Differential Evolution

Differential Evolution

Differential Evolution A Simple Evolution Strategy for Fast Optimization Napapan Piyasatian Numerical Optimization (1) • Nonlinear objective function: ¶ Many variables ¶ Tortured, multidimensional topography (response surface) with many peaks and valleys 2 2 2 ¶ Example 1(a): f(X) = X1 + X2 + X3 f(Xmin) = 0, where Xmin = {0, 0, 0} Evolutionary Computation 2 Numerical Optimization (2) • Optimization multi-modal functions: ¶ Nonrandom or deterministic search algorithms ¶ Random or stochastic algorithms (more suitable) Evolutionary Computation 3 Evolutionary Computation 4 Evolutionary Computation 5 Genetic Algorithms • Fitness or cost • Initialization of a population of candidate solutions • Mutation • Recombination or crossover • Selection Evolutionary Computation 6 Fitness or Cost • The value of a “Objective function” at a point • To max. a function: the more fitness, the more optimal solutions Evolutionary Computation 7 Initialization of a Population of Candidate Solutions • Each solution = vector x • Often these solutions are coded in binary • Degree of precision determines the length of binary • ES: floating-point number as genes ¶ More suitable in continuous space Evolutionary Computation 8 Mutation (1) • Small random alterations to one or more parameters of an existing population Mutation Point Parent: 1 1 1 1 1 1 1 1 X Offspring: 1 1 1 1 1 0 1 1 Evolutionary Computation 9 Mutation (2) • Disparities between adjacent binary numbers when conducting the incremental search 16(10000) into 15(01111) Evolutionary Computation 10 Mutation (3) • Adding operation ¶ The question is how much to add not which bits to flip ¶ DE: must ensure that the mutation increment automatically scaled to the correct magnitude Evolutionary Computation 11 Recombination or Crossover (1) Crossover Point Parent1: 1 1 1 1 1 1 1 1 Parent2: 0 0 0 0 0 0 0 0 Offspring1: 1 1 1 1 1 0 0 0 Offspring2: 0 0 0 0 0 1 1 1 Evolutionary Computation 12 Recombination or Crossover (2) • Uniform crossover: ¶ Inherits parameter values from parents with equal probability • Non-uniform crossover ¶ Takes parameters from one parent more often than the other Evolutionary Computation 13 Selection • Determine which among them will survive to the next generation ¶ Random approach using “tournament selection” = randomly paired the winner with all possible competition. ¶ DE: each child pits against one of its parents Evolutionary Computation 14 Basic Mechanisms of DE (1) • Initialization ¶ Parameter limits should be defined ¶ If not, parameter ranges should cover the suspected optimum Evolutionary Computation 15 Basic Mechanisms of DE (2) • Two arrays which represent current and the next generation ¶ NP or the number of solutions each generation ¶ Real valued vectors of parameters ¶ Fitness or Cost of each vector of parameters Evolutionary Computation 16 Basic Mechanisms of DE (3) • Making challenger by mutation and recombination • Mutating with vector differentials to make noisy random vector X = X + F(X - X ) c' c a b Evolutionary Computation 17 Mutation Scheme X1 x NP Parameter vectors from the current population o newly generated parameter vector F(X - X ) a b Minimum x x x X X j b x Xa Xc o Xc' Contour lines of the cost function X0 Evolutionary Computation 18 Basic Mechanisms of DE (4) • Recombination or Crossover ¶ Using “crossover constant”, CR Î [0,1) ¶ Must ensure that the “challenger” differs from the current population Evolutionary Computation 19 Crossover Process xi xc' xt 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 Parameter vector containing D=7 parameters Evolutionary Computation 20 Differential Evolution (DE) Parameter No. (= 'locus') 1 2 3 4 5 0 2 9 'Title holder' 3 2 8 5 'Challenger template' 7 4 7 2 8 6 4 4 'Mutators' 4 0 5 7 'Challenger' 'Allele' = Fitness value for this parameter Evolutionary Computation 21 A Nasty Little Function • Non-differentiable at some points • Many local optima that partially surrounded by very flat surface ¶ Cause the solution stray outside the design limits Evolutionary Computation 22 Practical Advice • NP = 5 or 10 times of number of parameter in a vector • If solutions get stuck: ¶ F = 0.5 and then increase F or NP ¶ F Î [0.4, 1] is very effective range • CR = 0.9 or 1 for a quick solution Evolutionary Computation 23 Conclusion (1) • Advantages ¶ Immediately accessible for practical applications ¶ Simple structure ¶ Ease of use ¶ Speed to get the solutions ¶ Robustness Evolutionary Computation 24 Conclusion (2) • Need ¶ A way to quantify the quality of the potential solutions “Fitness function” or “Objective function” Evolutionary Computation 25.

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