Chapter 4 TABU SEARCH
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Hybridizations of Metaheuristics with Branch & Bound Derivates
Hybridizations of Metaheuristics With Branch & Bound Derivates Christian Blum1, Carlos Cotta2, Antonio J. Fern´andez2,Jos´e E. Gallardo2, and Monaldo Mastrolilli3 1 ALBCOM research group Universitat Polit`ecnica de Catalunya [email protected] 2 Dept. Lenguajes y Ciencias de la Computaci´on Universidad de M´alaga {ccottap,afdez,pepeg}@lcc.uma.es 3 Istituto Dalle Molle di Studi sull’Intelligenza Artificiale (IDSIA) [email protected] Summary. An important branch of hybrid metaheuristics concerns the hybridiza- tion with branch & bound derivatives. In this chapter we present examples for two different types of hybridization. The first one concerns the use of branch & bound fea- tures within construction-based metaheuristics in order to increase their efficiancy. The second example deals with the use of a metaheuristic, in our case a memetic algorithm, in order to increase the efficiancy of branch & bound, respectively branch & bound derivatives such as beam search. The quality of the resulting hybrid tech- niques is demonstrated by means of the application to classical string problems: the longest common subsequence problem and the shortest common supersequence problem. 1 Introduction One of the basic ingredients of an optimization technique is a mechanism for exploring the search space, that is, the space of valid solutions to the con- sidered optimization problem. Algorithms belonging to the important class of constructive optimization techniques tackle an optimization problem by ex- ploring the search space in form of a tree, a so-called search tree.Thesearch tree is generally defined by an underlying solution construction mechanism. Each path from the root node of the search tree to one of the leaves corre- sponds to the process of constructing a candidate solution. -
Metaheuristics1
METAHEURISTICS1 Kenneth Sörensen University of Antwerp, Belgium Fred Glover University of Colorado and OptTek Systems, Inc., USA 1 Definition A metaheuristic is a high-level problem-independent algorithmic framework that provides a set of guidelines or strategies to develop heuristic optimization algorithms (Sörensen and Glover, To appear). Notable examples of metaheuristics include genetic/evolutionary algorithms, tabu search, simulated annealing, and ant colony optimization, although many more exist. A problem-specific implementation of a heuristic optimization algorithm according to the guidelines expressed in a metaheuristic framework is also referred to as a metaheuristic. The term was coined by Glover (1986) and combines the Greek prefix meta- (metá, beyond in the sense of high-level) with heuristic (from the Greek heuriskein or euriskein, to search). Metaheuristic algorithms, i.e., optimization methods designed according to the strategies laid out in a metaheuristic framework, are — as the name suggests — always heuristic in nature. This fact distinguishes them from exact methods, that do come with a proof that the optimal solution will be found in a finite (although often prohibitively large) amount of time. Metaheuristics are therefore developed specifically to find a solution that is “good enough” in a computing time that is “small enough”. As a result, they are not subject to combinatorial explosion – the phenomenon where the computing time required to find the optimal solution of NP- hard problems increases as an exponential function of the problem size. Metaheuristics have been demonstrated by the scientific community to be a viable, and often superior, alternative to more traditional (exact) methods of mixed- integer optimization such as branch and bound and dynamic programming. -
A Combined Simulated Annealing and Tabu Search Strategy to Solve a Network Design Problem with Two Classes of Users
Copyright Warning & Restrictions The copyright law of the United States (Title 17, United States Code) governs the making of photocopies or other reproductions of copyrighted material. Under certain conditions specified in the law, libraries and archives are authorized to furnish a photocopy or other reproduction. One of these specified conditions is that the photocopy or reproduction is not to be “used for any purpose other than private study, scholarship, or research.” If a, user makes a request for, or later uses, a photocopy or reproduction for purposes in excess of “fair use” that user may be liable for copyright infringement, This institution reserves the right to refuse to accept a copying order if, in its judgment, fulfillment of the order would involve violation of copyright law. Please Note: The author retains the copyright while the New Jersey Institute of Technology reserves the right to distribute this thesis or dissertation Printing note: If you do not wish to print this page, then select “Pages from: first page # to: last page #” on the print dialog screen The Van Houten library has removed some of the personal information and all signatures from the approval page and biographical sketches of theses and dissertations in order to protect the identity of NJIT graduates and faculty. ASAC A COMIE SIMUAE AEAIG A AU SEAC SAEGY O SOE A EWOK ESIG OEM WI WO CASSES O USES y Qieg e g A methodology to solve a transportation network design problem (TCNDP) with two classes of users (passenger cars and trucks) is developed. Given an existing highway system, with a capital investment budget constraint, the methodology selects the best links to be expanded by an extra lane by considering one of three types of traffic operations: exclusive for passenger cars, exclusive for trucks, and for both passenger cars and trucks such that the network total user equilibrium (UE) travel time is minimized. -
Adversarial Search
Adversarial Search In which we examine the problems that arise when we try to plan ahead in a world where other agents are planning against us. Outline 1. Games 2. Optimal Decisions in Games 3. Alpha-Beta Pruning 4. Imperfect, Real-Time Decisions 5. Games that include an Element of Chance 6. State-of-the-Art Game Programs 7. Summary 2 Search Strategies for Games • Difference to general search problems deterministic random – Imperfect Information: opponent not deterministic perfect Checkers, Backgammon, – Time: approximate algorithms information Chess, Go Monopoly incomplete Bridge, Poker, ? information Scrabble • Early fundamental results – Algorithm for perfect game von Neumann (1944) • Our terminology: – Approximation through – deterministic, fully accessible evaluation information Zuse (1945), Shannon (1950) Games 3 Games as Search Problems • Justification: Games are • Games as playground for search problems with an serious research opponent • How can we determine the • Imperfection through actions best next step/action? of opponent: possible results... – Cutting branches („pruning“) • Games hard to solve; – Evaluation functions for exhaustive: approximation of utility – Average branching factor function chess: 35 – ≈ 50 steps per player ➞ 10154 nodes in search tree – But “Only” 1040 allowed positions Games 4 Search Problem • 2-player games • Search problem – Player MAX – Initial state – Player MIN • Board, positions, first player – MAX moves first; players – Successor function then take turns • Lists of (move,state)-pairs – Goal test -
Evaluation of Emerging Metaheuristic Strategies on Opimal Transmission Pricing
Evaluation of Emerging Metaheuristic Strategies on Opimal Transmission Pricing José L. Rueda, Senior Member, IEEE István Erlich, Senior Member, IEEE Institute of Electrical Power Systems Institute of Electrical Power Systems University Duisburg-Essen University Duisburg-Essen Duisburg, Germany Duisburg, Germany [email protected] [email protected] Abstract--This paper provides a comparative assessment of the In practice, there are several factors that can influence the capabilities of three metaheuristic algorithms for solving the adoption of a particular scheme of transmission pricing. Thus, problem of optimal transmission pricing, whose formulation is existing literature on definition of pricing mechanisms is vast. based on principle of equivalent bilateral exchanges. Among the Particularly, the principle of Equivalent Bilateral Exchange selected algorithms are Covariance Matrix Adaptation (EBE), which was originally proposed in [5], has proven to be Evolution Strategy (CMA-ES), Linearized Biogeography-based useful for pool system by providing suitable price signals Optimization (LBBO), and a novel swarm variant of the Mean- reflecting variability in the usage rates and charges across Variance Mapping Optimization (MVMO-SM). The IEEE 30 transmission network. In [6], an optimization problem was bus system is used to perform numerical comparisons on devised based on EBE in order enable exploration of multiple convergence speed, achieved optimum solutions, and computing solutions in deciding equivalent bilateral exchanges. In the effort. 2011 competition on testing evolutionary algorithms for real- Index Terms--Equivalent bilateral exchanges, evolutionary world optimization problems (CEC11), this problem was mechanism, metaheuristics, transmission pricing. solved by different metaheuristic algorithms, most of them constituting extended or hybridized variants of genetic I. -
Artificial Intelligence Spring 2019 Homework 2: Adversarial Search
Artificial Intelligence Spring 2019 Homework 2: Adversarial Search PROGRAMMING In this assignment, you will create an adversarial search agent to play the 2048-puzzle game. A demo of the game is available here: gabrielecirulli.github.io/2048. I. 2048 As A Two-Player Game II. Choosing a Search Algorithm: Expectiminimax III. Using The Skeleton Code IV. What You Need To Submit V. Important Information VI. Before You Submit I. 2048 As A Two-Player Game 2048 is played on a 4×4 grid with numbered tiles which can slide up, down, left, or right. This game can be modeled as a two player game, in which the computer AI generates a 2- or 4-tile placed randomly on the board, and the player then selects a direction to move the tiles. Note that the tiles move until they either (1) collide with another tile, or (2) collide with the edge of the grid. If two tiles of the same number collide in a move, they merge into a single tile valued at the sum of the two originals. The resulting tile cannot merge with another tile again in the same move. Usually, each role in a two-player games has a similar set of moves to choose from, and similar objectives (e.g. chess). In 2048 however, the player roles are inherently asymmetric, as the Computer AI places tiles and the Player moves them. Adversarial search can still be applied! Using your previous experience with objects, states, nodes, functions, and implicit or explicit search trees, along with our skeleton code, focus on optimizing your player algorithm to solve 2048 as efficiently and consistently as possible. -
An Improved Tabu Search Algorithm for the Fixed-Spectrum Frequency-Assignment Problem Roberto Montemanni, Jim N
IEEE TRANSACTIONS ON VEHICULAR TECHNOLOGY, VOL. 52, NO. 3, MAY 2003 891 An Improved Tabu Search Algorithm for the Fixed-Spectrum Frequency-Assignment Problem Roberto Montemanni, Jim N. J. Moon, and Derek H. Smith Abstract—A tabu search algorithm with a dynamic tabu list for this meant that several or many pairs of transmitters had the fixed-spectrum frequency-assignment problem is presented. inadequate frequency separation. It is now recognized that For cellular problems, the algorithm can be combined with an the pattern of interference obtained when this approach is efficient cell reoptimization step. The algorithm is tested on several sets of test problems and compared with existing algorithms of used may be quite unsatisfactory. One way to overcome the established performance. In particular, it is used to improve problem is to minimize a measure of interference based on some of the best existing assignments for COST 259 benchmarks. the signal-to-interference ratio (SIR) at specified reception These results add support to the claim that the algorithm is the points [10], [11]. This approach is conceptually attractive as most effective available, at least when solution quality is a more interference is directly minimized and it can take account of important criterion than solution speed. The algorithm is robust and easy to tune. multiple interference. However, it is computationally demanding and may restrict the size of the problems that can be handled. Index Terms—Fixed-spectrum problems, radio-frequency Our recent experiences with this approach suggest that, if data assignment, tabu search algorithm. structures of similar efficiency are used, run times are increased by a factor of about 20. -
Best-First and Depth-First Minimax Search in Practice
Best-First and Depth-First Minimax Search in Practice Aske Plaat, Erasmus University, [email protected] Jonathan Schaeffer, University of Alberta, [email protected] Wim Pijls, Erasmus University, [email protected] Arie de Bruin, Erasmus University, [email protected] Erasmus University, University of Alberta, Department of Computer Science, Department of Computing Science, Room H4-31, P.O. Box 1738, 615 General Services Building, 3000 DR Rotterdam, Edmonton, Alberta, The Netherlands Canada T6G 2H1 Abstract Most practitioners use a variant of the Alpha-Beta algorithm, a simple depth-®rst pro- cedure, for searching minimax trees. SSS*, with its best-®rst search strategy, reportedly offers the potential for more ef®cient search. However, the complex formulation of the al- gorithm and its alleged excessive memory requirements preclude its use in practice. For two decades, the search ef®ciency of ªsmartº best-®rst SSS* has cast doubt on the effectiveness of ªdumbº depth-®rst Alpha-Beta. This paper presents a simple framework for calling Alpha-Beta that allows us to create a variety of algorithms, including SSS* and DUAL*. In effect, we formulate a best-®rst algorithm using depth-®rst search. Expressed in this framework SSS* is just a special case of Alpha-Beta, solving all of the perceived drawbacks of the algorithm. In practice, Alpha-Beta variants typically evaluate less nodes than SSS*. A new instance of this framework, MTD(ƒ), out-performs SSS* and NegaScout, the Alpha-Beta variant of choice by practitioners. 1 Introduction Game playing is one of the classic problems of arti®cial intelligence. -
Global Optimisation Through Hyper-Heuristics: Unfolding Population-Based Metaheuristics
applied sciences Article Global Optimisation through Hyper-Heuristics: Unfolding Population-Based Metaheuristics Jorge M. Cruz-Duarte 1,† , José C. Ortiz-Bayliss 1,† , Ivan Amaya 1,*,† and Nelishia Pillay 2,† 1 School of Engineering and Sciences, Tecnologico de Monterrey, Av. Eugenio Garza Sada 2501 Sur, Monterrey 64849, NL, Mexico; [email protected] (J.M.C.-D.); [email protected] (J.C.O.-B.) 2 Department of Computer Science, University of Pretoria, Lynnwood Rd, Hatfield, Pretoria 0083, South Africa; [email protected] * Correspondence: [email protected]; Tel.: +52-(81)-8358-2000 † These authors contributed equally to this work. Abstract: Optimisation has been with us since before the first humans opened their eyes to natural phenomena that inspire technological progress. Nowadays, it is quite hard to find a solver from the overpopulation of metaheuristics that properly deals with a given problem. This is even considered an additional problem. In this work, we propose a heuristic-based solver model for continuous optimisation problems by extending the existing concepts present in the literature. We name such solvers ‘unfolded’ metaheuristics (uMHs) since they comprise a heterogeneous sequence of simple heuristics obtained from delegating the control operator in the standard metaheuristic scheme to a high-level strategy. Therefore, we tackle the Metaheuristic Composition Optimisation Problem by tailoring a particular uMH that deals with a specific application. We prove the feasibility of this model via a two-fold experiment employing several continuous optimisation problems and a collection of Citation: Cruz-Duarte, J.M.; diverse population-based operators with fixed dimensions from ten well-known metaheuristics in Ortiz-Bayliss, J.C.; Amaya, I.; Pillay, the literature. -
A Multi-Objective Hyper-Heuristic Based on Choice Function
A Multi-objective Hyper-heuristic based on Choice Function Mashael Maashi1, Ender Ozcan¨ 2, Graham Kendall3 1 2 3Automated Scheduling, Optimisation and Planning Research Group, University of Nottingham, Department of Computer Science, Jubilee Campus,Wollaton Road, Nottingham, NG8 1BB ,UK. 1email: [email protected] 2email: [email protected] 3The University of Nottingham Malaysia Campus email:[email protected] Abstract Hyper-heuristics are emerging methodologies that perform a search over the space of heuristics in an attempt to solve difficult computational opti- mization problems. We present a learning selection choice function based hyper-heuristic to solve multi-objective optimization problems. This high level approach controls and combines the strengths of three well-known multi-objective evolutionary algorithms (i.e. NSGAII, SPEA2 and MOGA), utilizing them as the low level heuristics. The performance of the pro- posed learning hyper-heuristic is investigated on the Walking Fish Group test suite which is a common benchmark for multi-objective optimization. Additionally, the proposed hyper-heuristic is applied to the vehicle crash- worthiness design problem as a real-world multi-objective problem. The experimental results demonstrate the effectiveness of the hyper-heuristic approach when compared to the performance of each low level heuristic run on its own, as well as being compared to other approaches including an adaptive multi-method search, namely AMALGAM. Keywords: Hyper-heuristic, metaheuristic, evolutionary algorithm, multi-objective optimization. 1. Introduction Most real-world problems are complex. Due to their (often) NP-hard nature, researchers and practitioners frequently resort to problem tailored heuristics to obtain a reasonable solution in a reasonable time. -
General Branch and Bound, and Its Relation to A* and AO*
ARTIFICIAL INTELLIGENCE 29 General Branch and Bound, and Its Relation to A* and AO* Dana S. Nau, Vipin Kumar and Laveen Kanal* Laboratory for Pattern Analysis, Computer Science Department, University of Maryland College Park, MD 20742, U.S.A. Recommended by Erik Sandewall ABSTRACT Branch and Bound (B&B) is a problem-solving technique which is widely used for various problems encountered in operations research and combinatorial mathematics. Various heuristic search pro- cedures used in artificial intelligence (AI) are considered to be related to B&B procedures. However, in the absence of any generally accepted terminology for B&B procedures, there have been widely differing opinions regarding the relationships between these procedures and B &B. This paper presents a formulation of B&B general enough to include previous formulations as special cases, and shows how two well-known AI search procedures (A* and AO*) are special cases o,f this general formulation. 1. Introduction A wide class of problems arising in operations research, decision making and artificial intelligence can be (abstractly) stated in the following form: Given a (possibly infinite) discrete set X and a real-valued objective function F whose domain is X, find an optimal element x* E X such that F(x*) = min{F(x) I x ~ X}) Unless there is enough problem-specific knowledge available to obtain the optimum element of the set in some straightforward manner, the only course available may be to enumerate some or all of the elements of X until an optimal element is found. However, the sets X and {F(x) [ x E X} are usually tThis work was supported by NSF Grant ENG-7822159 to the Laboratory for Pattern Analysis at the University of Maryland. -
Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke
Trees Trees, Binary Search Trees, Heaps & Applications Dr. Chris Bourke Department of Computer Science & Engineering University of Nebraska|Lincoln Lincoln, NE 68588, USA [email protected] http://cse.unl.edu/~cbourke 2015/01/31 21:05:31 Abstract These are lecture notes used in CSCE 156 (Computer Science II), CSCE 235 (Dis- crete Structures) and CSCE 310 (Data Structures & Algorithms) at the University of Nebraska|Lincoln. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License 1 Contents I Trees4 1 Introduction4 2 Definitions & Terminology5 3 Tree Traversal7 3.1 Preorder Traversal................................7 3.2 Inorder Traversal.................................7 3.3 Postorder Traversal................................7 3.4 Breadth-First Search Traversal..........................8 3.5 Implementations & Data Structures.......................8 3.5.1 Preorder Implementations........................8 3.5.2 Inorder Implementation.........................9 3.5.3 Postorder Implementation........................ 10 3.5.4 BFS Implementation........................... 12 3.5.5 Tree Walk Implementations....................... 12 3.6 Operations..................................... 12 4 Binary Search Trees 14 4.1 Basic Operations................................. 15 5 Balanced Binary Search Trees 17 5.1 2-3 Trees...................................... 17 5.2 AVL Trees..................................... 17 5.3 Red-Black Trees.................................. 19 6 Optimal Binary Search Trees 19 7 Heaps 19