6 research outputs found

    Interactive ant colony optimization (iACO) for early lifecycle software design

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    Finding good designs in the early stages of the software development lifecycle is a demanding multi-objective problem that is crucial to success. Previously, both interactive and non-interactive techniques based on evolutionary algorithms (EAs) have been successfully applied to assist the designer. However, recently ant colony optimization was shown to outperform EAs at optimising quantitative measures of software designs with a limited computational budget. In this paper, we propose a novel interactive ACO (iACO) approach, in which the search is steered jointly by an adaptive model that combines subjective and objective measures. Results show that iACO is speedy, responsive and effective in enabling interactive, dynamic multi-objective search. Indeed, study participants rate the iACO search experience as compelling. Moreover, inspection of the learned model facilitates understanding of factors affecting users' judgements, such as the interplay between a design's elegance and the interdependencies between its components. © 2014 Springer Science+Business Media New York

    A Visualization Technique for Accessing Solution Pool in Interactive Methods of Multiobjective Optimization

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    Interactive methods of multiobjective optimization repetitively derive Pareto optimal solutions based on decision maker's preference information and present the obtained solutions for his/her consideration. Some interactive methods save the obtained solutions into a solution pool and, at each iteration, allow the decision maker considering any of solutions obtained earlier. This feature contributes to the flexibility of exploring the Pareto optimal set and learning about the optimization problem. However, in the case of many objective functions, the accumulation of derived solutions makes accessing the solution pool cognitively difficult for the decision maker. We propose to enhance interactive methods with visualization of the set of solution outcomes using dimensionality reduction and interactive mechanisms for exploration of the solution pool. We describe a proposed visualization technique and demonstrate its usage with an example problem solved using the interactive method NIMBUS

    Interactive genetic algorithm for user-centered design of distributed conservation practices in a watershed: An examination of user preferences in objective space and user behavior

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    Interactive Genetic Algorithms (IGA) are advanced human-in-the-loop optimization methods that enable humans to give feedback, based on their subjective and unquantified preferences and knowledge, during the algorithm's search process. While these methods are gaining popularity in multiple fields, there is a critical lack of data and analyses on (a) the nature of interactions of different humans with interfaces of decision support systems (DSS) that employ IGA in water resources planning problems and on (b) the effect of human feedback on the algorithm's ability to search for design alternatives desirable to end-users. In this paper, we present results and analyses of observational experiments in which different human participants (surrogates and stakeholders) interacted with an IGA-based, watershed DSS called WRESTORE to identify plans of conservation practices in a watershed. The main goal of this paper is to evaluate how the IGA adapts its search process in the objective space to a user's feedback, and identify whether any similarities exist in the objective space of plans found by different participants. Some participants focused on the entire watershed, while others focused only on specific local subbasins. Additionally, two different hydrology models were used to identify any potential differences in interactive search outcomes that could arise from differences in the numerical values of benefits displayed to participants. Results indicate that stakeholders, in comparison to their surrogates, were more likely to use multiple features of the DSS interface to collect information before giving feedback, and dissimilarities existed among participants in the objective space of design alternatives

    Interactive multiobjective optimization from a learning perspective

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    Learning is inherently connected with Interactive Multiobjective Optimization (IMO), therefore, a systematic analysis of IMO from the learning perspective is worthwhile. After an introduction to the nature and the interest of learning within IMO, we consider two complementary aspects of learning: individual learning, i.e., what the decision maker can learn, and model or machine learning, i.e., what the formal model can learn in the course of an IMO procedure. Finally, we discuss how one might investigate learning experimentally, in order to understand how to better support decision makers. Experiments involving a human decision maker or a virtual decision maker are considered
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