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Swarm Intelligence

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Shortest path is discovered via pheromone trails. each ant moves at random, probabilistically ... pheromone is deposited on path. ants detect lead ant's path, ... – PowerPoint PPT presentation

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Title: Swarm Intelligence


1
Swarm Intelligence
  • ???

2
Content
  • Overview
  • Swarm Particle Optimization (PSO)
  • Example
  • Ant Colony Optimization (ACO)

3
Swarm Intelligence
  • Overview

4
Swarm Intelligence
  • Collective system capable of accomplishing
    difficult tasks in dynamic and varied
    environments without any external guidance or
    control and with no central coordination
  • Achieving a collective performance which could
    not normally be achieved by an individual acting
    alone
  • Constituting a natural model particularly suited
    to distributed problem solving

5
Swarm Intelligence
http//www.scs.carleton.ca/arpwhite/courses/95590
Y/notes/SI20Lecture203.pdf
6
Swarm Intelligence
7
Swarm Intelligence
8
Swarm Intelligence
9
Swarm Intelligence
10
Swarm Intelligence Particle Swarm Optimization
(PSO)
  • Basic Concept

11
The Inventors
Russell Eberhart
James Kennedy
social-psychologist
electrical engineer
12
Particle Swarm Optimization (PSO)
Developed in 1995 by James Kennedy and Russell
Eberhart.
  • PSO is a robust stochastic optimization technique
    based on the movement and intelligence of swarms.
  • PSO applies the concept of social interaction to
    problem solving.

13
PSO Search Scheme
  • It uses a number of agents, i.e., particles, that
    constitute a swarm moving around in the search
    space looking for the best solution.
  • Each particle is treated as a point in a
    N-dimensional space which adjusts its flying
    according to its own flying experience as well as
    the flying experience of other particles.

14
Particle Flying Model
  • pbest ? the best solution achieved so far by that
    particle.
  • gbest ? the best value obtained so far by any
    particle in the neighborhood of that particle.
  • The basic concept of PSO lies in accelerating
    each particle toward its pbest and the gbest
    locations, with a random weighted acceleration at
    each time.

15
Particle Flying Model
16
Particle Flying Model
  • Each particle tries to modify its position using
    the following information
  • the current positions,
  • the current velocities,
  • the distance between the current position and
    pbest,
  • the distance between the current position and the
    gbest.

17
Particle Flying Model
18
PSO Algorithm


For each particle     Initialize
particle END Do    For each particle        
Calculate fitness value         If the fitness
value is better than the best fitness value
(pbest) in history            set current value
as the new pbest    End    Choose the particle
with the best fitness value of all the particles
as the gbest    For each particle        
Calculate particle velocity according equation
()         Update particle position according
equation ()    End While maximum iterations or
minimum error criteria is not attained
19
Swarm Intelligence Particle Swarm Optimization
(PSO)
  • Examples

20
Schwefel's Function
21
Simulation ? Initialization
22
Simulation ? After 5 Generations
23
Simulation ? After 10 Generations
24
Simulation ? After 15 Generations
25
Simulation ? After 20 Generations
26
Simulation ? After 25 Generations
27
Simulation ? After 100 Generations
28
Simulation ? After 500 Generations
29
Summary
30
Exercises
  • Compare PSO with GA
  • Can we use PSO to train neural networks? How?

31
Particle Swarm Optimization (PSO)
  • Ant Colony Optimization (ACO)

32
Facts
  • Many discrete optimization problems are difficult
    to solve, e.g., NP-Hard
  • Soft computing techniques to cope with these
    problems
  • Simulated Annealing (SA)
  • Based on physical systems
  • Genetic algorithm (GA)
  • based on natural selection and genetics
  • Ant Colony Optimization (ACO)
  • modeling ant colony behavior

33
Ant Colony Optimization
34
Background
  • Introduced by Marco Dorigo (Milan, Italy), and
    others in early 1990s.
  • A probabilistic technique for solving
    computational problems which can be reduced to
    finding good paths through graphs.
  • They are inspired by the behaviour of ants in
    finding paths from the colony to food.

35
Typical Applications
  • TSP ? Traveling Salesman Problem
  • Quadratic assignment problems
  • Scheduling problems
  • Dynamic routing problems in networks

36
Natural Behavior of Ant
37
ACO Concept
  • Ants (blind) navigate from nest to food source
  • Shortest path is discovered via pheromone trails
  • each ant moves at random, probabilistically
  • pheromone is deposited on path
  • ants detect lead ants path, inclined to follow,
    i.e.,
  • more pheromone on path increases probability of
    path being followed

38
ACO System
  • Virtual trail accumulated on path segments
  • Starting node selected at random
  • Path selection philosophy
  • based on amount of trail present on possible
    paths from starting node
  • higher probability for paths with more trail
  • Ant reaches next node, selects next path
  • Continues until goal, e.g., starting node for
    TSP, reached
  • Finished tour is a solution

39
ACO System
, cont.
  • A completed tour is analyzed for optimality
  • Trail amount adjusted to favor better solutions
  • better solutions receive more trail
  • worse solutions receive less trail
  • ?higher probability of ant selecting path that is
    part of a better-performing tour
  • New cycle is performed
  • Repeated until most ants select the same tour on
    every cycle (convergence to solution)

40
Ant Algorithm for TSP
  • Randomly position m ants on n cities
  • Loop
  • for step 1 to n
  • for k 1 to m
  • Choose the next city to move by
    applying
  • a probabilistic state transition rule
    (to be described)
  • end for
  • end for
  • Update pheromone trails
  • Until End_condition

41
Pheromone Intensity
42
Ant Transition Rule
Probability of ant k going from city i to j
the set of nodes applicable to ant k at city i
43
Ant Transition Rule
Probability of ant k going from city i to j
  • ? 0 a greedy approach
  • ? 0 a rapid selection of tours that may not
    be optimal.
  • Thus, a tradeoff is necessary.

44
Pheromone Update
Q a constant Tk(t) the tour of ant k at time
t Lk(t) the tour length for ant k at time t
45
Demonstration
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