7 research outputs found
Solving the G-problems in less than 500 iterations: Improved efficient constrained optimization by surrogate modeling and adaptive parameter control
Constrained optimization of high-dimensional numerical problems plays an
important role in many scientific and industrial applications. Function
evaluations in many industrial applications are severely limited and no
analytical information about objective function and constraint functions is
available. For such expensive black-box optimization tasks, the constraint
optimization algorithm COBRA was proposed, making use of RBF surrogate modeling
for both the objective and the constraint functions. COBRA has shown remarkable
success in solving reliably complex benchmark problems in less than 500
function evaluations. Unfortunately, COBRA requires careful adjustment of
parameters in order to do so.
In this work we present a new self-adjusting algorithm SACOBRA, which is
based on COBRA and capable to achieve high-quality results with very few
function evaluations and no parameter tuning. It is shown with the help of
performance profiles on a set of benchmark problems (G-problems, MOPTA08) that
SACOBRA consistently outperforms any COBRA algorithm with fixed parameter
setting. We analyze the importance of the several new elements in SACOBRA and
find that each element of SACOBRA plays a role to boost up the overall
optimization performance. We discuss the reasons behind and get in this way a
better understanding of high-quality RBF surrogate modeling
Enhancements to constrained novelty search : two-population novelty search for generating game content
Novelty search is a recent algorithm geared to explore search spaces without regard to objectives; minimal criteria novelty search is a variant of this algorithm for constrained search spaces. For large search spaces with multiple constraints, however, it is hard to find a set of feasible individuals that is both large and diverse. In this paper, we present two new methods of novelty search for constrained spaces, Feasible-Infeasible Novelty Search and Feasible-Infeasible Dual Novelty Search. Both algorithms keep separate populations of feasible and infeasible individuals, inspired by the FI-2pop genetic algorithm. These algorithms are applied to the problem of creating diverse and feasible game levels, representative of a large class of important problems in procedural content generation for games. Results show that the new algorithms under certain conditions can produce larger and more diverse sets of feasible strategy game maps than existing algorithms. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. It is also shown that the proposed enhancement of offspring boosting increases performance in all cases.The research is supported, in part, by the FP7 ICT project
SIREN (project no: 258453) and by the FP7 ICT project
C2Learn (project no: 318480).peer-reviewe
Constrained novelty search : a study on game content generation
Novelty search is a recent algorithm geared toward exploring search spaces without regard to objectives. When the presence of constraints divides a search space into feasible space and infeasible space, interesting implications arise regarding how novelty search explores such spaces. This paper elaborates on the problem of constrained novelty search and proposes two novelty search algorithms which search within both the feasible and the infeasible space. Inspired by the FI-2pop genetic algorithm, both algorithms maintain and evolve two separate populations, one with feasible and one with infeasible individuals, while each population can use its own selection method. The proposed algorithms are applied to the problem of generating diverse but playable game levels, which is representative of the larger problem of procedural game content generation. Results show that the two-population constrained novelty search methods can create, under certain conditions, larger and more diverse sets of feasible game levels than current methods of novelty search, whether constrained or unconstrained. However, the best algorithm is contingent on the particularities of the search space and the genetic operators used. Additionally, the proposed enhancement of offspring boosting is shown to enhance performance in all cases of two-population novelty search.peer-reviewe
Solving the G-problems in less than 500 iterations: Improved efficient constrained optimization by surrogate modeling and adaptive parameter control
Algorithms and the Foundations of Software technolog