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2011 13th International Symposium on Symbolic and Numeric Algorithms for Scientific Computing最新文献

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Parallel Migration Models Applied to Competitive Differential Evolution 应用于竞争差异进化的平行迁移模型
P. Bujok, J. Tvrdík
The influence of parallelism on the performance of competitive adaptive differential evolution is studied. Two serial competitive differential evolution variants described in literature and sixteen novel parallel variants were experimentally compared. All the parallel differential evolution variants in this study are based on a migration model with the star topology. The algorithms were compared on six benchmark functions with two levels of dimension (D = 10 and D = 30). The number of the function evaluations and the reliability rate of the search were used as basic characteristics of algorithm's performance. The experimental results show that the parallelism applied to competitive differential evolution together with a proper setting of the parameters controlling the parallel model can improve the performance of the algorithm and decrease the computational costs significantly at least in some problems.
研究了并行性对竞争自适应差分进化性能的影响。实验比较了文献中描述的两种连续竞争差异进化变体和16种新的平行进化变体。本研究中所有的并行差分演化变体都是基于具有星型拓扑结构的迁移模型。在两个维度(D = 10和D = 30)的六个基准函数上对算法进行比较。函数评估的次数和搜索的可靠性作为算法性能的基本特征。实验结果表明,将并行性应用于竞争差分进化,适当设置控制并行模型的参数,至少在某些问题上可以显著提高算法的性能,降低计算量。
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引用次数: 3
Cellular Genetic Algorithm with Communicating Grids for a Delivery Problem 基于通信网格的细胞遗传算法求解某配送问题
O. Brudaru, A. Vilcu, D. Popovici
This paper describes a cellular genetic algorithm with communicating grids for solving a delivery problem. Specific operators for mutation and crossover are described. The GA is hybridized using a heuristic that is acting as a hyper-mutation operator. It is inspired from a very efficient dynamic programming algorithm. A similarity vector is associated to each solution. A Kohonen self-organizing map is used to place the initial population on the grid and specific placement techniques are applied during the whole activity. These techniques favor the groups based on similarity. The position of groups on the grid and their contents are dynamic. A similarity based communication protocol is used to change a given percent of the best individuals of the clusters and a given threshold is used to tune the communication scheme. The performance of the algorithm is experimentally analyzed: the capacity of the cellular algorithm to find known optimal solutions, its stability in terms of the unitized risk values, the way to obtain good values of the parameters is described, different similarity function are compared between them and the threshold values for optimal clustering and communication protocol are obtained. Also, the effect of communication period and the percent of changed individuals on the quality of the found solution are analyzed. The results show that the cellular algorithm dominates the canonical counterpart hybrid genetic algorithms.
本文描述了一种带通信网格的元胞遗传算法,用于解决一个交付问题。描述了突变和交叉的具体操作符。该遗传算法使用启发式算法进行杂交,启发式算法作为超突变算子。它的灵感来自于一个非常高效的动态规划算法。每个解对应一个相似度向量。使用Kohonen自组织地图将初始种群放置在网格上,并在整个活动过程中应用特定的放置技术。这些技术倾向于基于相似性的群体。组在网格上的位置及其内容是动态的。基于相似性的通信协议用于更改集群中给定百分比的最佳个体,并使用给定阈值来调整通信方案。实验分析了该算法的性能:描述了元胞算法寻找已知最优解的能力、一元风险值的稳定性、获取参数优值的方法,比较了它们之间不同的相似度函数,得到了最优聚类和通信协议的阈值。并分析了沟通周期和变更个体的百分比对找到的解决方案质量的影响。结果表明,该算法优于典型对应物混合遗传算法。
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引用次数: 0
Multi-agent Resource Allocation Algorithm Based on the XSufferage Heuristic for Distributed Systems 基于x苦难启发式的分布式系统多智能体资源分配算法
Alexandru Gherega, Valentin Pupezescu
Distributed computing systems provide a highly dynamic behavior which originates from heterogeneous computing and storage resources, heterogeneous users and the variety of submitted applications and finally from the heterogeneous communication that takes part among the systems entities. As such applying global optima oriented allocation algorithms usually produces poor results and heuristics are used instead. We concentrated our experiments around the Sufferage heuristic and its adaptive cluster-aware version XSufferage. Both Sufferage and XSufferage use a centralized design and produce good results for low levels of dynamism and deterministic environments. In real life distributed environments, both heuristics produce poor results. We expose the Sufferage heuristic through a distributed architecture based on a cooperative set of entities, which form a Multi-Agent System, such that the results could be improved. We implemented a new algorithm, based on this architecture, called Distributed XSufferage. In order to test the new algorithm, a series of experiments were developed by simulating two real life Grid environments. A complex set of performance metrics were collected -- flow time, make span, throughput -- both resource and cluster level, utilization -- both resource and cluster level and resources and clusters mean loads. Algorithms produce their allocation solution based on estimates and modeling of system's resources and as such are sensitive to estimation errors. Throughout our experiments DX Sufferage was more robust to such errors compared to the original Sufferage and, respectively, XSufferage heuristics.
分布式计算系统提供了一种高度动态的行为,这种行为源于异构的计算和存储资源、异构的用户和各种提交的应用程序,最终源于系统实体之间的异构通信。因此,采用面向全局最优的分配算法通常会产生较差的结果,而采用启发式算法。我们将实验集中在苦难启发式及其自适应集群感知版本x苦难上。suffage和xsuffage都使用集中式设计,并在低水平的动态性和确定性环境中产生良好的结果。在现实生活中的分布式环境中,这两种启发式方法的结果都很糟糕。我们通过一个基于协作实体集的分布式体系结构来公开苦难启发式,从而形成一个多代理系统,从而可以改善结果。我们基于这种架构实现了一种新的算法,称为分布式x苦难。为了测试新算法,通过模拟两个真实的网格环境进行了一系列的实验。收集了一组复杂的性能指标——流时间、制造跨度、吞吐量——资源和集群级别、利用率——资源和集群级别以及资源和集群意味着负载。算法根据对系统资源的估计和建模产生分配方案,因此对估计误差很敏感。在我们的整个实验中,与原始的苦难和x苦难启发式相比,DX苦难对这些错误更加稳健。
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引用次数: 2
On the Complexity of Szilard Languages of Matrix Grammars 论矩阵语法西拉德语言的复杂性
Liliana Cojocaru, E. Mäkinen
We investigate computational resources used by alternating Turing machines (ATMs) to accept Szilard languages (SZLs) of context-free matrix grammars (MGs). The main goal is to relate these languages to parallel complexity classes such as NC1 and NC2. We prove that unrestricted and leftmost-1 SZLs of context-free MGs, without appearance checking, can be accepted by ATMs in logarithmic time and space. Hence, these classes of languages belong to NC1 (under ALOGTIME reduction). Unrestricted SZLs of context-free MGs with appearance checking can be accepted by ATMs in logarithmic space and square logarithmic time. Consequently, this class is contained in NC2. We conclude with some results on SZLs of MGs with phrase-structure rules.
我们研究了交替图灵机(atm)用于接受上下文无关矩阵语法(mg)的西拉德语言(SZLs)的计算资源。主要目标是将这些语言与并行复杂性类(如NC1和NC2)联系起来。我们证明了在没有外观检查的情况下,上下文无关mg的无限制左1 szl可以在对数时间和空间上被atm接受。因此,这些语言类属于NC1(在ALOGTIME约简下)。自动取款机可以在对数空间和平方对数时间内接受具有外观检查的无上下文mg的无限制szl。因此,该类包含在NC2中。最后,我们得到了一些具有相结构规则的mggs的SZLs。
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引用次数: 5
RangeLab: A Static-Analyzer to Bound the Accuracy of Finite-Precision Computations RangeLab:限定有限精度计算精度的静态分析器
M. Martel
This article introduces Range Lab, a simple tool to validate the accuracy of floating-point or fixed-point computations. Given intervals for the inputs, Range Lab computes the range of the outputs of simple functions with conditionals and loops as well as a range for the round off errors arising during the computation. Hence the user not only obtains the range of the result of the computation in the computer arithmetic but also a bound on the difference between the computer result and the result in infinite precision. Range Lab is based on static analysis by abstract interpretation and, in this article, we describe the techniques implemented in the tool. In particular, Range Lab uses a hybrid numerical-formal evaluation technique used to limit the wrapping effect in interval computations.
本文介绍了Range Lab,这是一个验证浮点或定点计算精度的简单工具。给定输入的间隔,Range Lab计算具有条件和循环的简单函数的输出范围,以及计算过程中产生的舍入误差的范围。这样,用户不仅可以得到计算机算法中计算结果的范围,还可以得到无限精度下计算结果与计算结果之差的界。Range Lab基于抽象解释的静态分析,在本文中,我们描述了该工具中实现的技术。特别地,Range Lab使用混合数值-形式评估技术来限制区间计算中的包裹效应。
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引用次数: 5
Project Duration Assessment Model Based on Modified Shortest Path Algorithm and Superposition 基于改进最短路径算法和叠加的项目工期评估模型
V. Jevtic, D. Dobrilović, Jelena Stojanov, Ž. Stojanov
This paper presents project duration assessment model based on modification of shortest path algorithms and superposition. One of the shortest path algorithms, Dijkstra algorithm, is modified in order to find the longest path. This is used for critical path calculation, i.e. for resolving project duration assessment problem. Another modification of algorithm calculates sub critical path as the second longest one. These paths are used for superposition, because of stochastic nature of many research and development projects which can cause that at some point in time sub critical becomes critical path. Thus, sub critical path influence on project duration should be taken into account, and, in this case, superposition is used for that. Superposition used in the model is based on analytical method -- Clark's formulas. Presented model can be used for business process improvement and project management support.
提出了一种基于改进最短路径算法和叠加的工程工期评估模型。为了找到最长的路径,对最短路径算法之一Dijkstra算法进行了改进。用于关键路径计算,即解决项目工期评估问题。算法的另一个改进是计算亚关键路径作为第二长的路径。这些路径用于叠加,因为许多研究和开发项目的随机性可能导致在某个时间点亚临界路径成为关键路径。因此,应考虑亚关键路径对项目持续时间的影响,在这种情况下,使用叠加。模型中使用的叠加是基于解析方法——克拉克公式。所提出的模型可用于业务流程改进和项目管理支持。
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引用次数: 1
Psychologically Inspired, Rule-Based Outlier Detection in Noisy Data 基于心理启发、规则的噪声数据异常点检测
Beáta Reiz, S. Pongor
Outlier detection is widely applied in several fields such as data mining, pattern recognition and bioinformatics. The algorithms used for outlier detection are based mainly on statistics and artificial intelligence. Our long-term goal is to study and apply the principles of human vision for solving outlier detection problems. Here we present an algorithm suitable for outlier detection based on the principles of Gestalt psychology. We demonstrate the algorithm's main properties on an example taken from human perception, the recognition of continuous curves formed of Gabor patches embedded into a noisy background. We show that the algorithm is tolerant with respect to added noise and is orientation independent. As a potential application we present the problem of filtering proteomics mass spectrometry data. The true peaks within a measured mass spectrum can be represented as a graph in which nodes are fragment peaks while edges represent equivalents of proximity, similarity and continuity defined in terms of chemical rules. The applicability of the principle to further problems is discussed.
离群点检测被广泛应用于数据挖掘、模式识别和生物信息学等多个领域。用于离群点检测的算法主要基于统计学和人工智能。我们的长期目标是研究和应用人类视觉原理来解决离群点检测问题。在此,我们介绍一种基于格式塔心理学原理、适用于离群点检测的算法。我们通过一个人类感知的例子来演示该算法的主要特性,即识别由嵌入到噪声背景中的 Gabor 补丁形成的连续曲线。我们展示了该算法对添加噪音的容忍度,并且与方向无关。作为一种潜在的应用,我们提出了蛋白质组学质谱数据的过滤问题。测量的质谱中的真实峰值可以表示为一个图,图中的节点是片段峰值,而边则表示根据化学规则定义的相近性、相似性和连续性。本文讨论了这一原理在其他问题上的适用性。
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引用次数: 6
Probabilistic Approach for Automated Reasoning for Lane Identification in Intelligent Vehicles 基于概率推理的智能车辆车道识别方法
V. Popescu, Mihai Bâce, S. Nedevschi
This paper proposes a probabilistic model for automated reasoning for identifying the lane on which the vehicle is driving on. The solution is based on the visual information from an on-board stereo-vision camera and a priori information from an extended digital map. The visual perception system provides information about on-the-spot detected lateral landmarks, as well as about other important traffic elements such as other vehicles. The proposed extended digital map provides lane level detail information about the road infrastructure. An Object-Oriented Bayesian Network is modeled to reason about the lane on which the ego-vehicle is driving on using the information from these two input systems. The probabilistic approach is suitable because of the uncertain and inaccurate nature of the sensorial information. Due to the need of lateral painted landmarks, the method is dedicated to the segment of roads linked to an intersection.
本文提出了一种用于自动推理的概率模型,用于识别车辆行驶的车道。该解决方案基于车载立体摄像头的视觉信息和扩展数字地图的先验信息。视觉感知系统提供现场检测到的横向地标信息,以及其他重要的交通要素,如其他车辆。拟议的扩展数字地图提供有关道路基础设施的车道级详细信息。利用这两个输入系统的信息,建立了一个面向对象的贝叶斯网络模型来推断自驾车所行驶的车道。由于感觉信息的不确定性和不准确性,概率方法是合适的。由于需要横向绘制地标,该方法专门用于连接到十字路口的路段。
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引用次数: 2
A Computer Aided Software for Nonlinear Digital Control 非线性数字控制的计算机辅助软件
V. Tanasa, D. Normand-Cyrot
The aim of this paper is to provide a basic software tool involved in the design and the computation of nonlinear digital control schemes. The complete software SimNLSys will include different modules associated with each control scheme, aimed with respective objectives such as stabilization, damping, output matching or optimality, to quote a few. The software module presented here also encompasses the goal of computing solutions to nonlinear ODE's describing input-affine dynamics. The underlying methodologies propose challenging nonlinear sampled-data control strategies described in terms of Lie series expansions and computable through formal series calculus. The goal is to reach a friendly graphical user interface, to promote the practical efficiency of such strategies. For this, SymNLSys is built using the symbolic Matlab toolbox and the resulting mathematical control law expressions can be implemented directly on experimental plants. The paper describes the used differential geometric methods and discusses the implementation and limitations of the symbolic and numerical algorithms. Also some results obtained via this software are provided.
本文的目的是为非线性数字控制方案的设计和计算提供一个基本的软件工具。完整的软件SimNLSys将包括与每个控制方案相关的不同模块,旨在实现各自的目标,例如稳定,阻尼,输出匹配或最优性,仅举几例。这里介绍的软件模块还包含了非线性ODE描述输入仿射动力学的计算解决方案的目标。潜在的方法提出了具有挑战性的非线性采样数据控制策略,该策略以李级数展开和可通过形式级数微积分计算来描述。目标是达到一个友好的图形用户界面,以促进这种策略的实际效率。为此,使用符号Matlab工具箱构建了SymNLSys,得到的数学控制律表达式可以直接在实验植物上实现。本文介绍了常用的微分几何方法,并讨论了符号算法和数值算法的实现和局限性。并给出了通过该软件得到的一些结果。
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引用次数: 0
Software Framework for Agent-Based Games and Simulations 基于agent的游戏与仿真软件框架
George Sacerdotianu, S. Ilie, C. Bǎdicǎ
This paper introduces a multi-agent framework for distributed multiplayer game development and simulations. The framework allows the incorporation and experimentation with different strategies of the Players, possibly including intelligent behaviors. The framework consists of a set of generic agent types that must be specialized and configured for a specific game. The framework uses a generic agent that enforces the rules of the game, as well as generic bot-agents that represent the game Players. To support our claims of flexibility and generality we present three simple games implemented on top of our framework: football, battle and labyrinth. Game configuration details are presented as rules imposed on agent actions. We also present simple agents and their strategies to demonstrate how to use the framework in a practical setting.
本文介绍了一个用于分布式多人游戏开发和仿真的多智能体框架。这个框架允许玩家结合和实验不同的策略,可能包括智能行为。该框架由一组通用代理类型组成,这些代理类型必须针对特定游戏进行专门配置。该框架使用执行游戏规则的通用代理,以及代表游戏玩家的通用机器人代理。为了支持我们所宣称的灵活性和通用性,我们呈现了三款基于我们框架的简单游戏:足球、战斗和迷宫。游戏配置细节以强加于代理行为的规则形式呈现。我们还介绍了简单的代理及其策略,以演示如何在实际环境中使用该框架。
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引用次数: 2
期刊
2011 13th International Symposium on Symbolic and Numeric Algorithms for Scientific Computing
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