2,669 research outputs found

    Engineering failure analysis and design optimisation with HiP-HOPS

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    The scale and complexity of computer-based safety critical systems, like those used in the transport and manufacturing industries, pose significant challenges for failure analysis. Over the last decade, research has focused on automating this task. In one approach, predictive models of system failure are constructed from the topology of the system and local component failure models using a process of composition. An alternative approach employs model-checking of state automata to study the effects of failure and verify system safety properties. In this paper, we discuss these two approaches to failure analysis. We then focus on Hierarchically Performed Hazard Origin & Propagation Studies (HiP-HOPS) - one of the more advanced compositional approaches - and discuss its capabilities for automatic synthesis of fault trees, combinatorial Failure Modes and Effects Analyses, and reliability versus cost optimisation of systems via application of automatic model transformations. We summarise these contributions and demonstrate the application of HiP-HOPS on a simplified fuel oil system for a ship engine. In light of this example, we discuss strengths and limitations of the method in relation to other state-of-the-art techniques. In particular, because HiP-HOPS is deductive in nature, relating system failures back to their causes, it is less prone to combinatorial explosion and can more readily be iterated. For this reason, it enables exhaustive assessment of combinations of failures and design optimisation using computationally expensive meta-heuristics. (C) 2010 Elsevier Ltd. All rights reserved

    An Order-based Algorithm for Minimum Dominating Set with Application in Graph Mining

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    Dominating set is a set of vertices of a graph such that all other vertices have a neighbour in the dominating set. We propose a new order-based randomised local search (RLSo_o) algorithm to solve minimum dominating set problem in large graphs. Experimental evaluation is presented for multiple types of problem instances. These instances include unit disk graphs, which represent a model of wireless networks, random scale-free networks, as well as samples from two social networks and real-world graphs studied in network science. Our experiments indicate that RLSo_o performs better than both a classical greedy approximation algorithm and two metaheuristic algorithms based on ant colony optimisation and local search. The order-based algorithm is able to find small dominating sets for graphs with tens of thousands of vertices. In addition, we propose a multi-start variant of RLSo_o that is suitable for solving the minimum weight dominating set problem. The application of RLSo_o in graph mining is also briefly demonstrated

    Improving Search-Based Schematic Layout by Parameter Manipulation

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    This paper reports on a method to improve the automated layout of schematic diagrams by widening the search space examined by the system. In search-based layout methods there are typically a number of parameters that control the search algorithm which do not affect the fitness function, but nevertheless have an impact on the final layout. We explore how varying three parameters (grid spacing, the starting distance of allowed node movement and the number of iterations) affects the resultant diagram in a hill- climbing layout system. Using an iterative process, we produce diagram layouts that are significantly better than those produced by ad-hoc parameter settings

    Parallelization Strategies for Ant Colony Optimisation on GPUs

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    Ant Colony Optimisation (ACO) is an effective population-based meta-heuristic for the solution of a wide variety of problems. As a population-based algorithm, its computation is intrinsically massively parallel, and it is there- fore theoretically well-suited for implementation on Graphics Processing Units (GPUs). The ACO algorithm comprises two main stages: Tour construction and Pheromone update. The former has been previously implemented on the GPU, using a task-based parallelism approach. However, up until now, the latter has always been implemented on the CPU. In this paper, we discuss several parallelisation strategies for both stages of the ACO algorithm on the GPU. We propose an alternative data-based parallelism scheme for Tour construction, which fits better on the GPU architecture. We also describe novel GPU programming strategies for the Pheromone update stage. Our results show a total speed-up exceeding 28x for the Tour construction stage, and 20x for Pheromone update, and suggest that ACO is a potentially fruitful area for future research in the GPU domain.Comment: Accepted by 14th International Workshop on Nature Inspired Distributed Computing (NIDISC 2011), held in conjunction with the 25th IEEE/ACM International Parallel and Distributed Processing Symposium (IPDPS 2011

    Learning Bayesian network equivalence classes using ant colony optimisation

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    Bayesian networks have become an indispensable tool in the modelling of uncertain knowledge. Conceptually, they consist of two parts: a directed acyclic graph called the structure, and conditional probability distributions attached to each node known as the parameters. As a result of their expressiveness, understandability and rigorous mathematical basis, Bayesian networks have become one of the first methods investigated, when faced with an uncertain problem domain. However, a recurring problem persists in specifying a Bayesian network. Both the structure and parameters can be difficult for experts to conceive, especially if their knowledge is tacit.To counteract these problems, research has been ongoing, on learning both the structure and parameters of Bayesian networks from data. Whilst there are simple methods for learning the parameters, learning the structure has proved harder. Part ofthis stems from the NP-hardness of the problem and the super-exponential space of possible structures. To help solve this task, this thesis seeks to employ a relatively new technique, that has had much success in tackling NP-hard problems. This technique is called ant colony optimisation. Ant colony optimisation is a metaheuristic based on the behaviour of ants acting together in a colony. It uses the stochastic activity of artificial ants to find good solutions to combinatorial optimisation problems. In the current work, this method is applied to the problem of searching through the space of equivalence classes of Bayesian networks, in order to find a good match against a set of data. The system uses operators that evaluate potential modifications to a current state. Each of the modifications is scored and the results used to inform the search. In order to facilitate these steps, other techniques are also devised, to speed up the learning process. The techniques includeThe techniques are tested by sampling data from gold standard networks and learning structures from this sampled data. These structures are analysed using various goodnessof-fit measures to see how well the algorithms perform. The measures include structural similarity metrics and Bayesian scoring metrics. The results are compared in depth against systems that also use ant colony optimisation and other methods, including evolutionary programming and greedy heuristics. Also, comparisons are made to well known state-of-the-art algorithms and a study performed on a real-life data set. The results show favourable performance compared to the other methods and on modelling the real-life data

    Artificial Intelligence Techniques Applied To Draughts

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    This thesis documents the work done to develop a draughts playing program that learns game strategies utilising various Artificial Intelligence (AI) techniques with the goal of being able to play draughts at a reasonably high skill level as a result of having played against itself without external guidance. Context/Background: AI is a fast evolving field of study. The motivation being programming computers to learn from experience should eventually eliminate the need for this detailed, time consuming, and costly programming effort currently required to program solutions to problems. Aims: The aim is to investigate a variety of AI techniques. The programā€™s effectiveness will be assessed in both evaluating moves and playing a computationally intensive game. Minimax based algorithms together with a basic scoring heuristic are used to evaluate enough of the game tree to pick high utility moves. Later the scoring heuristic is augmented using artificial intelligence techniques. As a result of this training ā€œsmart scoring behaviourā€ the program is expected to learn how to best assign values to each of the squares on the draughts board enabling it to play at an adequately high skill level. Method: In this thesis a version of the board game Draughts is implemented in the Java programming language. Players were developed using a variety of techniques. These algorithms were tested by comparing running times, number of nodes of the game tree searched and the utility of the moves picked. In addition an algorithm is developed to assign scores to given board states using a genetic algorithm. Results: The project was a success for the most part permitting the creation of the game of draughts in the JAVA programming language. Four out of the five proposed move selection techniques were successfully tested in isolation. Finally the genetic algorithm demonstrated the ability to augment the scoring heuristic without the benefit of external guidance in the form of human experience
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