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141.
Self-adjusting the intensity of assortative mating in genetic algorithms   总被引:2,自引:2,他引:0  
Mate selection plays a crucial role in both natural and artificial systems. While traditional Evolutionary Algorithms (EA) usually engage in random mating strategies, that is, mating chance is independent of genotypic or phenotypic distance between individuals, in natural systems non-random mating is common, which means that somehow this mechanism has been favored during the evolutionary process. In non-random mating, the individuals mate according to their parenthood or likeness. Previous studies indicate that negative assortative mating (AM)—also known as dissortative mating—, which is a specific type of non-random mating, may improve EAs performance by maintaining the genetic diversity of the population at a higher level during the search process. In this paper we present the Variable Dissortative Mating Genetic Algorithm (VDMGA). The algorithm holds a mechanism that varies the GA’s mating restrictions during the run by means of simple rule based on the number of chromosomes created in each generation and indirectly influenced by the genetic diversity of the population. We compare VDMGA not only with traditional Genetic Algorithms (GA) but also with two preceding non-random mating EAs: the CHC algorithm and the negative Assortative Mating Genetic Algorithm (nAMGA). We intend to study the effects of the different methods in the performance of GAs and verify the reliability of the proposed algorithm when facing an heterogeneous set of landscapes. In addition, we include the positive Assortative Mating Genetic Algorithm (pAMGA) in the experiments in order test both negative and positive AM mechanisms, and try to understand if and when negative AM (or DM) speeds up the search process or enables the GAs to escape local optima traps. For these purposes, an extensive set of optimization test problems was chosen to cover a variety of search landscapes with different characteristics. Our results confirm that negative AM is effective in leading EAs out of local optima traps, and show that the proposed VDMGA is at least as efficient as nAMGA when applied to the range of our problems, being more efficient in very hard functions were traditional GAs usually fail to escape local optima. Also, scalability tests have been made that show VDMGA ability to decrease optimal population size, thus reducing the amount of evaluations needed to attain global optima. We like to stress that only two parameters need to be hand-tuned in VDMGA, thus reducing the tuning effort present in traditional GAs and nAMGA.  相似文献   
142.
143.
State space explosion is a key problem in the analysis of finite state systems. The sweep-line method is a state exploration method which uses a notion of progress to allow states to be deleted from memory when they are no longer required. This reduces the peak number of states that need to be stored, while still exploring the full state space. The technique shows promise but has never achieved reductions greater than about a factor of 10 in the number of states stored in memory for industrially relevant examples. This paper discusses sweep-line analysis of the connection management procedures of a new Internet standard, the Datagram Congestion Control Protocol (DCCP). As the intuitive approaches to sweep-line analysis are not effective, we introduce new variables to track progress. This creates further state explosion. However, when used with the sweep-line, the peak number of states is reduced by over two orders of magnitude compared with the original. Importantly, this allows DCCP to be analysed for larger parameter values. Somsak Vanit-Anunchai was partially supported by an Australian Research Council Discovery Grant (DP0559927) and Suranaree University of Technology. Guy Edward Gallasch was supported by an Australian Research Council Discovery Grant (DP0559927).  相似文献   
144.
This paper presents an approach of measuring in real-time the vector of finger that is pointing to an object. DSP is used in the operation processing unit in order to do the real-time processing. The steps include the extraction of flesh-colored regions from an image, the labeling of the flesh-colored regions, and the detection of two characteristic positions on the finger so that the direction that the finger is pointing at will be calculated. The entire process takes about 29 msec, which makes it possible to have the frame rate of 34 fps. With this frame rate, this measurement approach is considered real-time and promising to be merged into other application systems. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   
145.
146.
Entrainment and musicality in the human system interface   总被引:1,自引:1,他引:0  
What constitutes our human capacity to engage and be in the same frame of mind as another human? How do we come to share a sense of what ‘looks good’ and what ‘makes sense’? How do we handle differences and come to coexist with them? How do we come to feel that we understand what someone else is experiencing? How are we able to walk in silence with someone familiar and be sharing a peaceful space? All of these aspects are part of human ‘interaction’. In designing interactive technologies designers have endeavoured to explicate, analyse and simulate, our capacity for social adaptation. Their motivations are mixed and include the desires to improve efficiency, improve consumption, to connect people, to make it easier for people to work together, to improve education and learning. In these endeavours to explicate, analyse and simulate, there is a fundamental human capacity that is beyond technology and that facilitates these aspects of being, feeling and thinking with others. That capacity, we suggest, is human entrainment. This is our ability to coordinate the timing of our behaviours and rhythmically synchronise our attentional resources. Expressed within the movements of our bodies and voices, it has a quality that is akin to music. In this paper, disparate domains of research such as pragmatics, social psychology, behaviourism, cognitive science, computational linguistics, gesture, are brought together, and considered in light of the developments in interactive technology, in order to shape a conceptual framework for understanding entrainment in everyday human interaction.  相似文献   
147.
Abstract A comparison of three different but related numerical methods for control constrained optimal control of the Burgers equation is carried out. We develop the principal ideas of the different strategies considered and present detailed numerical examples. Lastly, conclusions about the behavior of the approaches are obtained.  相似文献   
148.
Cooperative cache-based data access in ad hoc networks   总被引:1,自引:0,他引:1  
Cooperative caching, in which multiple nodes share and coordinate cached data, is widely used to improve Web performance in wired networks. However, resource constraints and node mobility have limited the application of these techniques in ad hoc networks. We propose caching techniques that use the underlying routing protocols to overcome these constraints and further improve performance.  相似文献   
149.
To address the role of CaF2 in the CaO-CaF2-SiO2(-MgO) slag system employed for the production of low-pressure rotor steels, the thermodynamic aspects of the slag were investigated by equilibrating it with liquid iron at 1873 K in CaO or MgO crucibles. Presaturation of slag with an oxide block piece of CaO or MgO in a Pt crucible and application of a carbon paste to the outside of an oxide crucible were designed to prevent crucible failure during the slag-metal experiments. The liquidus isotherm and phase boundary of the preceding slag system were investigated using the slag-metal equilibria. Also, the effect of CaF2 on the sulfide capacity and the activity coefficient of Fe t O were of particular interest in controlling the sulfur level and cleanliness of low-pressure rotor steels.  相似文献   
150.
From the geometrical standpoint, this article presents a qualitative theoretical analysis and prediction of the transient to steady-state transition during the spray-rolling process, a novel manufacturing technique for aluminum strips. The analytical results indicate that, when the deposited materials at the specific points on one roll surface overlap their counterparts on the other roll surface, spray rolling transits from the transient state to the steady state. The specific points are the limiting deposition positions of the atomized droplets on the roll surface initially.  相似文献   
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