195,310 research outputs found
The Holland broadcast language
The broadcast language is a programming formalism devised by Holland in 1975, which aims at allowing Genetic Algorithms (GAs) to use an adaptable representation. A GA may provide an efficient method for adaption but still depends on the efficiency of the fitness function used. During long-term evolution, this efficiency could be limited by the fixed
representation used by the GA to encode the problem. When a fitness function is very complex, it is desirable to adapt the problem representation employed by the fitness function.
By adapting the representation, the broadcast language may overcome the deficiencies caused by fixed problem representation in GAs.
This report describes an initial detailed specification and implementation of the broadcast language. Our first motivation is the fact that there is currently no published implementation of broadcast systems (broadcast language-based systems) available. Despite Holland presented the broadcast language in his book “Adaptation in Natural and Artificial systems”, he did not support this approach with experimental studies.
Our second motivation is the affirmation made by Holland that broadcast systems could model biochemical networks. Indeed Holland also described how the broadcast language
could provide a straightforward representation to a variety of biochemical networks (Genetic Regulatory Networks, Neural Networks, Immune system etc). As these biochemical models
share many similarities with Cell Signaling Networks (CSNs), broadcast systems may also be considered to model CSNs. One of our goals, within the ESIGNET project, is to develop an
evolutionary system to realize and evolve CSNs in Silico. Examining the broadcast language may provide us with valuable insights to the development of such a system.
In this paper, we initially review the Holland broadcast language, we then propose a specification and implementation of the language which is later illustrated with an experiment: modeling different chemical reactions
KWM: Knowledge-based Workflow Model for agile organization
The workflow management system (WFMS) in an agile organization should be highly adaptable to the frequent organizational changes. To increase the adaptability of contemporary WFMSs, a mechanism for managing changes within the organizational structure and changes in business rules needs to be reinforced. In this paper, a knowledge-based approach for workflow modeling is proposed, in which a workflow is defined as a set of business rules. Knowledge on the organizational structure and special workflow, such as role/actor mappings and complex routing rules, can be explicitly modeled in KWM (Knowledge-based Workflow Model).
Using knowledge representation scheme and dependency management facility, a change propagation mechanism is provided to adapt to the frequent changes in the organizational structure, business rules, and procedures
PEGASE: A generic and adaptable intelligent system for virtual reality learning environments
International audienceThe context of this research is the creation of human learning environments using virtual reality. We propose the integration of a generic and adaptable intelligent tutoring system (Pegase) into a virtual environment. The aim of this environment is to instruct the learner, and to assist the instructor. The proposed system is created using a multi-agent system. This system emits a set of knowledge (actions carried out by the learner, knowledge about the field, etc.) which Pegase uses to make informed decisions. Our study focuses on the representation of knowledge about the environment, and on the adaptable pedagogical agent providing instructive assistance
An Economical Semi-Analytical Orbit Theory for Retarded Satellite Motion About an Oblate Planet
Brouwer and Brouwer-Lyddanes' use of the Von Zeipel-Delaunay method is employed to develop an efficient analytical orbit theory suitable for microcomputers. A succinctly simple pseudo-phenomenologically conceptualized algorithm is introduced which accurately and economically synthesizes modeling of drag effects. The method epitomizes and manifests effortless efficient computer mechanization. Simulated trajectory data is employed to illustrate the theory's ability to accurately accommodate oblateness and drag effects for microcomputer ground based or onboard predicted orbital representation. Real tracking data is used to demonstrate that the theory's orbit determination and orbit prediction capabilities are favorably adaptable to and are comparable with results obtained utilizing complex definitive Cowell method solutions on satellites experiencing significant drag effects
A Study in function optimization with the breeder genetic algorithm
Optimization is concerned with the finding of global optima
(hence the name) of problems that can be cast in the form of a
function of several variables and constraints thereof. Among the
searching methods, {em Evolutionary Algorithms} have been shown to be
adaptable and general tools that have often outperformed traditional
{em ad hoc} methods. The {em Breeder Genetic Algorithm} (BGA)
combines a direct representation with a nice conceptual
simplicity. This work contains a general description of the algorithm
and a detailed study on a collection of function optimization
tasks. The results show that the BGA is a powerful and reliable
searching algorithm. The main discussion concerns the choice of
genetic operators and their parameters, among which the family of
Extended Intermediate Recombination (EIR) is shown to stand out. In
addition, a simple method to dynamically adjust the operator is
outlined and found to greatly improve on the already excellent overall
performance of the algorithm.Postprint (published version
Business Process Configuration According to Data Dependency Specification
Configuration techniques have been used in several fields, such as the design of business
process models. Sometimes these models depend on the data dependencies, being easier to describe
what has to be done instead of how. Configuration models enable to use a declarative representation
of business processes, deciding the most appropriate work-flow in each case. Unfortunately,
data dependencies among the activities and how they can affect the correct execution of the process,
has been overlooked in the declarative specifications and configurable systems found in the literature.
In order to find the best process configuration for optimizing the execution time of processes according
to data dependencies, we propose the use of Constraint Programming paradigm with the aim of
obtaining an adaptable imperative model in function of the data dependencies of the activities
described declarative.Ministerio de Ciencia y Tecnología TIN2015-63502-C3-2-RFondo Europeo de Desarrollo Regiona
Automated user modeling for personalized digital libraries
Digital libraries (DL) have become one of the most typical ways of accessing any kind of digitalized information. Due to this key role, users welcome any improvements on the services they receive from digital libraries. One trend used to
improve digital services is through personalization. Up to now, the most common approach for personalization in digital libraries has been user-driven. Nevertheless, the design of efficient personalized services has to be done, at least in part, in
an automatic way. In this context, machine learning techniques automate the process of constructing user models. This paper proposes a new approach to construct digital libraries that satisfy user’s necessity for information: Adaptive Digital Libraries, libraries that automatically learn user preferences and goals and personalize their interaction using this information
Pedagogical Possibilities for the N-Puzzle Problem
In this paper we present work on a project funded by the National Science Foundation with a goal of unifying the Artificial Intelligence (AI) course around the theme of machine learning. Our work involves the development and testing of an adaptable framework for the presentation of core AI topics that emphasizes the relationship between AI and computer science. Several hands-on laboratory projects that can be closely integrated into an introductory AI course have been developed. We present an overview of one of the projects and describe the associated curricular materials that have been developed. The project uses machine learning as a theme to unify core AI topics in the context of the N-puzzle game. Games provide a rich framework to introduce students to search fundamentals and other core AI concepts. The paper presents several pedagogical possibilities for the N-puzzle game, the rich challenge it offers, and summarizes our experiences using it
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