Plotting

 Cotta, Carlos


A GRASP-based memetic algorithm with path relinking for the far from most string problem

arXiv.org Artificial Intelligence

Such problems have attracted a lot of interest for multiple reasons. From a theoretical (and even from a purely algorithmic) point of view, they constitute a clear and well-defined domain in which computational complexity issues can be analyzed and search/optimization algorithms can be put to work in challenging conditions. From a more practical point of view, there are many real-world problems which can be formalized as SSPs. Such problems are notably found in the area of computational biology, in which technological advances and the numerous initiatives are producing an unprecedented flood of data (Reichhardt, 1999) very much requiring the use of powerful computational tools to overcome the associated challenges (Meneses et al., 2005). Among such problems of interest from the perspective of SSPs we can cite discovering potential drug targets, creating diagnostic probes, designing primers, locating binding sites, or identifying consensus sequences just to name a few (Festa, 2007; Lanctot et al., 2003; Meneses et al., 2005).


Solving Weighted Constraint Satisfaction Problems with Memetic/Exact Hybrid Algorithms

arXiv.org Artificial Intelligence

A weighted constraint satisfaction problem (WCSP) is a constraint satisfaction problem in which preferences among solutions can be expressed. Bucket elimination is a complete technique commonly used to solve this kind of constraint satisfaction problem. When the memory required to apply bucket elimination is too high, a heuristic method based on it (denominated mini-buckets) can be used to calculate bounds for the optimal solution. Nevertheless, the curse of dimensionality makes these techniques impractical on large scale problems. In response to this situation, we present a memetic algorithm for WCSPs in which bucket elimination is used as a mechanism for recombining solutions, providing the best possible child from the parental set. Subsequently, a multi-level model in which this exact/metaheuristic hybrid is further hybridized with branch-and-bound techniques and mini-buckets is studied. As a case study, we have applied these algorithms to the resolution of the maximum density still life problem, a hard constraint optimization problem based on Conways game of life. The resulting algorithm consistently finds optimal patterns for up to date solved instances in less time than current approaches. Moreover, it is shown that this proposal provides new best known solutions for very large instances.


Evolutionary Computation in Astronomy and Astrophysics: A Review

arXiv.org Artificial Intelligence

In general Evolutionary Computation (EC) includes a number of optimization methods inspired by biological mechanisms of evolution. The methods catalogued in this area use the Darwinian principles of life evolution to produce algorithms that returns high quality solutions to hard-to-solve optimization problems. The main strength of EC is precisely that they provide good solutions even if the computational resources (e.g., running time) are limited. Astronomy and Astrophysics are two fields that often require optimizing problems of high complexity or analyzing a huge amount of data and the so-called complete optimization methods are inherently limited by the size of the problem/data. For instance, reliable analysis of large amounts of data is central to modern astrophysics and astronomical sciences in general. EC techniques perform well where other optimization methods are inherently limited (as complete methods applied to NP-hard problems), and in the last ten years, numerous proposals have come up that apply with greater or lesser success methodologies of evolutional computation to common engineering problems. Some of these problems, such as the estimation of non-lineal parameters, the development of automatic learning techniques, the implementation of control systems, or the resolution of multi-objective optimization problems, have had (and have) a special repercussion in the fields. For these reasons EC emerges as a feasible alternative for traditional methods. In this paper, we discuss some promising applications in this direction and a number of recent works in this area; the paper also includes a general description of EC to provide a global perspective to the reader and gives some guidelines of application of EC techniques for future research


Design of Emergent and Adaptive Virtual Players in a War RTS Game

arXiv.org Artificial Intelligence

Basically, in (one-player) war Real Time Strategy (wRTS) games a human player controls, in real time, an army consisting of a number of soldiers and her aim is to destroy the opponent's assets where the opponent is a virtual (i.e., non-human player controlled) player that usually consists of a pre-programmed decision-making script. These scripts have usually associated some well-known problems (e.g., predictability, non-rationality, repetitive behaviors, and sensation of artificial stupidity among others). This paper describes a method for the automatic generation of virtual players that adapt to the player skills; this is done by building initially a model of the player behavior in real time during the game, and further evolving the virtual player via this model in-between two games. The paper also shows preliminary results obtained on a one player wRTS game constructed specifically for experimentation.


Finding Still Lifes with Memetic/Exact Hybrid Algorithms

arXiv.org Artificial Intelligence

The maximum density still life problem (MDSLP) is a hard constraint optimization problem based on Conway's game of life. It is a prime example of weighted constrained optimization problem that has been recently tackled in the constraint-programming community. Bucket elimination (BE) is a complete technique commonly used to solve this kind of constraint satisfaction problem. When the memory required to apply BE is too high, a heuristic method based on it (denominated mini-buckets) can be used to calculate bounds for the optimal solution. Nevertheless, the curse of dimensionality makes these techniques unpractical for large size problems. In response to this situation, we present a memetic algorithm for the MDSLP in which BE is used as a mechanism for recombining solutions, providing the best possible child from the parental set. Subsequently, a multi-level model in which this exact/metaheuristic hybrid is further hybridized with branch-and-bound techniques and mini-buckets is studied. Extensive experimental results analyze the performance of these models and multi-parent recombination. The resulting algorithm consistently finds optimal patterns for up to date solved instances in less time than current approaches. Moreover, it is shown that this proposal provides new best known solutions for very large instances.