Search / Búsqueda
www.fgalindosoria.com/informatica/methods/search/
www.fgalindosoria.com fgalindo@ipn.mx
Red de Desarrollo Informatico REDI
www.LaRedi.com
Creación de la
página www: Cd. de México a 28 de
Julio del 2010
ultima actualización 1 de
Agosto del 2010
|
El
problema de la búsqueda crea un espacio disciplinar dentro de la Informática que
tiene sus propios fundamentos, teorías, leyes, métodos, técnicas y
herramientas. Cuando
se habla de la búsqueda, se habla de buscar datos, imágenes, objetos, teoría,
leyes, métodos, herramientas, ecuaciones, objetos en un espacio, cosas
perdidas, nuevos caminos, etc., etc. |
INDEX
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INDICE
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2.1 Particle swarm 2.2 Ant colony algorithms 2.3 Simulated annealing (SA) 2.4 Tabu search 2.5 Harmony search 2.6 Beam search 3 Papers
3.1 Swarm search 3.2 Space search |
2.1 Enjambres de partículas 2.2 Algoritmo de hormigas 2.3 Recocido simulado 2.4 Búsqueda tabú 2.5 Harmony search 2.6 Beam search 3.1 Búsqueda mediante enjambres 3.2 Espacio de Búsqueda
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LINKS /
LIGAS
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******************************************************************* Áreas Generales Category:Search
algorithms http://en.wikipedia.org/wiki/Category:Search_algorithms Categoría: Algoritmos de búsqueda http://es.wikipedia.org/wiki/Categor%C3%ADa:Algoritmos_de_b%C3%BAsqueda ************************************* Search
algorithm “In computer
science, a search algorithm, broadly speaking, is an algorithm
for finding an item with specified properties among a collection of items.
The items may be stored individually as records in a database; or
may be elements of a search space defined by a mathematical formula or
procedure, such as the roots of an equation with integer variables; or a combination of the two,
such as the Hamiltonian circuits of a graph.” http://en.wikipedia.org/wiki/Search_algorithm Espacio de búsqueda Ejemplo de espacio de búsqueda. Gráfica de una función con múltiples óptimos locales en 2 dimensiones. “En optimización, espacio de búsqueda se refiere al dominio de la función a ser optimizada. En el caso de los algoritmos de búsqueda, que manejan espacios discretos, se refiere al conjunto de todas las posibles soluciones candidatas a un problema.” http://es.wikipedia.org/wiki/Espacio_de_b%C3%BAsqueda ************************************* Metaheuristic “In computer
science, metaheuristic designates a computational method that optimizes a problem by iteratively
trying to improve a candidate solution with regard to a given measure of
quality. Metaheuristics make few or no assumptions about the problem being
optimized and can search very large spaces of candidate solutions. However,
metaheuristics do not guarantee an optimal solution is ever found. Many
metaheuristics implement some form of stochastic optimization. Other terms
having a similar meaning as metaheuristic, are: derivative-free, direct
search, black-box, or indeed just heuristic optimizer. Several books and
survey papers have been published on the subject” http://en.wikipedia.org/wiki/Metaheuristic Metaheurística “Una metaheurística es un método heurístico para resolver un tipo de problema computacional general, usando los parámetros dados por el usuario sobre unos procedimientos genéricos y abstractos de una manera que se espera eficiente. Normalmente, estos procedimientos son heurísticos. El nombre combina el prefijo griego "meta" ("más allá", aquí con el sentido de "nivel superior") y "heurístico" (de ευρισκειν, heuriskein, "encontrar"). Las metaheurísticas generalmente se aplican a problemas que no tienen un algoritmo o heurística específica que dé una solución satisfactoria; o bien cuando no es posible implementar ese método óptimo. La mayoría de las metaheurísticas tienen como objetivo los problemas de optimización combinatoria, pero por supuesto, se pueden aplicar a cualquier problema que se pueda reformular en términos heurísticos, por ejemplo en resolución de ecuaciones booleanas. Las metaheurísticas no son la panacea y suelen ser menos eficientes que las heurísticas específicas, en varios órdenes de magnitud, en problemas que aceptan este tipo de heurísticas crudas.” http://es.wikipedia.org/wiki/Metaheur%C3%ADstica Hyper-heuristic http://en.wikipedia.org/wiki/Hyper-heuristics Hyper-heuristics versus meta-heuristics “The
fundamental difference between metaheuristics
and hyper-heuristics is that most implementations of metaheuristics search
within a search space of problem solutions, whereas
hyper-heuristics always search within a search
space of heuristics. Thus, when using hyper-heuristics, we are attempting
to find the right method or sequence of heuristics in a given situation
rather than trying to solve a problem directly. Moreover, we are searching
for a generally applicable methodology rather than solving a single problem
instance” http://en.wikipedia.org/wiki/Hyper-heuristics#Hyper-heuristics_versus_meta-heuristics ************************************* Stochastic
optimization http://en.wikipedia.org/wiki/Stochastic_search Randomized search methods “On the other
hand, even when the data is exact, it is sometimes beneficial to deliberately
introduce randomness into the search process as a means of speeding
convergence and making the algorithm less sensitive to modeling errors.
Further, the injected randomness may provide the necessary impetus to move
away from a local solution when searching for a global optimum. Indeed, this randomization principle is known to be a
simple and effective way to obtain algorithms with almost certain good
performance uniformly” http://en.wikipedia.org/wiki/Stochastic_search#Randomized_search_methods ************************************* swarm
intelligence swarm
intelligence swarn
search particle swarm Particle Swarm
intelligence “Swarm
intelligence (SI) describes the collective behaviour of decentralized,
self-organized systems, natural or artificial.
The concept is employed in work on artificial intelligence. The expression
was introduced by Gerardo Beni and Jing Wang
in 1989, in the context of cellular robotic systems.[1] SI systems are
typically made up of a population of simple agents or boids interacting locally with one
another and with their environment. The agents follow very simple rules, and
although there is no centralized control structure dictating how individual
agents should behave, local, and to a certain degree random, interactions
between such agents lead to the emergence
of "intelligent" global behavior, unknown to the individual agents.
Natural examples of SI include ant colonies,
bird flocking, animal herding, bacterial growth, and fish schooling.” http://en.wikipedia.org/wiki/Swarm_intelligence Inteligencia de enjambre “La inteligencia de enjambre es una rama de la Inteligencia artificial que se basa en el comportamiento colectivo de sistemas descentralizados y auto-organizados Los sistemas de inteligencia de enjambre están constituidos típicamente de agentes simples que interactúan entre ellos y con su ambiente. Los agentes siguen reglas simples y, aunque no existe una estructura de control que dictamine el comportamiento de cada uno de ellos, las interacciones locales entre los agentes conduce a la emergencia de un comportamiento global complejo. Ejemplos en la naturaleza incluyen colonias de hormigas, alineamiento de aves en vuelo, comportamiento de rebaños, crecimiento bacteriano y comportamiento de cardumenes.” http://es.wikipedia.org/wiki/Inteligencia_de_enjambre ******************************************************************* Métodos Particulares
************************************* Particle swarm
Particle swarm
optimization “Particle
swarm optimization (PSO) is a method for performing numerical optimization without explicit
knowledge of the gradient of the problem to be optimized. PSO is originally
attributed to Kennedy, Eberhart and Shi [1]
[2]
and was first intended for simulating social
behaviour. The algorithm was simplified and it was observed to be
performing optimization. The book by Kennedy and Eberhart [3]
describes many philosophical aspects of PSO and swarm intelligence. An extensive survey of PSO
applications is made by Poli [4]
[5]. PSO optimizes a
problem by maintaining a population of candidate solutions called particles
and moving these particles around in the search-space according to simple
formulae. The movements of the particles are guided by the best found
positions in the search-space, which are continually updated as better
positions are found by the particles.” http://en.wikipedia.org/wiki/Particle_swarm_optimization ************************************* Ant colony algorithms
/ algoritmo de hormigas
Ant colony
optimization Ant colony
optimization “The ant
colony optimization algorithm (ACO) is a probabilistic
technique for solving computational problems which can be reduced to finding
good paths through graphs. This algorithm
is a member of ant colony algorithms family, in swarm intelligence methods, and it constitutes
some metaheuristic optimizations. Initially proposed by Marco
Dorigo in 1992 in his PhD thesis,[1][2]
the first algorithm was aiming to search for an optimal path in a graph,
based on the behavior of ants seeking a path between their colony
and a source of food. The original idea has since diversified to solve a
wider class of numerical problems, and as a result, several problems have
emerged, drawing on various aspects of the behavior of ants.” http://en.wikipedia.org/wiki/Ant_colony_optimization Algoritmo hormiga “El algoritmo hormiga o algoritmo de las hormigas es una técnica probabilística utilizada para solucionar problemas de cómputo; este algoritmo está inspirado en el comportamiento que presentan las hormigas para encontrar las trayectorias desde la colonia hasta el alimento” http://es.wikipedia.org/wiki/Algoritmo_hormiga ************************************* Simulated annealing (SA) o recocido simulado Simulated
annealing “Simulated
annealing (SA) is a generic probabilistic metaheuristic
for the global optimization problem of applied mathematics, namely locating a good
approximation to the global optimum of a given function in a large search
space. It is often used when the search space is discrete (e.g., all
tours that visit a given set of cities). For certain problems, simulated
annealing may be more effective than exhaustive enumeration — provided that the
goal is merely to find an acceptably good solution in a fixed amount of time,
rather than the best possible solution. The name and
inspiration come from annealing in metallurgy,
a technique involving heating and controlled cooling of a material to
increase the size of its crystals and reduce their defects. The heat causes the atoms to become
unstuck from their initial positions (a local
minimum of the internal energy) and wander randomly through
states of higher energy; the slow cooling gives them more chances of finding
configurations with lower internal energy than the initial one. By analogy with
this physical process, each step of the SA algorithm replaces the current
solution by a random "nearby" solution, chosen with a probability
that depends on the difference between the corresponding function values and
on a global parameter T (called the temperature), that is
gradually decreased during the process. The dependency is such that the
current solution changes almost randomly when T is large, but
increasingly "downhill" as T goes to zero. The allowance for
"uphill" moves saves the method from becoming stuck at local
optima—which are the bane of greedier
methods. The method was
independently described by Scott Kirkpatrick, C. Daniel Gelatt and Mario P.
Vecchi in 1983,[1]
and by Vlado Černý in 1985.[2] The method is
an adaptation of the Metropolis-Hastings algorithm, a Monte Carlo method to generate sample states
of a thermodynamic system, invented by N. Metropolis et al. in 1953.[3]” http://en.wikipedia.org/wiki/Simulated_annealing Simulated annealing “Simulated annealing (SA) o recocido simulado es un algoritmo de búsqueda meta-heurística para problemas de optimización global, es decir, encontrar una buena aproximación al óptimo global de una función en un espacio de búsqueda grande. El nombre e inspiración viene del proceso de recocido del acero, una técnica que consiste en calentar y luego enfriar controladamente un material para aumentar el tamaño de sus cristales y reducir sus defectos. El calor causa que los átomos se salgan de sus posiciones iniciales (un mínimo local de energía) y se muevan aleatoriamente; el enfriamiento lento les da mayores probabilidades de encontrar configuraciones con menor energía que la inicial.” http://es.wikipedia.org/wiki/Simulated_annealing ************************************* Tabu
search / Búsqueda tabú Búsqueda tabú “La búsqueda tabú es un método de optimización matemática, perteneciente a la clase de técnicas de búsqueda local. La búsqueda tabú aumenta el rendimiento del método de búsqueda local mediante el uso de estructuras de memoria: una vez que una potencial solución es determinada, se la marca como "tabú" de modo que el algoritmo no vuelva a visitar esa posible solución. La búsqueda tabú es atribuída a Fred Glover.” http://es.wikipedia.org/wiki/B%C3%BAsqueda_tab%C3%BA Tabu search “Tabu search
is a mathematical optimization method,
belonging to the class of local search techniques. Tabu search
enhances the performance of a local search method by using memory structures:
once a potential solution has been determined, it is marked as "taboo"
("tabu" being a different spelling of the same word) so that the algorithm
does not visit that possibility repeatedly. Tabu search is attributed to Fred
W. Glover.” http://en.wikipedia.org/wiki/Tabu_search ************************************* Harmony search Harmony search “Harmony
search (HS) is a phenomenon-mimicking algorithm (also known as metaheuristic
algorithm,
soft
computing algorithm or evolutionary algorithm) inspired by the
improvisation process of musicians. In the HS algorithm, each musician (=
decision variable) plays (= generates) a note (= a value) for finding a best
harmony (= global optimum) all together.” http://en.wikipedia.org/wiki/Harmony_search Harmony
Search Algorithm. This site
introduces music-inspired Harmony Search algorithm and its applications. http://sites.google.com/a/hydroteq.com/www/ ************************************* Beam search “Beam search
is a heuristic search
algorithm that is an optimization of best-first search that reduces its memory requirement.
Best-first search is a graph search which orders all partial solutions
(states) according to some heuristic which attempts to predict how close a
partial solution is to a complete solution (goal state). In beam search, only
a predetermined number of best partial solutions are kept as candidates.[1]” http://en.wikipedia.org/wiki/Beam_search ******************************************************************* ******************************************************************* ******************************************************************* Swarn
search ************************************* Visualizing
the search process of particle swarm optimization Yong-Hyuk Kim, Kang Hoon Lee, Yourim Yoon July 2009
GECCO '09: Proceedings
of the 11th Annual conference on Genetic and evolutionary computation Publisher: ACM ABSTRACT
“It is a hard
problem to understand the search process of particle swarm optimization over
high-dimensional domain. The visualization depicts the total search process
and then it will allow better understanding of how to tune the algorithm. For
the investigation, we adopt Sammon's mapping, which is a well-known
distance-preserving mapping. We demonstrate the usefulness of the proposed
methodology by applying it to some function optimization problems.” http://portal.acm.org/citation.cfm?id=1569901.1569909&coll=ACM&dl=ACM&CFID=98877147&CFTOKEN=69726819 Full text available:
PDF Visualizing
the search process of particle swarm optimization http://cg.kw.ac.kr/kang/visual_pso/visual_pso.pdf ************************************* Dynamic-probabilistic
particle swarms James Kennedy, US Bureau
of Labor Statistics, Washington DC, June 2005 Genetic
And Evolutionary Computation Conference Washington DC, USA SESSION:
Ant colony optimization and swarm intelligence, Pages: 201 -
207 Publisher: ACM
ABSTRACT
“The
particle swarm algorithm is usually a dynamic process, where a point in the
search space to be tested depends on the previous point and the direction of
movement. The process can be decomposed, and probability distributions around
a center can be used instead of the usual trajectory approach. A version that
is both dynamic and Gaussian looks very promising.” http://portal.acm.org/citation.cfm?id=1068009.1068040&coll=ACM&dl=ACM&CFID=98877147&CFTOKEN=69726819 Full text available:
PDF Dynamic-probabilistic
particle swarms http://www.cs.bham.ac.uk/~wbl/biblio/gecco2005/docs/p201.pdf ************************************* Scalability of particle swarm algorithms Sébastien
Piccand, University of Limerick, Limerick, Ireland Michael
O'Neill, University College Dublin, Ireland Jacqueline
Walker, University of Limerick, Limerick, Ireland Genetic
And Evolutionary Computation Conference London, England, 2007 Publisher: ACM New York, NY, USA ABSTRACT “When
dealing with complex optimisations problems, evolutionary computation
techniques have proven tobe very helpful. Amongst optimisation algorithms
driven by evolutionary computation techniques,particle swarm algorithms have
proven to be a very good alternative to genetic algorithms because of their
faster convergence. However they can still suffer from premature convergence
to local optima. Premature convergence occurs when the particles of the swarm
are too close to each other to enable further exploration of the space. To
put it another way, the dispersion or distribution of the swarm throughout
the search space has been localised to a small region with a consequent
stagnation of the search process. Many strategies have been used to try to
prevent convergence to a local optimum. However little work has been done on
problems of high dimensions. By high dimensions, we mean dimensions of 100
and above.This paper focuses, therefore, on the limitations of classical
particle swarm algorithms when dealing with high dimensional problems. We
compare different versions of Particle Swarm Algorithms: GBest, LBest with
ringor random neighbourhood of size 3~\cite{Clerc06}, and
GCPSO~\cite{VanDenBergh06}. Those algorithmswere run twice, with a linearly
decreasing inertia weight, and with the use of a constriction factor.We also
used two repulsive-based algorithms: Charged PSO~\cite{Blackwell02} and
Predator Prey~\cite{Silva02}.Our main focus is problems of high
dimensionality. In particular, we applied the different algorithmsto the
benchmarks functions Ackley and Rosenbrock, in the following dimensions: 100,
250, 500.Even though these represent problems of relatively small dimensionality
in a real-world context,experiments on higher dimensions have not been
necessary to show the limits of the algorithms studied.Each experiment was
run 20 times. The swarm size was chosen from $[30\; 50\; 100\; 250\; 500]$
and so that it isnot greater than the problem size. Each experiment is 10000
iterations long.A one-way analysis of variance (ANOVA) was used to compare
the performance of each algorithms. We found that the LBest algorithms
perform significantly better when used with the constriction factor.GBest and
GCPSO perform better with linearly decreasing inertia with a small swarm
size, but better with the constriction factorwith a big swarm size. The
improvement of GCPSO on GBest is not statistically significant in our
experiments. The LBest algorithms with the constriction factor seem to be the
best algorithms to handle problems of high dimensionality. The LBest
algorithm with fixed neighbourhood seems to be less sensitive to the size of
the swarm than the LBest algorithm with randomneighbourhood. Especially, in
the case of the Rosenbrock function of size 500, increasing the sizeof the
swarm does not improve the performance of LBest with constricted factor and
fixed neighbourhood.The algorithms based on repulsion between particles, i.e.
Charged Swarm and Predator Prey, do not perform very well.Indeed, even if the
predator prey algorithm gives quite good results, it is trapped in a local
optimum, as the fitness value stagnates on a constant value for the last 50\%
of iterations. This may come from a too low levelof repulsion. Tuning the
parameters used for repulsion seems to be very important for high
dimensionality problems. Experiments show that almost all the algorithms
managed to solve the problems for dimension 100 butnone of the algorithms
managed to solve the problem in the case of problems of dimension 250 and
500. The LBest algorithm with random neighbourhood and constriction factor
performed the best. Further work will be done on modelling the size of the
swarm required to be able to solve the problems. Other particle swarm
algorithms will also be included.” http://portal.acm.org/citation.cfm?id=1276958.1276993&coll=ACM&dl=ACM&CFID=98877147&CFTOKEN=69726819 Full text
PDF http://www.cs.york.ac.uk/rts/docs/GECCO_2007/docs/p179.pdf ************************************* Evolutionary swarm design of architectural idea
models Sebastian von
Mammen, Christian
Jacob University of Calgary, Calgary, AB, Canada Genetic
And Evolutionary Computation Conference Atlanta, GA, USA SESSION: Ant colony optimization, swarm
intelligence, and artificial immune systems 2008 Publisher ACM New York, NY, USA ABSTRACT
“In this
paper we present a swarm grammar system that makes use of bio-inspired
mechanisms of reproduction, communication and construction in order to build
three-dimensional structures. Ultimately, the created structures serve as
idea models that lend themselves to inspirations for architectural designs. Appealing
design requires structural complexity. In order to computationally evolve
swarm grammar configurations that yield interesting architectural models, we
observe their productivity, coordination, efficiency, and their unfolding
diversity during the simulations. In particular, we measure the numbers of
collaborators in each swarm individual's neighborhood, and we count the types
of expressed swarm agents and built construction elements. At the end of the
simulation the computation time is saved and the created structures are rated
with respect to their approximation of pre-defined shapes. These ratings are
incorporated into the fitness function of a genetic algorithm. We show that
the conducted measurements are useful to direct an evolutionary search towards
interesting yet well-constrained architectural idea models.” http://portal.acm.org/citation.cfm?id=1389095.1389115&coll=ACM&dl=ACM&CFID=98877147&CFTOKEN=69726819 Full
text
PDF http://vonmammen.org/science/t01pap320-vonmammen.pdf ************************************* A new collaborative evolutionary-swarm
optimization technique Rodica Ioana
Lung, D. Dumitrescu Babes-Bolyai
University, Cluj-Napoca, România Genetic
And Evolutionary Computation Conference WORKSHOP SESSION: Evolutionary algorithms for
dynamic optimization problems (EvoDOP) London, United Kingdom, 2007 Publisher ACM New York, NY, USA ABSTRACT
“A new
hybrid approach to optimization in dynamical environments called
Collaborative Evolutionary-Swarm Optimization (CESO) is presented. CESO
tracks moving optima in a dynamical environment by combining the search
abilities of an evolutionary algorithm for multimodal optimization and a
particle swarm optimization algorithm. A collaborative mechanism between the
two methods is proposed by which the diversity provided by the multimodal
technique is transmitted to the particle swarm in order to prevent its
premature convergence. Numerical experiments indicate CESO as an efficient
method compared with other evolutionary approaches.” http://portal.acm.org/citation.cfm?id=1274000.1274043&coll=ACM&dl=ACM&CFID=98877147&CFTOKEN=69726819 Full text
PDF http://www.cs.bham.ac.uk/~wbl/biblio/gecco2007/docs/p2817.pdf ************************************* Chaotic particle swarm optimization Yanxia Sun, Guoyuan Qi, Zenghui Wang, Barend
Jacobus van Wyk, Yskandar
Hamam Tshwane University of Technology, Pretoria, South
Africa ACM/SIGEVO
Summit on Genetic and Evolutionary Computation Shanghai, China, 2009 Publisher ACM New York,
NY, USA ABSTRACT
“A new
particle swarm optimization (PSO) algorithm with has a chaotic neural network
structure, is proposed. The structure is similar to the Hopfield neural
network with transient chaos, and has an improved ability to search for
globally optimal solution and does not suffer from problems of premature
convergence. The presented
PSO model is discrete-time discrete-state. The bifurcation diagram of a
particle shows that it converges to a stable fixed point from a strange
attractor, guaranteeing system convergence.” http://portal.acm.org/citation.cfm?id=1543834.1543902&coll=ACM&dl=ACM&CFID=98877147&CFTOKEN=69726819 Full text
************************************* Space transformation search: a new
evolutionary technique Hui Wang, Wuhan
University, Wuhan, China Zhijian Wu, Wuhan
University, Wuhan, China Yong Liu, University
of Aizu, Fukushima, Japan Jing Wang, Wuhan
University, Wuhan, China Dazhi Jiang, Wuhan
University, Wuhan, China Lili Chen, Wuhan
University, Wuhan, China ACM/SIGEVO
Summit on Genetic and Evolutionary Computation Shanghai, China, 2009 ACM New York,
NY, USA ABSTRACT “In this paper, a new evolutionary technique is
proposed, namely space transformation search (STS), which transforms current
search space to a new search space. By simultaneously evaluating solutions in
current search space and transformed space, we can provide more chances to
find solutions more closely to the global optimum and finally accelerate
convergence speed. The proposed STS method can be applied to many
evolutionary algorithms, and this paper only presents a STS based particle
swarm optimization (PSO-STS). Experimental studies on 20 benchmark functions
including 10 shifted functions show that the PSO-STS and its variations can
not only achieve better results, but also obtain faster convergence speed
than the standard PSO.” http://portal.acm.org/citation.cfm?id=1543834.1543907&coll=ACM&dl=ACM&CFID=98877147&CFTOKEN=69726819 Full text
************************************* Geometric differential evolution Alberto
Moraglio, university of coimbra, coimbra, Portugal Julian
Togelius, Dalle Molle Institute for Artificial
Intelligence, Manno-Lugano, Switzerland Genetic
And Evolutionary Computation Conference Montreal, Québec, Canada, 2009 ISBN:978-1-60558-325-9 Publisher: ACM New York, NY, USA ABSTRACT
“Geometric
Particle Swarm Optimization (GPSO) is a recently introduced formal
generalization of traditional Particle Swarm Optimization (PSO) that applies
naturally to both continuous and combinatorial spaces. Differential Evolution
(DE) is similar to PSO but it uses different equations governing the motion
of the particles. This paper generalizes the DE algorithm to combinatorial
search spaces extending its geometric interpretation to these spaces,
analogously as what was done for the traditional PSO algorithm. Using this
formal algorithm, Geometric Differential Evolution (GDE), we formally derive
the specific GDE for the Hamming space associated with binary strings and
present experimental results on a standard benchmark of problems.” http://portal.acm.org/citation.cfm?id=1569901.1570130&coll=ACM&dl=ACM&CFID=98877147&CFTOKEN=69726819 Full text
Geometric Differential Evolution by Alberto Moraglio , Centre For Informatics
, Julian Togelius Download: “Geometric Particle Swarm Optimization (GPSO) is a recently introduced
formal generalization of traditional Particle Swarm Optimization (PSO) that
applies naturally to both continuous and combinatorial spaces. Differential
Evolution (DE) is similar to PSO but it uses different equations governing
the motion of the particles. This paper generalizes the DE algorithm to
combinatorial search spaces extending its geometric interpretation to these
spaces, analogously as what was done for the traditional PSO algorithm. Using
this formal algorithm, Geometric Differential Evolution (GDE), we formally
derive the specific GDE for the Hamming space associated with binary strings
and present experimental results on a standard benchmark of problems. 1.” http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.157.8691 PDF http://julian.togelius.com/Moraglio2009Geometric.pdf ******************************************************************* Space search
************************************* Probabilistic state space search Andreas
Kuehlmann, IBM T. J. Watson Research Center, Yorktown
Heights, NY Kenneth L.
McMillan, Cadence Design Systems, Berkeley, CA Robert K.
Brayton, University of California at Berkeley,
Berkeley, CA International
Conference on Computer Aided Design ISBN:0-7803-5832-5 Publisher IEEE Press Piscataway, NJ, USA
“This paper describes a probabilistic approach to state
space search. The presented method applies a ranking of the design states
according to their probability of reaching a given target state based on a
random walk model. This ranking can be used to prioritize an explicit or
partial symbolic state exploration to find a trajectory from a set of initial
states to a set of target states. A symbolic technique for estimating the
reachability probability is described which implements a smooth trade-off
between accuracy and computing effort. The presented probabilistic state
space search complements incomplete verification methods which are
specialized in finding errors in large designs.” http://portal.acm.org/citation.cfm?id=339492.340079 Full text
PDF http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.60.5295&rep=rep1&type=pdf ************************************* Space transformation search: a new
evolutionary technique Hui Wang, Wuhan
University, Wuhan, China Zhijian Wu, Wuhan
University, Wuhan, China Yong Liu, University
of Aizu, Fukushima, Japan Jing Wang, Wuhan
University, Wuhan, China Dazhi Jiang, Wuhan
University, Wuhan, China Lili Chen, Wuhan
University, Wuhan, China ACM/SIGEVO
Summit on Genetic and Evolutionary Computation Publisher ACM New York,
NY, USA ABSTRACT “In this paper, a new evolutionary technique is
proposed, namely space transformation search (STS), which transforms current
search space to a new search space. By simultaneously evaluating solutions in
current search space and transformed space, we can provide more chances to
find solutions more closely to the global optimum and finally accelerate
convergence speed. The proposed STS method can be applied to many
evolutionary algorithms, and this paper only presents a STS based particle
swarm optimization (PSO-STS). Experimental studies on 20 benchmark functions
including 10 shifted functions show that the PSO-STS and its variations can
not only achieve better results, but also obtain faster convergence speed than
the standard PSO.” http://portal.acm.org/citation.cfm?id=1543907&dl=GUIDE&coll=GUIDE&CFID=96757023&CFTOKEN=47040450 Full text
************************************* t-Spanners for metric space searching Gonzalo
Navarro, Center for Web Research, Department of
Computer Science, University of Chile, Blanco Encalada 2120, Santiago, Chile Rodrigo
Paredes, Center for Web Research, Department of
Computer Science, University of Chile, Blanco Encalada 2120, Santiago, Chile Edgar Chávez, Escuela
de Ciencias Físico-Matemáticas, Universidad Michoacana, Morelia, Mexico Data
& Knowledge Engineering, Volume 63, Issue 3, Pages: 820-854, (December 2007) Publisher Elsevier Science Publishers B. V. Amsterdam,
The Netherlands, The Netherlands ABSTRACT
“The problem of Proximity Searching in Metric Spaces
consists in finding the elements of a set which are close to a given query
under some similarity criterion. In this paper we present a new methodology
to solve this problem, which uses a t-spanner G'(V,E) as the representation
of the metric database. A t-spanner is a subgraph G'(V,E) of a graph G(V,A),
such that E@?A and G' approximates the shortest path costs over G within a
precision factor t. Our key idea is to regard the t-spanner as an
approximation to the complete graph of distances among the objects, and to
use it as a compact device to simulate the large matrix of distances required
by successful search algorithms such as AESA. The t-spanner properties imply
that we can use shortest paths over G' to estimate any distance with
bounded-error factor t. For this sake, several t-spanner construction,
updating, and search algorithms are proposed and experimentally evaluated. We
show that our technique is competitive against current approaches. For
example, in a metric space of documents our search time is only 9% over AESA,
yet we need just 4% of its space requirement. Similar results are obtained in
other metric spaces. Finally, we conjecture that the essential metric space
property to obtain good t-spanner performance is the existence of clusters of
elements, and enough empirical evidence is given to support this claim. This
property holds in most real-world metric spaces, so we expect that t-spanners
will display good behavior in most practical applications. Furthermore, we
show that t-spanners have a great potential for improvements.” t-Spanners for metric space searching Index ******************************************************************* Speeding up
spatial approximation search in metric spaces Karina Figueroa,
Universidad Michoacana, México Edgar Chavez,
Universidad Michoacana/CICESE, México Gonzalo Navarro, University of Chile, Chile Rodrigo Paredes, University of Chile, Chile Journal
of Experimental Algorithmics (JEA) Volume 14,
(December 2009) Publisher;
ACM New York, NY, USA
“Proximity
searching consists of retrieving from a database those elements that are
similar to a query object. The usual model for proximity searching is a
metric space where the distance, which models the proximity, is expensive to
compute. An index uses precomputed distances to speedup query processing.
Among all the known indices, the baseline for performance for about 20 years
has been AESA. This index uses an iterative procedure, where at each
iteration it first chooses the next promising element (“pivot”) to compare to
the query, and then it discards database elements that can be proved not
relevant to the query using the pivot. The next pivot in AESA is chosen as
the one minimizing the sum of lower bounds to the distance to the query
proved by previous pivots. In this article, we introduce the new index iAESA,
which establishes a new performance baseline for metric space searching. The
difference with AESA is the method to select the next pivot. In iAESA, each
candidate sorts previous pivots by closeness to it, and chooses the next
pivot as the candidate whose order is most similar to that of the query. We
also propose a modification to AESA-like algorithms to turn them into
probabilistic algorithms. Our
empirical results confirm a consistent improvement in query performance. For
example, we perform as few as 60% of the distance evaluations of
AESA in a database of documents, a very important and difficult real-life
instance of the problem. For the probabilistic algorithm, we perform in a
database of faces up to 40% of the comparisons made by the best
alternative algorithm to retrieve the same percentage of the correct answer.
Based on the empirical results, we conjecture that the new probabilistic
AESA-like algorithms will become, as AESA had been for exact algorithms, a
reference point establishing, in practice, a lower bound on how good a
probabilistic proximity search algorithm can be.” http://portal.acm.org/citation.cfm?id=1498698.1564506 Full text
PDF www.dcc.uchile.cl/~gnavarro/ps/jea09.pdf ******************************************************************* Artificial
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