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Particle swarm optimization
, 1995
"... A concept for the optimization of nonlinear functions using particle swarm methodology is introduced. The evolution of several paradigms is outlined, and an implementation of one of the paradigms is discussed. Benchmark testing of the paradigm is described, and applications, including nonlinear fun ..."
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Cited by 3853 (22 self)
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A concept for the optimization of nonlinear functions using particle swarm methodology is introduced. The evolution of several paradigms is outlined, and an implementation of one of the paradigms is discussed. Benchmark testing of the paradigm is described, and applications, including nonlinear function optimization and neural network training, are proposed. The relationships between particle swarm optimization and both artificial life and genetic algorithms are described.
Wrappers for Feature Subset Selection
 AIJ SPECIAL ISSUE ON RELEVANCE
, 1997
"... In the feature subset selection problem, a learning algorithm is faced with the problem of selecting a relevant subset of features upon which to focus its attention, while ignoring the rest. To achieve the best possible performance with a particular learning algorithm on a particular training set, a ..."
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Cited by 1567 (3 self)
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In the feature subset selection problem, a learning algorithm is faced with the problem of selecting a relevant subset of features upon which to focus its attention, while ignoring the rest. To achieve the best possible performance with a particular learning algorithm on a particular training set, a feature subset selection method should consider how the algorithm and the training set interact. We explore the relation between optimal feature subset selection and relevance. Our wrapper method searches for an optimal feature subset tailored to a particular algorithm and a domain. We study the strengths and weaknesses of the wrapper approach andshow a series of improved designs. We compare the wrapper approach to induction without feature subset selection and to Relief, a filter approach to feature subset selection. Significant improvement in accuracy is achieved for some datasets for the two families of induction algorithms used: decision trees and NaiveBayes.
Planning and acting in partially observable stochastic domains
 ARTIFICIAL INTELLIGENCE
, 1998
"... In this paper, we bring techniques from operations research to bear on the problem of choosing optimal actions in partially observable stochastic domains. We begin by introducing the theory of Markov decision processes (mdps) and partially observable mdps (pomdps). We then outline a novel algorithm ..."
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Cited by 1096 (38 self)
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In this paper, we bring techniques from operations research to bear on the problem of choosing optimal actions in partially observable stochastic domains. We begin by introducing the theory of Markov decision processes (mdps) and partially observable mdps (pomdps). We then outline a novel algorithm for solving pomdps offline and show how, in some cases, a finitememory controller can be extracted from the solution to a pomdp. We conclude with a discussion of how our approach relates to previous work, the complexity of finding exact solutions to pomdps, and of some possibilities for finding approximate solutions.
Genetic Programming
, 1997
"... Introduction Genetic programming is a domainindependent problemsolving approach in which computer programs are evolved to solve, or approximately solve, problems. Genetic programming is based on the Darwinian principle of reproduction and survival of the fittest and analogs of naturally occurring ..."
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Cited by 1055 (12 self)
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Introduction Genetic programming is a domainindependent problemsolving approach in which computer programs are evolved to solve, or approximately solve, problems. Genetic programming is based on the Darwinian principle of reproduction and survival of the fittest and analogs of naturally occurring genetic operations such as crossover (sexual recombination) and mutation. John Holland's pioneering Adaptation in Natural and Artificial Systems (1975) described how an analog of the evolutionary process can be applied to solving mathematical problems and engineering optimization problems using what is now called the genetic algorithm (GA). The genetic algorithm attempts to find a good (or best) solution to the problem by genetically breeding a population of individuals over a series of generations. In the genetic algorithm, each individual in the population represents a candidate solut
Evolutionary Computing
, 2005
"... Evolutionary computing (EC) is an exciting development in Computer Science. It amounts to building, applying and studying algorithms based on the Darwinian principles of natural selection. In this paper we briefly introduce the main concepts behind evolutionary computing. We present the main compone ..."
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Cited by 623 (35 self)
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Evolutionary computing (EC) is an exciting development in Computer Science. It amounts to building, applying and studying algorithms based on the Darwinian principles of natural selection. In this paper we briefly introduce the main concepts behind evolutionary computing. We present the main components all evolutionary algorithms (EA), sketch the differences between different types of EAs and survey application areas ranging from optimization, modeling and simulation to entertainment.
Evolving 3D morphology and behavior by competition
 Proceedings of Artificial Life IV
, 1994
"... This paper describes a system for the evolution and coevolution of virtual creatures that compete in physically simulated threedimensional worlds. Pairs of individuals enter oneonone contests in which they contend to gain control of a common resource. The winners receive higher relative fitness ..."
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Cited by 437 (0 self)
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This paper describes a system for the evolution and coevolution of virtual creatures that compete in physically simulated threedimensional worlds. Pairs of individuals enter oneonone contests in which they contend to gain control of a common resource. The winners receive higher relative fitness scores allowing them to survive and reproduce. Realistic dynamics simulation including gravity, collisions, and friction, restricts the actions to physically plausible behaviors. The morphology of these creatures and the neural systems for controlling their muscle forces are both genetically determined, and the morphology and behavior can adapt to each other as they evolve simultaneously. The genotypes are structured as directed graphs of nodes and connections, and they can efficiently but flexibly describe instructions for the development of creatures ’ bodies and control systems with repeating or recursive components. When simulated evolutions are performed with populations of competing creatures, interesting and diverse strategies and counterstrategies emerge. 1
Evolving Virtual Creatures
 in SIGGRAPH 94 Conference Proceedings, ser. Annual Conference Series
, 1994
"... This paper describes a novel system for creating virtual creatures that move and behave in simulated threedimensional physical worlds. The morphologies of creatures and the neural systems for controlling their muscle forces are both generated automatically using genetic algorithms. Different fitnes ..."
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Cited by 386 (1 self)
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This paper describes a novel system for creating virtual creatures that move and behave in simulated threedimensional physical worlds. The morphologies of creatures and the neural systems for controlling their muscle forces are both generated automatically using genetic algorithms. Different fitness evaluation functions are used to direct simulated evolutions towards specific behaviors such as swimming, walking, jumping, and following. A genetic language is presented that uses nodes and connections as its primitive elements to represent directed graphs, which are used to describe both the morphology and the neural circuitry of these creatures. This genetic language defines a hyperspace containing an indefinite number of possible creatures with behaviors, and when it is searched using optimization techniques, a variety of successful and interesting locomotion strategies emerge, some of which would be difficult to invent or build by design. 1
Cooperative mobile robotics: Antecedents and directions
, 1995
"... There has been increased research interest in systems composed of multiple autonomous mobile robots exhibiting collective behavior. Groups of mobile robots are constructed, with an aim to studying such issues as group architecture, resource conflict, origin of cooperation, learning, and geometric pr ..."
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Cited by 383 (3 self)
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There has been increased research interest in systems composed of multiple autonomous mobile robots exhibiting collective behavior. Groups of mobile robots are constructed, with an aim to studying such issues as group architecture, resource conflict, origin of cooperation, learning, and geometric problems. As yet, few applications of collective robotics have been reported, and supporting theory is still in its formative stages. In this paper, we give a critical survey of existing works and discuss open problems in this field, emphasizing the various theoretical issues that arise in the study of cooperative robotics. We describe the intellectual heritages that have guided early research, as well as possible additions to the set of existing motivations.
PopulationBased Incremental Learning: A Method for Integrating Genetic Search Based Function Optimization and Competitive Learning
, 1994
"... Genetic algorithms (GAs) are biologically motivated adaptive systems which have been used, with varying degrees of success, for function optimization. In this study, an abstraction of the basic genetic algorithm, the Equilibrium Genetic Algorithm (EGA), and the GA in turn, are reconsidered within th ..."
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Cited by 357 (12 self)
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Genetic algorithms (GAs) are biologically motivated adaptive systems which have been used, with varying degrees of success, for function optimization. In this study, an abstraction of the basic genetic algorithm, the Equilibrium Genetic Algorithm (EGA), and the GA in turn, are reconsidered within the framework of competitive learning. This new perspective reveals a number of different possibilities for performance improvements. This paper explores populationbased incremental learning (PBIL), a method of combining the mechanisms of a generational genetic algorithm with simple competitive learning. The combination of these two methods reveals a tool which is far simpler than a GA, and which outperforms a GA on large set of optimization problems in terms of both speed and accuracy. This paper presents an empirical analysis of where the proposed technique will outperform genetic algorithms, and describes a class of problems in which a genetic algorithm may be able to perform better. Extensions to this algorithm are discussed and analyzed. PBIL and extensions are compared with a standard GA on twelve problems, including standard numerical optimization functions, traditional GA test suite problems, and NPComplete problems.
A Survey of Optimization by Building and Using Probabilistic Models
 COMPUTATIONAL OPTIMIZATION AND APPLICATIONS
, 1999
"... This paper summarizes the research on populationbased probabilistic search algorithms based on modeling promising solutions by estimating their probability distribution and using the constructed model to guide the further exploration of the search space. It settles the algorithms in the field of ge ..."
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Cited by 339 (90 self)
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This paper summarizes the research on populationbased probabilistic search algorithms based on modeling promising solutions by estimating their probability distribution and using the constructed model to guide the further exploration of the search space. It settles the algorithms in the field of genetic and evolutionary computation where they have been originated. All methods are classified into a few classes according to the complexity of the class of models they use. Algorithms from each of these classes are briefly described and their strengths and weaknesses are discussed.