31 research outputs found

    The True Destination of EGO is Multi-local Optimization

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    Efficient global optimization is a popular algorithm for the optimization of expensive multimodal black-box functions. One important reason for its popularity is its theoretical foundation of global convergence. However, as the budgets in expensive optimization are very small, the asymptotic properties only play a minor role and the algorithm sometimes comes off badly in experimental comparisons. Many alternative variants have therefore been proposed over the years. In this work, we show experimentally that the algorithm instead has its strength in a setting where multiple optima are to be identified

    Two-stage methods for multimodal optimization

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    Für viele praktische Optimierungsprobleme ist es ratsam nicht nur eine einzelne optimale Lösung zu suchen, sondern eine Menge von Lösungen die gut und untereinander verschieden sind. Die Argumentation hinter dieser Meinung ist, dass ein Entscheidungsträger möglicherweise nachträglich zusätzliche Kriterien einbringen möchte, die nicht im Optimierungsproblem enthalten waren. Gründe für die Nichtberücksichtigung im Optimierungsproblem sind zum Beispiel dass das notwendige Expertenwissen noch nicht formalisiert wurde, oder dass die Bewertung der Zusatzkriterien mehr oder weniger subjektiv abläuft. Das Forschungsgebiet für diese einkriteriellen Optimierungsprobleme mit Bedarf für eine Menge von mehreren Lösungen wird momentan mit dem Begriff multimodale Optimierung umschrieben. In dieser Arbeit wenden wir zweistufige Optimieralgorithmen, die aus sich abwechselnden globalen und lokalen Komponenten bestehen, auf diese Probleme an. Diese Algorithmen sind attraktiv für uns wegen ihrer Einfachheit und ihrer belegten Leistungsfähigkeit auf multimodalen Problemen. Das Hauptaugenmerk liegt darauf, die globale Phase zu verbessern, da lokale Suche schon ein gut erforschtes Themengebiet ist. Wir tun dies, indem wir vorher ausgewertete Punkte und bereits bekannte Optima in unserem globalen Samplingalgorithmus berücksichtigen. Unser Ansatz basiert auf der Maximierung der minimalen Distanz in einer Punktmenge, während Kanteneffekte, welche durch die Beschränktheit des Suchraums verursacht werden, durch geeignete Korrekturmaßnahmen verhindert werden. Experimente bestätigen die Überlegenheit dieses Algorithmus gegenüber zufällig gleichverteiltem Sampling und anderen Methoden in diversen Problemstellungen multimodaler Optimierung.For many practical optimization problems it seems advisable to seek not only a single optimal solution, but a diverse set of good solutions. The rationale behind this opinion is that a decision maker may want to consider additional criteria, which are not included in the optimization problem itself. Reasons for not including them are for example that the expert knowledge constituting the additional criteria has not been formalized or that the evaluation of the additional criteria is more or less subjective. The area containing single-objective problems with the need to identify a set of solutions is currently called multimodal optimization. In this work, we apply two-stage optimization algorithms, which consist of alternating global and local searches, to these problems. These algorithms are attractive because of their simplicity and their demonstrated performance on multimodal problems. The main focus is on improving the global stages, as local search is already a thoroughly investigated topic. This is done by considering previously sampled points and found optima in the global sampling, thus obtaining a super-uniform distribution. The approach is based on maximizing the minimal distance in a point set, while boundary effects of the box-constrained search space are avoided by correction methods. Experiments confirm the superiority of this algorithm over random uniform sampling and other methods in various different settings of multimodal optimization

    Intelligent group movement and selection in realtime strategy games

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    Movement of groups in realtime strategy games is often a nuisance: Units travel and battle separately, resulting in huge losses and the AI looking dumb. This applies to computer as well as human commanded factions. We suggest to tackle that by using flocking improved by influence-map based pathfinding which leads to a much more natural and intelligent looking behavior. A similar problem occurs if the computer AI has to select groups to combat a specific target: Assignment of units to groups, especially for multiple enemy groups, is often suboptimal when units have very different attack skills. This can be cured by using offline prepared self-organizing feature maps that use all available information for looking up good matches. We demonstrate that these two approaches work well separately, but also that they go together very naturally, thereby leading to an improved and - via parametrization - very flexible group behavior. Opponent AI may be strenghtened that way as well as player-supportive AI. A thorough experimental analysis supports our claims

    Multiobjective exploration of the StarCraft map space

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    This paper presents a search-based method for generating maps for the popular real-time strategy (RTS) game StarCraft. We devise a representation of StarCraft maps suitable for evolutionary search, along with a set of fitness functions based on predicted entertainment value of those maps, as derived from theories of player experience. A multiobjective evolutionary algorithm is then used to evolve complete Star- Craft maps based on the representation and selected fitness functions. The output of this algorithm is a Pareto front approximation visualizing the tradeoff between the several fitness functions used, and where each point on the front represents a viable map. We argue that this method is useful for both automatic and machine-assisted map generation, and in particular that the Pareto fronts are excellent design support tools for human map designers.This research was supported in part by the Danish Research Agency, Ministry of Science, Technology and Innovation; project name: Adaptive Game Content Creation using Computational Intelligence (AGameComIn); project number: 274-09-0083.peer-reviewe
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