23,741 research outputs found
Adaptive particle swarm optimization
An adaptive particle swarm optimization (APSO) that features better search efficiency than classical particle swarm optimization (PSO) is presented. More importantly, it can perform a global search over the entire search space with faster convergence speed. The APSO consists of two main steps. First, by evaluating the population distribution and particle fitness, a real-time evolutionary state estimation procedure is performed to identify one of the following four defined evolutionary states, including exploration, exploitation, convergence, and jumping out in each generation. It enables the automatic control of inertia weight, acceleration coefficients, and other algorithmic parameters at run time to improve the search efficiency and convergence speed. Then, an elitist learning strategy is performed when the evolutionary state is classified as convergence state. The strategy will act on the globally best particle to jump out of the likely local optima. The APSO has comprehensively been evaluated on 12 unimodal and multimodal benchmark functions. The effects of parameter adaptation and elitist learning will be studied. Results show that APSO substantially enhances the performance of the PSO paradigm in terms of convergence speed, global optimality, solution accuracy, and algorithm reliability. As APSO introduces two new parameters to the PSO paradigm only, it does not introduce an additional design or implementation complexity
Genetic learning particle swarm optimization
Social learning in particle swarm optimization (PSO) helps collective efficiency, whereas individual reproduction in genetic algorithm (GA) facilitates global effectiveness. This observation recently leads to hybridizing PSO with GA for performance enhancement. However, existing work uses a mechanistic parallel superposition and research has shown that construction of superior exemplars in PSO is more effective. Hence, this paper first develops a new framework so as to organically hybridize PSO with another optimization technique for “learning.” This leads to a generalized “learning PSO” paradigm, the *L-PSO. The paradigm is composed of two cascading layers, the first for exemplar generation and the second for particle updates as per a normal PSO algorithm. Using genetic evolution to breed promising exemplars for PSO, a specific novel *L-PSO algorithm is proposed in the paper, termed genetic learning PSO (GL-PSO). In particular, genetic operators are used to generate exemplars from which particles learn and, in turn, historical search information of particles provides guidance to the evolution of the exemplars. By performing crossover, mutation, and selection on the historical information of particles, the constructed exemplars are not only well diversified, but also high qualified. Under such guidance, the global search ability and search efficiency of PSO are both enhanced. The proposed GL-PSO is tested on 42 benchmark functions widely adopted in the literature. Experimental results verify the effectiveness, efficiency, robustness, and scalability of the GL-PSO
Orthogonal methods based ant colony search for solving continuous optimization problems
Research into ant colony algorithms for solving continuous optimization problems forms one of the most
significant and promising areas in swarm computation. Although traditional ant algorithms are designed for combinatorial
optimization, they have shown great potential in solving a wide range of optimization problems, including continuous
optimization. Aimed at solving continuous problems effectively, this paper develops a novel ant algorithm termed "continuous orthogonal ant colony" (COAC), whose pheromone deposit mechanisms would enable ants to search for
solutions collaboratively and effectively. By using the orthogonal design method, ants in the feasible domain can explore
their chosen regions rapidly and e±ciently. By implementing an "adaptive regional radius" method, the proposed
algorithm can reduce the probability of being trapped in local optima and therefore enhance the global search capability and accuracy. An elitist strategy is also employed to reserve the most valuable points. The performance of the COAC is
compared with two other ant algorithms for continuous optimization of API and CACO by testing seventeen functions
in the continuous domain. The results demonstrate that the proposed COAC algorithm outperforms the others
Bayesian Methods for Analysis and Adaptive Scheduling of Exoplanet Observations
We describe work in progress by a collaboration of astronomers and
statisticians developing a suite of Bayesian data analysis tools for extrasolar
planet (exoplanet) detection, planetary orbit estimation, and adaptive
scheduling of observations. Our work addresses analysis of stellar reflex
motion data, where a planet is detected by observing the "wobble" of its host
star as it responds to the gravitational tug of the orbiting planet. Newtonian
mechanics specifies an analytical model for the resulting time series, but it
is strongly nonlinear, yielding complex, multimodal likelihood functions; it is
even more complex when multiple planets are present. The parameter spaces range
in size from few-dimensional to dozens of dimensions, depending on the number
of planets in the system, and the type of motion measured (line-of-sight
velocity, or position on the sky). Since orbits are periodic, Bayesian
generalizations of periodogram methods facilitate the analysis. This relies on
the model being linearly separable, enabling partial analytical
marginalization, reducing the dimension of the parameter space. Subsequent
analysis uses adaptive Markov chain Monte Carlo methods and adaptive importance
sampling to perform the integrals required for both inference (planet detection
and orbit measurement), and information-maximizing sequential design (for
adaptive scheduling of observations). We present an overview of our current
techniques and highlight directions being explored by ongoing research.Comment: 29 pages, 11 figures. An abridged version is accepted for publication
in Statistical Methodology for a special issue on astrostatistics, with
selected (refereed) papers presented at the Astronomical Data Analysis
Conference (ADA VI) held in Monastir, Tunisia, in May 2010. Update corrects
equation (3
Physically Interacting With Four Dimensions
Thesis (Ph.D.) - Indiana University, Computer Sciences, 2009People have long been fascinated with understanding the fourth
dimension. While making pictures of 4D objects by projecting them to 3D can help reveal basic geometric features, 3D graphics images by themselves are of limited value. For example, just as 2D shadows of 3D curves may have lines crossing one another in the shadow, 3D graphics projections of smooth 4D topological surfaces can be interrupted where one surface intersects another.
The research presented here creates physically realistic models for
simple interactions with objects and materials in a virtual 4D world.
We provide methods for the construction, multimodal exploration, and interactive manipulation of a wide variety of 4D objects. One basic achievement of this research is to exploit the free motion of a
computer-based haptic probe to support a continuous motion that
follows the \emph{local continuity\/} of a 4D surface, allowing collision-free exploration in the 3D projection. In 3D, this interactive probe follows the full local continuity of the surface as though we were in fact \emph{physically touching\/} the actual static 4D object.
Our next contribution is to support dynamic 4D objects that can move, deform, and collide with other objects as well as with themselves. By combining graphics, haptics, and collision-sensing physical modeling, we can thus enhance our 4D visualization experience. Since we cannot actually place interaction devices in 4D, we develop fluid methods for interacting with a 4D object in its 3D shadow image using adapted reduced-dimension 3D tools for manipulating objects embedded in 4D. By physically modeling the correct properties of 4D surfaces, their bending forces, and their collisions in the 3D interactive or haptic controller interface, we can support full-featured physical exploration of 4D mathematical objects in a manner that is otherwise far beyond the real-world experience accessible to human beings
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