutoring systems in theoretical computer science, but also provide insights for future research directions
Teaching through Learning Analytics: Predicting Student Learning Profiles in a Physics Course at a Higher Education Institution
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
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
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