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Swarm Intelligence 虞台文
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Content Overview Swarm Particle Optimization (PSO)
Example Ant Colony Optimization (ACO)
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Swarm Intelligence Overview
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Swarm Intelligence Collective system capable of accomplishing difficult tasks in dynamic and varied environments without any external guidance or control and with no central coordination Achieving a collective performance which could not normally be achieved by an individual acting alone Constituting a natural model particularly suited to distributed problem solving
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Swarm Intelligence
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Swarm Intelligence
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Swarm Intelligence
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Swarm Intelligence
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Swarm Intelligence
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Swarm Intelligence Particle Swarm Optimization (PSO)
Basic Concept
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The Inventors Russell Eberhart James Kennedy electrical engineer
social-psychologist
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Particle Swarm Optimization (PSO)
Developed in 1995 by James Kennedy and Russell Eberhart. Particle Swarm Optimization (PSO) PSO is a robust stochastic optimization technique based on the movement and intelligence of swarms. PSO applies the concept of social interaction to problem solving.
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PSO Search Scheme It uses a number of agents, i.e., particles, that constitute a swarm moving around in the search space looking for the best solution. Each particle is treated as a point in a N-dimensional space which adjusts its “flying” according to its own flying experience as well as the flying experience of other particles.
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Particle Flying Model pbest the best solution achieved so far by that particle. gbest the best value obtained so far by any particle in the neighborhood of that particle. The basic concept of PSO lies in accelerating each particle toward its pbest and the gbest locations, with a random weighted acceleration at each time.
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Particle Flying Model
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Particle Flying Model Each particle tries to modify its position using the following information: the current positions, the current velocities, the distance between the current position and pbest, the distance between the current position and the gbest.
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Particle Flying Model
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PSO Algorithm * ** For each particle Initialize particle END Do
Calculate fitness value If the fitness value is better than the best fitness value (pbest) in history set current value as the new pbest End Choose the particle with the best fitness value of all the particles as the gbest For each particle Calculate particle velocity according equation (*) Update particle position according equation (**) End While maximum iterations or minimum error criteria is not attained
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Swarm Intelligence Particle Swarm Optimization (PSO)
Examples
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Schwefel's Function
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Simulation Initialization
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Simulation After 5 Generations
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Simulation After 10 Generations
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Simulation After 15 Generations
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Simulation After 20 Generations
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Simulation After 25 Generations
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Simulation After 100 Generations
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Simulation After 500 Generations
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Summary Iterations gBest 416.245599 5 515.748796 10 759.404006 15
5 10 15 20 100 5000 Optimun
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Exercises Compare PSO with GA
Can we use PSO to train neural networks? How?
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Particle Swarm Optimization (PSO)
Ant Colony Optimization (ACO)
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Facts Many discrete optimization problems are difficult to solve, e.g., NP-Hard Soft computing techniques to cope with these problems: Simulated Annealing (SA) Based on physical systems Genetic algorithm (GA) based on natural selection and genetics Ant Colony Optimization (ACO) modeling ant colony behavior
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Ant Colony Optimization
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Background Introduced by Marco Dorigo (Milan, Italy), and others in early 1990s. A probabilistic technique for solving computational problems which can be reduced to finding good paths through graphs. They are inspired by the behaviour of ants in finding paths from the colony to food.
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Typical Applications TSP Traveling Salesman Problem
Quadratic assignment problems Scheduling problems Dynamic routing problems in networks
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Natural Behavior of Ant
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ACO Concept Ants (blind) navigate from nest to food source
Shortest path is discovered via pheromone trails each ant moves at random, probabilistically pheromone is deposited on path ants detect lead ant’s path, inclined to follow, i.e., more pheromone on path increases probability of path being followed
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ACO System Virtual “trail” accumulated on path segments
Starting node selected at random Path selection philosophy based on amount of “trail” present on possible paths from starting node higher probability for paths with more “trail” Ant reaches next node, selects next path Continues until goal, e.g., starting node for TSP, reached Finished “tour” is a solution
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ACO System , cont. A completed tour is analyzed for optimality
“Trail” amount adjusted to favor better solutions better solutions receive more trail worse solutions receive less trail higher probability of ant selecting path that is part of a better-performing tour New cycle is performed Repeated until most ants select the same tour on every cycle (convergence to solution)
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Ant Algorithm for TSP Randomly position m ants on n cities Loop
for step = 1 to n for k = 1 to m Choose the next city to move by applying a probabilistic state transition rule (to be described) end for Update pheromone trails Until End_condition
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Pheromone Intensity
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Ant Transition Rule visibility :
Probability of ant k going from city i to j: visibility : the set of nodes applicable to ant k at city i
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Ant Transition Rule Probability of ant k going from city i to j:
= 0 : a greedy approach = 0 : a rapid selection of tours that may not be optimal. Thus, a tradeoff is necessary.
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Pheromone Update Q: a constant Tk(t): the tour of ant k at time t
Lk(t): the tour length for ant k at time t
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Demonstration
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