111 research outputs found

    Nature-inspired Methods for Stochastic, Robust and Dynamic Optimization

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    Nature-inspired algorithms have a great popularity in the current scientific community, being the focused scope of many research contributions in the literature year by year. The rationale behind the acquired momentum by this broad family of methods lies on their outstanding performance evinced in hundreds of research fields and problem instances. This book gravitates on the development of nature-inspired methods and their application to stochastic, dynamic and robust optimization. Topics covered by this book include the design and development of evolutionary algorithms, bio-inspired metaheuristics, or memetic methods, with empirical, innovative findings when used in different subfields of mathematical optimization, such as stochastic, dynamic, multimodal and robust optimization, as well as noisy optimization and dynamic and constraint satisfaction problems

    Modeling and simulation of routing protocol for ad hoc networks combining queuing network analysis and ANT colony algorithms

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    The field of Mobile Ad hoc Networks (MANETs) has gained an important part of the interest of researchers and become very popular in last few years. MANETs can operate without fixed infrastructure and can survive rapid changes in the network topology. They can be studied formally as graphs in which the set of edges varies in time. The main method for evaluating the performance of MANETs is simulation. Our thesis presents a new adaptive and dynamic routing algorithm for MANETs inspired by the Ant Colony Optimization (ACO) algorithms in combination with network delay analysis. Ant colony optimization algorithms have all been inspired by a specific foraging behavior of ant colonies which are able to find, if not the shortest, at least a very good path connecting the colony’s nest with a source of food. Our evaluation of MANETs is based on the evaluation of the mean End-to-End delay to send a packet from source to destination node through a MANET. We evaluated the mean End-to-End delay as one of the most important performance evaluation metrics in computer networks. Finally, we evaluate our proposed ant algorithm by a comparative study with respect to one of the famous On-Demand (reactive) routing protocols called Ad hoc On-Demand Distance Vector (AODV) protocol. The evaluation shows that, the ant algorithm provides a better performance by reducing the mean End-to-End delay than the AODV algorithm. We investigated various simulation scenarios with different node density and pause times. Our new algorithm gives good results under certain conditions such as, increasing the pause time and decreasing node density. The scenarios that are applied for evaluating our routing algorithm have the following assumptions: 2-D rectangular area, no obstacles, bi-directional links, fixed number of nodes operate for the whole simulation time and nodes movements are performed according to the Random Waypoint Mobility (RWM) or the Boundless Simulation Area Mobility (BSAM) model. KEYWORDS: Ant Colony Optimization (ACO), Mobile Ad hoc Network (MANET), Queuing Network Analysis, Routing Algorithms, Mobility Models, Hybrid Simulation

    Reactive approach for automating exploration and exploitation in ant colony optimization

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    Ant colony optimization (ACO) algorithms can be used to solve nondeterministic polynomial hard problems. Exploration and exploitation are the main mechanisms in controlling search within the ACO. Reactive search is an alternative technique to maintain the dynamism of the mechanics. However, ACO-based reactive search technique has three (3) problems. First, the memory model to record previous search regions did not completely transfer the neighborhood structures to the next iteration which leads to arbitrary restart and premature local search. Secondly, the exploration indicator is not robust due to the difference of magnitudes in distance matrices for the current population. Thirdly, the parameter control techniques that utilize exploration indicators in their feedback process do not consider the problem of indicator robustness. A reactive ant colony optimization (RACO) algorithm has been proposed to overcome the limitations of the reactive search. RACO consists of three main components. The first component is a reactive max-min ant system algorithm for recording the neighborhood structures. The second component is a statistical machine learning mechanism named ACOustic to produce a robust exploration indicator. The third component is the ACO-based adaptive parameter selection algorithm to solve the parameterization problem which relies on quality, exploration and unified criteria in assigning rewards to promising parameters. The performance of RACO is evaluated on traveling salesman and quadratic assignment problems and compared with eight metaheuristics techniques in terms of success rate, Wilcoxon signed-rank, Chi-square and relative percentage deviation. Experimental results showed that the performance of RACO is superior than the eight (8) metaheuristics techniques which confirmed that RACO can be used as a new direction for solving optimization problems. RACO can be used in providing a dynamic exploration and exploitation mechanism, setting a parameter value which allows an efficient search, describing the amount of exploration an ACO algorithm performs and detecting stagnation situations

    Population-based runtime optimisation in static and dynamic environments

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    Reinforcement Learning

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    Brains rule the world, and brain-like computation is increasingly used in computers and electronic devices. Brain-like computation is about processing and interpreting data or directly putting forward and performing actions. Learning is a very important aspect. This book is on reinforcement learning which involves performing actions to achieve a goal. The first 11 chapters of this book describe and extend the scope of reinforcement learning. The remaining 11 chapters show that there is already wide usage in numerous fields. Reinforcement learning can tackle control tasks that are too complex for traditional, hand-designed, non-learning controllers. As learning computers can deal with technical complexities, the tasks of human operators remain to specify goals on increasingly higher levels. This book shows that reinforcement learning is a very dynamic area in terms of theory and applications and it shall stimulate and encourage new research in this field

    Context Aware Computing or the Sense of Context

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    ITALIANO: I sistemi ubiquitous e pervasivi, speciali categorie di sistemi embedded (immersi), possono essere utilizzati per rilevare il contesto che li circonda. In particolare, i sistemi context-aware sono in grado di alterare il loro stato interno e il loro comportamento in base all’ambiente (context) che percepiscono. Per aiutare le persone nell’espletare le proprie attivitá, tali sistemi possono utilizzare le conoscenze raccolte attorno a loro. Un grande sforzo industriale e di ricerca, orientato all’innovazione dei sensori, processori, sistemi operativi, protocolli di comunicazione, e framework, offre molte tecnologie definibili abilitanti, come le reti di sensori wireless o gli Smartphone. Tuttavia, nonostante tale sforzo significativo, l’adozione di sistemi pervasivi che permettano di migliorare il monitoraggio dello sport, l’allenamento e le tecnologie assistive é ancora piuttosto limitato. Questa tesi individua due fattori determinanti per questo basso utilizzo delle tecnologie pervasive, principalmente relativi agli utenti. Da un lato il tentativo degli esperti e dei ricercatori dell’informatica di indurre l’adozione di soluzioni informatiche, trascurando parzialmente l’interazione con gli utenti finali, dall’altro lato una scarsa attenzione all’interazione tra uomo e computer. Il primo fattore puó essere tradotto nella mancanza di attenzione a ció che é rilevante nel contesto dei bisogni (speciali) dell’utente. Il secondo é rappresentato dall’utilizzo diffuso di interfacce grafiche di presentazione delle informazioni, che richiede un elevato livello di sforzo cognitivo da parte degli utenti. Mentre lo studio della letteratura puó fornire conoscenze sul contesto dell’utente, solo il contatto diretto con lui arricchisce la conoscenza di consapevolezza, fornendo una precisa identificazione dei fattori che sono piú rilevanti per il destinatario dell’applicazione. Per applicare con successo le tecnologie pervasive al campo dello sport e delle tecnologie assistive, l’identificazione dei fattori rilevanti é una premessa necessaria, Tale processo di identificazione rappresenta l’approccio metodologico principale utilizzato per questa tesi. Nella tesi si analizzano diversi sport (canottaggio, nuoto, corsa ) e una disabilitá (la cecitá), per mostrare come la metodologia di investigazione e di progettazione proposta venga messa in pratica. Infatti i fattori rilevanti sono stati identificati grazie alla stretta collaborazione con gli utenti e gli esperti nei rispettivi campi. Si descrive il processo di identificazione, insieme alle soluzioni elaborate su misura per il particolare campo d’uso. L’uso della sonificazione, cioé la trasmissione di informazioni attraverso il suono, si propone di affrontare il secondo problema presentato, riguardante le interfacce utente. L’uso della sonificazione puó facilitare la fruizione in tempo reale delle informazioni sulle prestazioni di attivitá sportive, e puó contribuire ad alleviare parzialmente la disabilitá degli utenti non vedenti. Nel canottaggio, si é identificato nel livello di sincronia del team uno dei fattori rilevanti per una propulsione efficace dell’imbarcazione. Il problema di rilevare il livello di sincronia viene analizzato mediante una rete di accelerometri wireless, proponendo due diverse soluzioni. La prima soluzione é basata sull’indice di correlazione di Pearson e la seconda su un approccio emergente chiamato stigmergia. Entrambi gli approcci sono stati testati con successo in laboratorio e sul campo. Inoltre sono state sviluppate due applicazioni, per smartphone e PC, per fornire la telemetria e la sonificazione del moto di una barca a remi. Nel campo del nuoto é stata condotta una ricerca in letteratura riguardo la convinzione diffusa di considerare la cinematica come il fattore rilevante della propulsione efficace dei nuotatori. Questa indagine ha richiamato l’attenzione sull’importanza di studiare il cosiddetto feel-for-water (sensazione-dell’-acqua) percepito dai nuotatori d’alto livello. É stato progettato un innovativo sistema, per rilevare e comunicare gli effetti fluidodinamici causati dallo spostamento delle masse d’acqua intorno alle mani dei nuotatori. Il sistema é in grado di trasformare la pressione dell’acqua, misurata con sonde Piezo intorno alle mani, in un bio-feedback auditivo, pensato per i nuotatori e gli allenatori, come base per un nuovo modo di comunicare la sensazione-dell’acqua. Il sistema é stato testato con successo nel campo e ha dimostrato di fornire informazioni in tempo reale per il nuotatore e il formatore. Nello sport della corsa sono stati individuati due parametri rilevanti: il tempo di volo e di contatto dei piedi. É stato progettato un sistema innovativo per ottenere questi parametri attraverso un unico accelerometro montato sul tronco del corridore ed é stato implementato su uno smartphone. Per ottenere il risultato voluto é stato necessario progettare e realizzare un sistema per riallineare virtualmente gli assi dell’accelerometro e per estrarre il tempo di volo e di contatto dal segnale dell’accelerometro riallineato. L’applicazione per smartphone completa é stata testata con successo sul campo, confrontando i valori con quelli di attrezzature specializzate, dimostrando la sua idoneitá come ausilio pervasivo all’allenamento di corridori. Per esplorare le possibilitá della sonificazione usata come una base per tecnologia assistiva, abbiamo iniziato una collaborazione con un gruppo di ricerca presso l’Universitá di Scienze Applicate, Ginevra, in Svizzera. Tale collaborazione si é concentrata su un progetto chiamato SeeColOr (See Color with an Orchestra - vedere i colori con un’orchestra). In particolare, abbiamo avuto l’opportunitá di implementare il sistema SeeColOr su smartphone, al fine di consentire agli utenti non vedenti di utilizzare tale tecnologia su dispositivi leggeri e a basso costo. Inoltre, la tesi esplora alcune questioni relative al campo del rilevamento ambientale in ambienti estremi, come i ghiacciai, utilizzando la tecnologia delle Wireless Sensor Networks. Considerando che la tecnologia é simile a quella usata in altri contesti presentati, le considerazioni possono facilmente essere riutilizzate. Si sottolinea infatti che i problemi principali sono legati alla elevata difficoltá e scarsa affidabilitá di questa tecnologia innovativa rispetto alle altre soluzioni disponibili in commercio , definite legacy, basate solitamente su dispositivi piú grandi e costosi, chiamati datalogger. La tesi presenta i problemi esposti e le soluzioni proposte per mostrare l’applicazione dell’approccio progettuale cercato e definito durante lo sviluppo delle attività sperimentali e la ricerca che le ha implementate. ---------------------------------------- ENGLISH: Ubiquitous and pervasive systems, special categories of embedded systems, can be used to sense the context in their surrounding. In particular, context-aware systems are able to alter their internal state and their behaviour based on the context they perceive. To help people in better performing their activities, such systems must use the knowledge gathered about the context. A big research and industrial effort, geared towards the innovation of sensors, processors, operating systems, communication protocols, and frameworks, provides many "enabling" technologies, such as Wireless Sensor Networks or Smartphones. However, despite that significant effort, the adoption of pervasive systems to enhance sports monitoring, training and assistive technologies is still rather small. This thesis identifies two main issues concerning this low usage of pervasive technologies, both mainly related to users. On one side the attempt of computer science experts and researchers to induce the adoption of information technology based solutions, partially neglecting interaction with end users; on the other side a scarce attention to the interaction between humans and computers. The first can be translated into the lack of attention at what is relevant in the context of the user’s (special) needs. The second is represented by the widespread usage of graphical user interfaces to present information, requiring a high level of cognitive effort. While literature studies can provide knowledge about the user’s context, only direct contact with users enriches knowledge with awareness, providing a precise identification of the factors that are more relevant to the user. To successfully apply pervasive technologies to the field of sports engineering and assistive technology, the identification of relevant factors is an obliged premise, and represents the main methodological approach used throughout this thesis. This thesis analyses different sports (rowing, swimming, running) and a disability (blindness), to show how the proposed design methodology is put in practice. Relevant factors were identified thanks to the tight collaboration with users and experts in the respective fields. The process of identification is described, together with the proposed application tailored for the special field. The use of sonification, i.e. conveying information as sound, is proposed to leverage the second presented issue, that regards the user interfaces. The usage of sonification can ease the exploitation of information about performance in real-time for sport activities and can help to partially leverage the disability of blind users. In rowing, the synchrony level of the team was identified as one of the relevant factors for effective propulsion. The problem of detecting the synchrony level is analysed by means of a network of wireless accelerometers, proposing two different solutions. The first solution is based on Pearson’s correlation index and the second on an emergent approach called stigmergy. Both approaches were successfully tested in laboratory and in the field. Moreover two applications, for smartphones and PCs, were developed to provide telemetry and sonification of a rowing boat’s motion. In the field of swimming, an investigation about the widespread belief considering kinematics as the relevant factor of effective propulsion of swimmers drew attention to the importance of studying the so called "feel-for-water" experienced by elite swimmers. An innovative system was designed to sense and communicate fluid-dynamic effects caused by moving water masses around swimmers hands. The system is able to transform water pressure, measured with Piezo-probes, around hands into an auditive biofeedback, to be used by swimmers and trainers, as the base for a new way of communication about the "feel-for-water". The system was successfully tested in the field and proved to provide real-time information for the swimmer and the trainer. In running sports two relevant parameters are time of flight and contact of feet. An innovative system was designed to obtain these parameters using a single trunk mounted accelerometer and was implemented on a smartphone. To achieve the intended result it was necessary to design and implement a system to virtually realign the axes of the accelerometer and to extract time of flight and time of contact phases from the realigned accelerometer signal. The complete smartphone application was successfully tested in the field with specialized equipment, proving its suitability in enhancing training of runners with a pervasive system. To explore possibilities of sonification applied as an assistive technology, we started a collaboration with research group from University of Applied Science, Geneva, Switzerland, focused on a project called SeeColOr (See Color with an Orchestra). In particular we had the opportunity to implement the SeeColOr system on smartphones, in order to enable blind users to use that technology on low cost and lightweight devices. Moreover, the thesis exposes some issues related to a field, environmental sensing in extreme environments, like glaciers, using the innovative Wireless Sensor Networks technology. Considering that the technology is similar to the one used in other presented contexts, learned lessons can easily be reused. It is emphasized that the main problems are related to the high difficulty and low reliability of that innovative technology with respect to other "legacy" commercially available solutions, based on expensive and bigger devices, called dataloggers. The thesis presents the exposed problems and proposed solutions to show the application of the design approach strived during the development and research
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