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Estudo comparativo de meta-heur\'isticas para problemas de colora\c{c}\~oes de grafos

arXiv.org Artificial Intelligence

A classic graph coloring problem is to assign colors to vertices of any graph so that distinct colors are assigned to adjacent vertices. Optimal graph coloring colors a graph with a minimum number of colors, which is its chromatic number . Finding out the chromatic number is a combinatorial optimization problem proven to be computationally intractable, which implies that no algorithm that computes large instances of the problem in a reasonable time is known. F or this reason, approximate methods and metaheuristics form a set of techniques that do not guarantee optimality, but obtain good solutions in a reasonable time. This paper reports a comparative study of the Hill-Climbing, Simulated Annealing, T abu Search, and Iterated Local Search metaheuristics for the classic graph coloring problem considering its time efficiency for processing the DSJC125 and DSJC250 instances of the DIMACS benchmark.


Busca de melhor caminho entre m\'ultiplas origens e m\'ultiplos destinos em redes complexas que representam cidades

arXiv.org Artificial Intelligence

Was investigated in this paper the use of a search strategy in the problem of finding the best path among multiple origins and multiple destinations. In this kind of problem, it must be decided within a lot of combinations which is the best origin and the best destination, and also the best path between these two regions. One remarkable difficulty to answer this sort of problem is to perform the search in a reduced time. This monography is a extension of previous research in which the problem described here was studied only in a bus network in the city of Fortaleza. This extension consisted of an exploration of the search strategy in graphs that represent public ways in cities like Fortaleza, Mumbai and Tokyo. Using this strategy with a heuristic algorithm, Haversine distance, was noticed that is possible to reduce substantially the time of the search, but introducing an error because of the loss of the admissible characteristic of the heuristic function applied.


Intelligent Systems: A Modern Approach - Programmer Books

#artificialintelligence

Computational intelligence is a well-established paradigm, where new theories with a sound biological understanding have been evolving. The current experimental systems have many of the characteristics of biological computers (brains in other words) and are beginning to be built to perform a variety of tasks that are difficult or impossible to do with conventional computers. As evident, the ultimate achievement in this field would be to mimic or exceed human cognitive capabilities including reasoning, recognition, creativity, emotions, understanding, learning and so on. This book comprising of 17 chapters offers a step-by-step introduction (in a chronological order) to the various modern computational intelligence tools used in practical problem solving. Staring with different search techniques including informed and uninformed search, heuristic search, minmax, alpha-beta pruning methods, evolutionary algorithms and swarm intelligent techniques; the authors illustrate the design of knowledge-based systems and advanced expert systems, which incorporate uncertainty and fuzziness.


UNAS: Differentiable Architecture Search Meets Reinforcement Learning

arXiv.org Machine Learning

Neural architecture search (NAS) aims to discover network architectures with desired properties such as high accuracy or low latency. Recently, differentiable NAS (DNAS) has demonstrated promising results while maintaining a search cost orders of magnitude lower than reinforcement learning (RL) based NAS. However, DNAS models can only optimize differentiable loss functions in search, and they require an accurate differentiable approximation of non-differentiable criteria. In this work, we present UNAS, a unified framework for NAS, that encapsulates recent DNAS and RL-based approaches under one framework. Our framework brings the best of both worlds, and it enables us to search for architectures with both differentiable and non-differentiable criteria in one unified framework while maintaining a low search cost. Further, we introduce a new objective function for search based on the generalization gap that prevents the selection of architectures prone to overfitting. We present extensive experiments on the CIFAR-10, CIFAR-100 and ImageNet datasets and we perform search in two fundamentally different search spaces. We show that UNAS obtains the state-of-the-art average accuracy on all three datasets when compared to the architectures searched in the DARTS space. Moreover, we show that UNAS can find an efficient and accurate architecture in the ProxylessNAS search space, that outperforms existing MobileNetV2 based architectures.


Grid Search, Random Search, Genetic Algorithm: A Big Comparison for NAS

arXiv.org Machine Learning

In this paper, we compare the three most popular algorithms for hyperparameter optimization (Grid Search, Random Search, and Genetic Algorithm) and attempt to use them for neural architecture search (NAS). We use these algorithms for building a convolutional neural network (search architecture). Experimental results on CIFAR-10 dataset further demonstrate the performance difference between compared algorithms. The comparison results are based on the execution time of the above algorithms and accuracy of the proposed models.


Learning Improvement Heuristics for Solving the Travelling Salesman Problem

arXiv.org Artificial Intelligence

Recent studies in using deep learning to solve the Travelling Salesman Problem (TSP) focus on construction heuristics, the solution of which may still be far from optimal-ity. To improve solution quality, additional procedures such as sampling or beam search are required. However, they are still based on the same construction policy, which is less effective in refining a solution. In this paper, we propose to directly learn the improvement heuristics for solving TSP based on deep reinforcement learning. We first present a reinforcement learning formulation for the improvement heuristic, where the policy guides selection of the next solution. Then, we propose a deep architecture as the policy network based on self-attention. Extensive experiments show that, improvement policies learned by our approach yield better results than state-of-the-art methods, even from random initial solutions. Moreover, the learned policies are more effective than the traditional handcrafted ones, and robust to different initial solutions with either high or poor quality. 1 Introduction The Travelling Salesman Problem (TSP) is a typical combinatorial optimization problem that has extensive applications in the real world. The problem statement is straightforward: given a set of locations, find the salesman a shortest tour that traverses each location exactly once and returns to the original one. Although having been widely studied for decades, achieving satisfactory performance is still challenging due to its NPhard complexity.



Heuristic Approach for Jointly Optimizing FeICIC and UAV Locations in Multi-Tier LTE-Advanced Public Safety HetNet

arXiv.org Machine Learning

UAV enabled communications and networking can enhance wireless connectivity and support emerging services. However, this would require system-level understanding to modify and extend the existing terrestrial network infrastructure. In this paper, we integrate UAVs both as user equipment and base stations into existing LTE-Advanced heterogeneous network (HetNet) and provide system-level insights of this three-tier LTE-Advanced air-ground HetNet (AG-HetNet). This AG-HetNet leverages cell range expansion (CRE), ICIC, 3D beamforming, and enhanced support for UAVs. Using system-level understanding and through brute-force technique and heuristics algorithms, we evaluate the performance of AG-HetNet in terms of fifth percentile spectral efficiency (5pSE) and coverage probability. We compare 5pSE and coverage probability, when aerial base-stations (UABS) are deployed on a fixed hexagonal grid and when their locations are optimized using genetic algorithm (GA) and elitist harmony search algorithm based on genetic algorithm (eHSGA). Our simulation results show the heuristic algorithms outperform the brute-force technique and achieve better peak values of coverage probability and 5pSE. Simulation results also show that trade-off exists between peak values and computation time when using heuristic algorithms. Furthermore, the three-tier hierarchical structuring of FeICIC provides considerably better 5pSE and coverage probability than eICIC.


Automated Program Repair

Communications of the ACM

For the running example in Figure 1, this abstraction would replace the application-specific identifiers triangle and EQUILATERAL with generic placeholders, such as VAR1 and VAR2. After this abstraction, both approaches use an RNN-based sequence-to-sequence network that predicts how to modify the abstracted code. Given the increasing interest in learning-based approaches toward software engineering problems, we will likely see more progress on learning-based repair in the coming years. Key challenges toward effective solutions include finding an appropriate representation of source code changes and obtaining large amounts of high-quality human patches as training data.


Is perturbation an effective restart strategy?

arXiv.org Artificial Intelligence

Search methods, such as Genetic Algorithms and Simulated Annealing are typically used to achieve the required scalability in challenging problems for which it is hard to find optimal, or even just "good enough' solutions. The majority of these methods involve steps where the state of the algorithm is modified in some way to escape a local optimum. The aim is to avoid premature convergence, which is when the search method converges (usually very early in the search) to a local optimum of poor quality [1, 2]. Previous research has shown that the performance of search strategies is affected by the structure of the fitness landscape [3, 4]. A fitness landscape is defined by three components: i) the search space, which is the set of all candidate solutions, ii) the fitness function, which assigns a fitness value to each solution, and the neighbourhood operator, which defines how solutions are connected, and as a results how the search strategy can traverse the landscape.