Particle Swarm Social Model for Group Social Learning in an Adaptive Environment - PowerPoint PPT Presentation

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Particle Swarm Social Model for Group Social Learning in an Adaptive Environment

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Xiaohui Cui , Laura L. Pullum , Jim Treadwell , Robert M. Patton , and Thomas E. Potok Computational Sciences and Engineering Division – PowerPoint PPT presentation

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Title: Particle Swarm Social Model for Group Social Learning in an Adaptive Environment


1
Particle Swarm Social Model for Group Social
Learning in an Adaptive Environment
Xiaohui Cui, Laura L. Pullum, Jim
Treadwell, Robert M. Patton, and Thomas E.
Potok
Computational Sciences and Engineering
Division Oak Ridge, TN 37831 865-576-9654 cuix_at_orn
l.gov
3333 Pilot Knob Road Eagan, MN
55121 651-456-3247 Laura.L.Pullum_at_lmco.com
2
Research Overview
  • Integrate particle swarm algorithm, social
    knowledge adaptation and multi-agent approaches
    for modeling the social learning of
    self-organized groups and their collective
    searching behavior in an adaptive environment.
  • Apply the particle swarm metaphor as a model of
    social learning for a dynamic environment.
    Provides an agent-based simulation platform for
    understanding knowledge discovery and strategic
    search in human self-organized social groups.
  • Investigate the factors that affect the global
    performance of the whole social community through
    social learning.

3
Particle Swarm Social Learning Model in Adaptive
Environment
  • Social Learning
  • Learning by observing models and noting the
    reward contingencies
  • Adaptive Environment
  • Models in the environment change in each time
    step. The change can be linear or random.
  • Highly rewarded models dynamically change in
    every time-step. The observed highly rewarded
    models by learner in time t1 may not be
    rewarded models in time t2.
  • Change patterns of the environment are influenced
    by the collective behavior of the learner groups
    when this collective behavior is effective enough
    to alter the environment
  • Particle Swarm algorithm
  • Developed in 1995 by James Kennedy and Russ
    Eberhart
  • Inspired by social behavior of bird flocking
  • Applies the concept of social interaction to
    problem solving
  • Been applied to a wide variety of search and
    optimization problems
  • Particle swarm social learning model
  • Every particle is considered as a human group
  • Particles interact with each other
  • The group can learn skills and behaviors by
    observations
  • Particles are more likely to imitate models whose
    behavior is rewarded
  • Particle also has a memory of its behavior
    history (e.g., people can learn from their own
    experiences)

Personal Cognition
Social Adaptive Learning
4
Experiment Results
  • Adaptive Environment
  • A two dimensional DF1 equation (1) is used to
    produce the dynamic environment. The environment
    change rate is controlled through the logic
    equation (2). The adaptive mechanism of the
    environment is represented by equation (3). The
    fitness value of the solution gradually decreases
    when an increasing number of the group members
    search for problem solution in the neighbor area.

(1)
(2)
(3)
Figure 1 The sample landscape environment
Figure 2 The step size value map generated by
equation (2) with different A value
  • Experiment Setup
  • With following experiment setup, Figure 3
    illustrates the initial simulation environment
    with 20 agent groups.

Figure 3 The initial Environment Agent Group
  • Experiment Results
  • Results from the simulation have shown that
    effective communication is not a necessary
    requirement for self organized groups to attain
    higher profit in an adaptive environment

(a)
(b)
(b)
(a)
Figure 5 The comparison of the average fitness
values of (a) each simulation iteration for group
scenario a and b (b) whole simulation for
different agent group scenarios
Figure 4 The collective searching results for
scenario (a) one group with 400 agents and
scenario (b) twenty groups, 20 agents per group
5
Verification and Validation
  • Verification requires rigorous standardized
    test problems, benchmarks
  • Benchmark problems moving parabola problem,
    moving peaks benchmark function, DF1 DEFEAT
    Test Environment
  • Formal Methods used for NASA ANTS verification
  • Validation
  • Compare agent-based simulation/system (ABS/S)
    output with real phenomenon
  • Compare ABS/S results with math model results
  • Dock with other simulations of same phenomenon

Data Validation Sources Types
6
Conclusions Future Direction
  • The dynamics of the real world are influenced by
    the collective actions of social groups
  • The changes of the real world impact the social
    groups actions and structure
  • The Particle swarm social learning model is
    developed to simulate the complex interactions
    and the collective searching of the
    self-organized groups in an adaptive environment
  • Next steps
  • More sophisticated models
  • Reaction, perception of environment
  • Access to more real data
  • Increased validation of models
  • Extend application to related domains
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