19,111 research outputs found
Interactive Markov Models of Evolutionary Algorithms
This paper introduces a Markov model for evolutionary algorithms (EAs) that is based on interactions among individuals in the population. This interactive Markov model has the potential to provide tractable models for optimization problems of realistic size. We propose two simple discrete optimization search strategies with population-proportion-based selection and a modified mutation operator. The probability of selection is linearly proportional to the number of individuals at each point of the search space. The mutation operator randomly modifies an entire individual rather than a single decision variable. We exactly model these optimization search strategies with interactive Markov models. We present simulation results to confirm the interactive Markov model theory. We show that genetic algorithms and biogeography-based optimization perform better with the addition of population-proportion-based selection on a set of real-world benchmarks. We note that many other EAs, both new and old, might be able to be improved with this addition, or modeled with this method
Interactive Markov Models of Evolutionary Algorithms
This paper introduces a Markov model for evolutionary algorithms (EAs) that is based on interactions among individuals in the population. This interactive Markov model has the potential to provide tractable models for optimization problems of realistic size. We propose two simple discrete optimization search strategies with population-proportion-based selection and a modified mutation operator. The probability of selection is linearly proportional to the number of individuals at each point of the search space. The mutation operator randomly modifies an entire individual rather than a single decision variable. We exactly model these optimization search strategies with interactive Markov models. We present simulation results to confirm the interactive Markov model theory. We show that genetic algorithms and biogeography-based optimization perform better with the addition of population-proportion-based selection on a set of real-world benchmarks. We note that many other EAs, both new and old, might be able to be improved with this addition, or modeled with this method
In-Network View Synthesis for Interactive Multiview Video Systems
To enable Interactive multiview video systems with a minimum view-switching
delay, multiple camera views are sent to the users, which are used as reference
images to synthesize additional virtual views via depth-image-based rendering.
In practice, bandwidth constraints may however restrict the number of reference
views sent to clients per time unit, which may in turn limit the quality of the
synthesized viewpoints. We argue that the reference view selection should
ideally be performed close to the users, and we study the problem of in-network
reference view synthesis such that the navigation quality is maximized at the
clients. We consider a distributed cloud network architecture where data stored
in a main cloud is delivered to end users with the help of cloudlets, i.e.,
resource-rich proxies close to the users. In order to satisfy last-hop
bandwidth constraints from the cloudlet to the users, a cloudlet re-samples
viewpoints of the 3D scene into a discrete set of views (combination of
received camera views and virtual views synthesized) to be used as reference
for the synthesis of additional virtual views at the client. This in-network
synthesis leads to better viewpoint sampling given a bandwidth constraint
compared to simple selection of camera views, but it may however carry a
distortion penalty in the cloudlet-synthesized reference views. We therefore
cast a new reference view selection problem where the best subset of views is
defined as the one minimizing the distortion over a view navigation window
defined by the user under some transmission bandwidth constraints. We show that
the view selection problem is NP-hard, and propose an effective polynomial time
algorithm using dynamic programming to solve the optimization problem.
Simulation results finally confirm the performance gain offered by virtual view
synthesis in the network
Human-Machine Collaborative Optimization via Apprenticeship Scheduling
Coordinating agents to complete a set of tasks with intercoupled temporal and
resource constraints is computationally challenging, yet human domain experts
can solve these difficult scheduling problems using paradigms learned through
years of apprenticeship. A process for manually codifying this domain knowledge
within a computational framework is necessary to scale beyond the
``single-expert, single-trainee" apprenticeship model. However, human domain
experts often have difficulty describing their decision-making processes,
causing the codification of this knowledge to become laborious. We propose a
new approach for capturing domain-expert heuristics through a pairwise ranking
formulation. Our approach is model-free and does not require enumerating or
iterating through a large state space. We empirically demonstrate that this
approach accurately learns multifaceted heuristics on a synthetic data set
incorporating job-shop scheduling and vehicle routing problems, as well as on
two real-world data sets consisting of demonstrations of experts solving a
weapon-to-target assignment problem and a hospital resource allocation problem.
We also demonstrate that policies learned from human scheduling demonstration
via apprenticeship learning can substantially improve the efficiency of a
branch-and-bound search for an optimal schedule. We employ this human-machine
collaborative optimization technique on a variant of the weapon-to-target
assignment problem. We demonstrate that this technique generates solutions
substantially superior to those produced by human domain experts at a rate up
to 9.5 times faster than an optimization approach and can be applied to
optimally solve problems twice as complex as those solved by a human
demonstrator.Comment: Portions of this paper were published in the Proceedings of the
International Joint Conference on Artificial Intelligence (IJCAI) in 2016 and
in the Proceedings of Robotics: Science and Systems (RSS) in 2016. The paper
consists of 50 pages with 11 figures and 4 table
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