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Poordefinition, Uncertainty and Human Factors A Case for Interactive Evolutionary Problem Reformulat

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Title: Poordefinition, Uncertainty and Human Factors A Case for Interactive Evolutionary Problem Reformulat


1
Poor-definition, Uncertainty and Human Factors -
A Case for Interactive Evolutionary Problem
Reformulation? I. C. Parmee Advanced
Computational Technologies, Exeter, UK.
iparmee_at_ad-comtech.co.uk
2
  • Setting the Scene
  • Ill-definition, uncertainty and multiple
    objectives - primary characteristics of
    real-world decision-making processes.
  • During initial stages little knowledge of
    problem at hand may be available.
  • Primary task - improve problem definition in
    terms of variables, constraint and quantitative
    and qualitative objectives.
  • Problem space can develop with information
    gained
  • Dynamical process - optimisation plays a
    secondary role following establishment of
    well-defined problem domain.
  • Presentation speculates upon role of
    evolutionary computing, complementary
    computational intelligence techniques and
    interactive systems that support problem
    definition

3
  • Conceptual Design
  • Main area of interest - evolutionary engineering
    design particularly higher levels of design
    process
  • Conceptualisation represents highly complex
    human-centred activity supported by basic
    machine-based models of the problem domain.
  • Search across ill-defined space of possible
    solutions - fuzzy objective functions, vague
    concepts of structure of final solution.
  • Solutions / partial solutions explored and
    assessed with regard to constraints and
    objectives considered relevant at that time.
  • Heuristics, approximation and experimentation -
    major role
  • Flexibility evident in establishment of domain
    bounds, objectives and constraints.

4
  • Design environment evolves with the solutions
    as designer gains understanding of functional
    requirements and possible structures.
  • Simple human / computer-based models - largely
    qualitative in nature -utilised to establish
    initial direction.
  • Decision-making environment characterised by
    uncertainty in terms of lack of available data
    and a poorly defined initial specification.
  • Discovery and accumulation of knowledge
    appertaining to problem definition and objective
    preferences prevalent in highly dynamical human /
    machine-based process.

5
Quote from Goel ...problem formulation and
reformulation are integral parts of creative
design. Designers understanding of a problem
typically evolves during creative design
processing. This evolution of problem
understanding may lead to (possibly radical)
changes in the problem and solution
representations. . in creative design,
knowledge needed to address a problem typically
is not available in a form directly applicable to
the problem. Instead, at least some of the
needed knowledge has to be acquired from other
knowledge sources, by analogical transfer from a
different problem for example. creativity in
design may occur in degrees, where the degree of
creativity may depend upon the extent of problem
and solution reformulation and the transfer of
knowledge from different knowledge sources to the
design problem. Goel A. K., Design, Analogy and
Creativity. IEEE Expert, Intelligent Systems and
their Applications, 12(3). (1997) 62 70)
6
  • Changing Objectives During Decision-making
  • Discovery and knowledge accumulation aspects
    common across decision-making.
  • Exploration will likely result in re-formulation
    of the problem domain through iterative search
    and analysis of identified solutions.
  • For illustrative purposes consider a job-related
    relocation to a new city and the daunting problem
    of finding a family home
  • Initial investigation - identifying appropriate
    districts based upon criteria relating to
  • quality of local schools
  • safety / security issues
  • proximity to places of work, transport, highway
    networks, shopping and leisure facilities etc.
  • average price and type of housing and overall
    environment.

7
  • Other criteria relate directly to the ideal
    property e.g.
  • maximum cost
  • number of bedrooms
  • garden, garage, parking etc.
  • Several criteria would be considered hard
    constraints (i.e. maximum cost) in the first
    instance.
  • Decision-making team is the family - each
    probably rate the relative importance of the
    above criteria in a slightly different manner -
    opinions of each member will carry a varying
    degree of influence.
  • Likely that initially there is a pretty clear
    vision of what the ideal property will look like
    and the preferred location.

8
  • Information Gathering
  • Initial information gathering provides
    quantitative and qualitative data relating to
    location from wide variety of sources some
    reliable and some based upon hearsay.
  • Gradually overall picture is established -
    results in elimination of some options and
    inclusion of new possibilities.
  • New possible locations discovered during
    explorative trips to those already identified.
  • Possible change in preferences relating to
    property type, style etc as new options arise

9
  • Concept of Compromise and Problem Re-definition
  • As property details are gathered - likely
    apparent that ideal solution is hard to find -
    concept of compromise becomes a reality.
  • Hard constraints may soften
  • objective preferences will constantly be
    discussed and re-defined in the light of
    accumulated knowledge regarding districts and
    property availability within them.
  • Particular characteristics of areas initially
    thought unsuitable may suddenly appear
    attractive.
  • Search concentration may shift with discovery
    that such areas have suitable properties within
    the pre-set price range.

10
  • Initial hard constraint on max. price may soften
    as close to ideal properties in favoured
    locations become available. Other compromises
    are explored to accommodate increased costs.
  • Process becomes uncertain mix of subjective /
    objective decisions as goal-posts move,
    objectives rapidly change in nature and external
    pressures (time constraints?) begin to take
    precedence.
  • Quite probable that chosen home differs
    significantly from the one first envisaged e.g.
  • Location is ideal - guest bedroom is sacrificed,
    garden is minute but the second car has to go.
  • The period town-house has become a modern
    detached but the budget is intact.
  • Route to work may be longer but property close
    to ideal at a good price in an up-and-coming
    neighbourhood has been found.

11
  • Problem Commonalities
  • Although a seemingly simple problem overall
    search process is highly complex - uncertainty,
    compromise and problem re-definition inherent
    features.
  • Although differing from commercial and
    industrial decision-making scenarios analogies
    are apparent.
  • Much can be learnt much from everyday
    decision-making scenarios and this knowledge can
    be utilised when designing interactive
    evolutionary search environments that can support
    complex decision-making processes.

12
  • Knowledge Generation and Extraction
  • Machine-based search and exploration environment
    that provides problem information to the designer
    / decision-making team is required
  • . Processing of such information and discussion
    results in recognition of similarities with other
    problem areas and discovery of alternative
    approaches.
  • Major characteristic of population-based search
    is the generation of much possibly relevant
    information most of which is discarded.
  • Development of interactive systems supports
    capture of such information and utilisation in
    re-formulation of problem through application
    and integration of experiential knowledge.
  • Can this knowledge be embedded in further
    evolutionary search relating to the re-defined
    problem?

13
  • Re-definition of objectives / objective
    preferences important aspect of evolution of the
    problem space.
  • Primary role of evolutionary machine-based
    search and exploration processes can be
    generation of information.
  • Moves utilisation of EC away from application
    over set number of generations to a continuous
    exploratory process where changes to objectives,
    variable ranges and constraint based upon
    information generated.
  • Results in a moving, evolving problem space
    where primary task is design of an optimal
    problem space
  • Theme has been central to much previous work
    leading to establishment of an interactive
    evolutionary design system (IEDS) that supports
    relatively continuous, iterative user /
    evolutionary search process

14
  • Earlier Work
  • Theme has been central to previous work -
    development of EC strategies relating to the
    higher levels of the design process has related
    to
  • identification of high performance regions of
    complex conceptual design space (vmCOGAs)
  • identification of optimal alternative system
    configurations through utilisation of dual-agent
    strategies for search across mixed discrete /
    continuous decision hierarchies.
  • Other work relates to the concurrent satisfaction
    of both quantitative and qualitative criteria
    through the integration of fuzzy rule bases with
    evolutionary search.

15
  • The Evolutionary Interactive Design System
  • Requirement for system that supports on-line
    extraction of information that supports easily
    implemented change
  • Investigation of various techniques that can be
    combined within an overall architecture.
  • Satisfaction of multiple objectives (i.e.gt 10)
    major requirement
  • Objectives must be very flexible re preferences
    / weightings to allow exploration of problem
    domain - supports better understanding of complex
    interactions between variable space and objective
    space.

16
Co-evolutionary / Stand-alone Multi-objective
Processes
Information Gathering Processes COGAs Taguchi etc
Linguistic Preferences / Objective Weighting
Decision-maker / Designer
Components of the Interactive Evolutionary Design
System
17
Interactive Evolutionary Design System
On-line Database
Rule-Based Preferences
Scenario (A) Evolution
Information gathering processes
Machine-Based Agents
Scenario (C) Evolution
Scenario (B) Evolution
External Agents (Design Team)
18
Two modes of operation Mode 1 Much uncertainty
re problem domain coarse model of system under
design little knowledge of relative importance
of objectives / constraints prime variables or
variable ranges. Requirement exploration of
initial design space to gather information re
above. Method introduce either single evolution
relating to one objective or multiple evolutions
each relating to differing objective Extract
optimal information during evolutionary process
19
Information Gathering via Cluster-oriented
Genetic Algorithms (COGAs)
  • Developed to
  • Rapidly decompose complex conceptual design
    space into regions of high performance
  • Support extraction of relevant design
    information from such regions through good
    solution cover.
  • Provide a greater understanding of
    multi-objective interaction
  • Indicate best direction during early stages of
    design

20
  • How?
  • Highly explorative GA / GAs
  • Solutions extracted and passed through Adaptive
    Filter
  • Better solutions pass into Final Clustering Set
    - defines HP regions

21
  • Design Environment
  • Preliminary design of military air frames with
    BAE
  • Uncertain requirements and fuzzy objectives -
    long gestation periods between initial design
    brief and realisation of the product.
  • changes in operational requirements and
    technolo-gical advances - responsive, highly
    flexible strategy required - design change and
    compromise inherent features
  • Design exploration leading to innovative and
    creative activity must be supported.

22
  • CAPS (Computer Aided Design Studies), a BAE
    suite of preliminary design models utilised to
    support airframe design.
  • MiniCAPS - much abridged version of CAPS used
    for experimentation purposes - retains major
    characteristics of overall requirements.
  • 9 input variables, eleven outputs relating to a
    range of objectives.

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Application of COGA to Preliminary Airframe
Design
1
2
3
4
Figures 1 to 4 show the effect of increasing the
filter threshold setting. Low settings of figure
1 result in a large cluster of medium fitness
solutions increasing the filter setting results
in the identification of the two disjoint
clusters of figure 4.
28
COGA applied to differing internal geometries of
turbine cooling hole problem
29
High-performance regions relating to various
objectives
a
b
c
Lines define boundaries of the high performance
regions for each objective - shaded area defines
common region containing HP solutions that
satisfy more than one objective. (a) Common
region containing high performance solutions for
Ferry Range and Turn Rate identified but Specific
Excess Power(SEP)cannot be satisfied.
(b)Relaxing filter threshold for SEP allows lower
fitness SEP solutions through, boundary moves
towards feasible region (c) Further relaxation
results in the identification of a feasible
region for all objectives.
30
  • Mode 2
  • Having established better understanding of
    design domain in terms of
  • Relative sensitivity of objectives to each
    variable and any variable redundancy
  • Appropriate variable ranges
  • Degree of conflict between objectives,
    objective redundancy, indication of objective
    satisfaction difficulties
  • Solution distribution, design space
    characteristics
  • Designer can modify design space, set objective
    preferences and establish more definitive
    multi-objective GA-based search. Process still
    continuous with on-line variation of design
    space, design scenarios and objective preferences.

31
Rule-based Objective Preferences
  • Simple linguistic rules facilitate direct
    preference manipulation by the designer e.g
  • relation intended meaning
  • ? is equally important
  • lt is less important
  • ltlt is much less important
  • gt is more important
  • gtgt is much more important
  • Ranked preferences relating to
    multi-objectives can be introduced and altered
    during an evolutionary run.
  • Designer only required to answer a minimal set
    of straightforward questions
  • Preferences transformed into numerical objective
    weightings

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Co-evolutionary Multi-objective Satisfaction
  • How?
  • Concurrent GA processes each optimise one
    objective
  • Fitness measure for individuals within each GA
    is adjusted by comparing distance between
    solutions of one objective with those of others
  • Penalty relating to the degree of diversity of
    variables of each objective process is imposed
    taking into consideration a generational
    constraint map
  • Initial convergence upon individual objectives
    leads to overall convergence of all processes
    upon a single compromise design region.
  • On-line sensitivity analysis utilising Taguchi
    ensures relative importance of a parameter is
    taken into account .

36
Range Constraint Maps
(a)
(b)
(c)
(d)
Initially map allows each GA to produce
solutions based on own objective As run
progresses the map, through inflicted penalties,
reduces variable diversity to draw all
concurrent GA searches from separate objectives
towards a single compromise region. Maps include
a linear decrease in range constraint and a range
constraint reduction based on a sine curve.
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  • Uncertain Data and Approximate Results
  • Aim is to support better understanding of
    objective interaction / conflict through
    graphical representation rather than accurately
    defining regions of the Pareto frontier.
  • Technique supports generation of information
    where variables and objectives and can vary as
    problem knowledge expands.
  • Approach takes into consideration uncertainties
    and ill-definition inherent in preliminary design
    models and degree of initial understanding of
    problem domain.
  • Approach considered more viable than utilisation
    of more sophisticated techniques that identify
    optimal non-dominated solutions that lie upon the
    true Pareto frontier at this stage.
  • Notion of rubbish in, rubbish out must be
    taken into consideration.

42
On-line Database
Rule-Based Preferences
Scenario (A) Evolution
Information gathering processes
Machine-Based Agents
Scenario (C) Evolution
Scenario (B) Evolution
External Agents (Design Team)
43
A
B
Preferences and Co-evolutionary MOGA combined (a)
Ferry Range is much more important b) All
objectives are of equal importance (c) Ferry
Range is much less important
C
44

Agents for Scenario / Dynamical Constraint
Satisfaction
  • Designer likely to have several ideal scenarios
    such as I would like objective A to be
    greater than 0.6 and objective C to be less than
    83.56 objectives B, D, E should be maximised
    variable 2 should have a value of between 128.0
    and 164.5 a value graeter than o.32 is prefered
    for variable 7
  • Incremental Agent operates as follows
  • 1 Use designers original preferences for both
    objectives and scenarios and run optimisation
    process
  • 2 If some scenarios are not fulfilled, agent
    suggests increase in their importance of these
    scenarios
  • 3 If some scenarios still not fulfilled even
    when classed as most important agent suggests
    change to variable ranges in scenario.
  • 4 If some scenarios still not fulfilled agent
    reports to designer and asks for assistance.

45
Agent Co-operation
  • Consider a system with several agents each
    trying to optimise a single objective
  • Each agent is aware of the quality of its own
    solution
  • If agent 1 solution is inferior and
    contradicting to others, agent 1 should
    compromise and accept worse solution to benefit
    group as a whole
  • If agents cant decide, user is consulted.
  • If user resolves conflict agents remember
    decision for next time
  • Inter agent polling based upon objective and
    scenario preferences utilised to resolve
    conflicts

46
Closed preference / scenario loop
47
  • Summary
  • Real-world multi-objective decision-making
    processes where problem domain develops with
    information gained
  • EC can support such processes through highly
    interactive systems
  • generated information provides problem insights
    supporting problem reformulation.
  • Initial framework briefly outlined - relatively
    seamless development of problem space where the
    decision-makers knowledge becomes embedded
    within an iterative human / evolutionary
    computational process ultimate goal
  • Concept moves away from identification of
    non-dominated solutions and generation of an
    n-dimensional Pareto frontier.

48
  • Inherent uncertainties and human-centred aspects
    of complex decision-making environments renders
    such approaches less viable - utility
    well-founded in more well-defined problem areas.
  • Moves away from identification of solutions
    through short-term application of evolutionary
    search techniques.
  • Continuous, dynamic explorative process - search
    and exploration capabilities of iterative
    designer / evolutionary systems.
  • Concept could best utilise processing
    capabilities of present and future computing
    technology during complex human / machine-based
    decision-making activities.
  • Further research - much modified structure where
    agent technologies play a major and, to some
    extent, autonomous role to ensure appropriate
    communication and information processing
    capabilities.
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