Evolutionary Systems
A Survey on the Use of Preferences for Virtual Machine Placement in Cloud Data Centers
Alashaikh, Abdulaziz, Alanazi, Eisa, Al-Fuqaha, Ala
With the rapid development of virtualization techniques, cloud data centers allow for cost effective, flexible, and customizable deployments of applications on virtualized infrastructure. Virtual machine (VM) placement aims to assign each virtual machine to a server in the cloud environment. VM Placement is of paramount importance to the design of cloud data centers. Typically, VM placement involves complex relations and multiple design factors as well as local policies that govern the assignment decisions. It also involves different constituents including cloud administrators and customers that might have disparate preferences while opting for a placement solution. Thus, it is often valuable to not only return an optimized solution to the VM placement problem but also a solution that reflects the given preferences of the constituents. In this paper, we provide a detailed review on the role of preferences in the recent literature on VM placement. We further discuss key challenges and identify possible research opportunities to better incorporate preferences within the context of VM placement.
Robotic Grasp Manipulation Using Evolutionary Computing and Deep Reinforcement Learning
Shukla, Priya, Kumar, Hitesh, Nandi, G. C.
Intelligent Object manipulation for grasping is a challenging problem for robots. Unlike robots, humans almost immediately know how to manipulate objects for grasping due to learning over the years. A grown woman can grasp objects more skilfully than a child because of learning skills developed over years, the absence of which in the present day robotic grasping compels it to perform well below the human object grasping benchmarks. In this paper we have taken up the challenge of developing learning based pose estimation by decomposing the problem into both position and orientation learning. More specifically, for grasp position estimation, we explore three different methods - a Genetic Algorithm (GA) based optimization method to minimize error between calculated image points and predicted end-effector (EE) position, a regression based method (RM) where collected data points of robot EE and image points have been regressed with a linear model, a PseudoInverse (PI) model which has been formulated in the form of a mapping matrix with robot EE position and image points for several observations. Further for grasp orientation learning, we develop a deep reinforcement learning (DRL) model which we name as Grasp Deep Q-Network (GDQN) and benchmarked our results with Modified VGG16 (MVGG16). Rigorous experimentations show that due to inherent capability of producing very high-quality solutions for optimization problems and search problems, GA based predictor performs much better than the other two models for position estimation. For orientation learning results indicate that off policy learning through GDQN outperforms MVGG16, since GDQN architecture is specially made suitable for the reinforcement learning. Based on our proposed architectures and algorithms, the robot is capable of grasping all rigid body objects having regular shapes.
New mechanism of combination crossover operators in genetic algorithm for solving the traveling salesman problem
Thanh, Pham Dinh, Binh, Huynh Thi Thanh, Lam, Bui Thu
Traveling salesman problem ( TSP) is a well-known in computing field. There are many researches to improve the genetic algorithm for solving TSP. In this paper, we propose two new crossover operators and new mechanism of combination crossover operators in genetic algorithm for solving TSP. We experimented on TSP instances from TSP -Lib and compared the results of proposed algorithm with genetic algorithm ( GA), which used MSCX. Experimental results show that, our proposed algorithm is better than the GA using MSCX on the min, mean cost values.
Applying Gene Expression Programming for Solving One-Dimensional Bin-Packing Problems
This work aims to study and explore the use of Gene Expression Programming (GEP) in solving the on-line Bin-Packing problem. The main idea is to show how GEP can automatically find acceptable heuristic rules to solve the problem efficiently and economically. One dimensional Bin-Packing problem is considered in the course of this work with the constraint of minimizing the number of bins filled with the given pieces. Experimental Data includes instances of benchmark test data taken from Falkenauer (1996) for One-dimensional Bin-Packing Problems. Results show that GEP can be used as a very powerful and flexible tool for finding interesting compact rules suited for the problem. The impact of functions is also investigated to show how they can affect and influence the success of rates when they appear in rules. High success rates are gained with smaller population size and fewer generations compared to previous work performed using Genetic Programming.
A Comprehensive Survey on the Ambulance Routing and Location Problems
Tassone, Joseph, Choudhury, Salimur
In this research, an extensive literature review was performed on the recent developments of the ambulance routing problem (ARP) and ambulance location problem (ALP). Both are respective modifications of the vehicle routing problem (VRP) and maximum covering problem (MCP), with modifications to objective functions and constraints. Although alike, a key distinction is emergency service systems (EMS) are considered critical and the optimization of these has become all the more important as a result. Similar to their parent problems, these are NP-hard and must resort to approximations if the space size is too large. Much of the current work has simply been on modifying existing systems through simulation to achieve a more acceptable result. There has been attempts towards using meta-heuristics, though practical experimentation is lacking when compared to VRP or MCP. The contributions of this work are a comprehensive survey of current methodologies, summarized models, and suggested future improvements.
A Bayesian Monte-Carlo Uncertainty Model for Assessment of Shear Stress Entropy
Kazemian-Kale-Kale, Amin, Gholami, Azadeh, Rezaie-Balf, Mohammad, Mosavi, Amir, Sattar, Ahmed A, Gharabaghi, Bahram, Bonakdari, Hossein
The entropy models have been recently adopted in many studies to evaluate the distribution of the shear stress in circular channels. However, the uncertainty in their predictions and their reliability remains an open question. We present a novel method to evaluate the uncertainty of four popular entropy models, including Shannon, Shannon-Power Low (PL), Tsallis, and Renyi, in shear stress estimation in circular channels. The Bayesian Monte-Carlo (BMC) uncertainty method is simplified considering a 95% Confidence Bound (CB). We developed a new statistic index called as FREEopt-based OCB (FOCB) using the statistical indices Forecasting Range of Error Estimation (FREE) and the percentage of observed data in the CB (Nin), which integrates their combined effect. The Shannon and Shannon PL entropies had close values of the FOCB equal to 8.781 and 9.808, respectively, had the highest certainty in the calculation of shear stress values in circular channels followed by traditional uniform flow shear stress and Tsallis models with close values of 14.491 and 14.895, respectively. However, Renyi entropy with much higher values of FOCB equal to 57.726 has less certainty in the estimation of shear stress than other models. Using the presented results in this study, the amount of confidence in entropy methods in the calculation of shear stress to design and implement different types of open channels and their stability is determined.
Algorithms for Optimizing Fleet Staging of Air Ambulances
Tassone, Joseph, Pond, Geoffrey, Choudhury, Salimur
In a disaster situation, air ambulance rapid response will often be the determining factor in patient survival. Obstacles intensify this circumstance, with geographical remoteness and limitations in vehicle placement making it an arduous task. Considering these elements, the arrangement of responders is a critical decision of the utmost importance. Utilizing real mission data, this research structured an optimal coverage problem with integer linear programming. For accurate comparison, the Gurobi optimizer was programmed with the developed model and timed for performance. A solution implementing base ranking followed by both local and Tabu search-based algorithms was created. The local search algorithm proved insufficient for maximizing coverage, while the Tabu search achieved near-optimal results. In the latter case, the total vehicle travel distance was minimized and the runtime significantly outperformed the one generated by Gurobi. Furthermore, variations utilizing parallel CUDA processing further decreased the algorithmic runtime. These proved superior as the number of test missions increased, while also maintaining the same minimized distance.
Frequency Fitness Assignment: Making Optimization Algorithms Invariant under Bijective Transformations of the Objective Function
Weise, Thomas, Wu, Zhize, Li, Xinlu, Chen, Yan
Under Frequency Fitness Assignment (FFA), the fitness corresponding to an objective value is its encounter frequency in fitness assignment steps and is subject to minimization. FFA renders optimization processes invariant under bijective transformations of the objective function. This is the strongest invariance property of any optimization procedure to our knowledge. On TwoMax, Jump, and Trap functions of scale s, a (1+1)-EA with standard mutation at rate 1/s can have expected running times exponential in s. In our experiments, a (1+1)-FEA, the same algorithm but using FFA, exhibits mean running times quadratic in s. Since Jump and Trap are bijective transformations of OneMax, it behaves identical on all three. On the LeadingOnes and Plateau problems, it seems to be slower than the (1+1)-EA by a factor linear in s. The (1+1)-FEA performs much better than the (1+1)-EA on W-Model and MaxSat instances. Due to the bijection invariance, the behavior of an optimization algorithm using FFA does not change when the objective values are encrypted. We verify this by applying the Md5 checksum computation as transformation to some of the above problems and yield the same behaviors. Finally, FFA can improve the performance of a Memetic Algorithm for Job Shop Scheduling.
An adaptive data-driven approach to solve real-world vehicle routing problems in logistics
Zunic, Emir, Donko, Dzenana, Buza, Emir
Transportation occupies one-third of the amount in the logistics costs, and accordingly transportation systems largely influence the performance of the logistics system. This work presents an adaptive data-driven innovative modular approach for solving the real-world Vehicle Routing Problems (VRP) in the field of logistics. The work consists of two basic units: (i) an innovative multi-step algorithm for successful and entirely feasible solving of the VRP problems in logistics, (ii) an adaptive approach for adjusting and setting up parameters and constants of the proposed algorithm. The proposed algorithm combines several data transformation approaches, heuristics and Tabu search. Moreover, as the performance of the algorithm depends on the set of control parameters and constants, a predictive model that adaptively adjusts these parameters and constants according to historical data is proposed. A comparison of the acquired results has been made using the Decision Support System with predictive models: Generalized Linear Models (GLM) and Support Vector Machine (SVM). The algorithm, along with the control parameters, which using the prediction method were acquired, was incorporated into a web-based enterprise system, which is in use in several big distribution companies in Bosnia and Herzegovina. The results of the proposed algorithm were compared with a set of benchmark instances and validated over real benchmark instances as well. The successful feasibility of the given routes, in a real environment, is also presented.
Evolutionary Approach to Collectible Card Game Arena Deckbuilding using Active Genes
Kowalski, Jakub, Miernik, Radosław
--In this paper, we evolve a card-choice strategy for the arena mode of Legends of Code and Magic, a programming game inspired by popular collectible card games like Hearthstone or TES: Legends. In the arena game mode, before each match, a player has to construct his deck choosing cards one by one from the previously unknown options. Such a scenario is difficult from the optimization point of view, as not only the fitness function is non-deterministic, but its value, even for a given problem instance, is impossible to be calculated directly and can only be estimated with simulation-based approaches. We propose a variant of the evolutionary algorithm that uses a concept of an active gene to reduce the range of the operators only to generation-specific subsequences of the genotype. Thus, we batched learning process and constrained evolutionary updates only to the cards relevant for the particular draft, without forgetting the knowledge from the previous tests. We developed and tested various implementations of this idea, investigating their performance by taking into account the computational cost of each variant. Performed experiments show that some of the introduced active-genes algorithms tend to learn faster and produce statistically better draft policies than the compared methods. I NTRODUCTION Currently, not only classical boardgames like Chess [1] and Go [2] are used as grand challenges for AI research. It has been recently shown that such a role may be taken by modern computer games. So far presented approaches that beat the best human players in Dota 2 [3] and StarCraft II [4], are one of the most spectacular and media-impacting demonstrations of AI capabilities. The weight is put on particular game features that make designing successful AI players especially tricky, e.g., imperfect information, randomness, long term planning, and massive action space.