Title: Swarm Intelligence
1Swarm Intelligence
2Content
- Overview
- Swarm Particle Optimization (PSO)
- Example
- Ant Colony Optimization (ACO)
3Swarm Intelligence
4Swarm Intelligence
- Collective system capable of accomplishing
difficult tasks in dynamic and varied
environments without any external guidance or
control and with no central coordination - Achieving a collective performance which could
not normally be achieved by an individual acting
alone - Constituting a natural model particularly suited
to distributed problem solving
5Swarm Intelligence
http//www.scs.carleton.ca/arpwhite/courses/95590
Y/notes/SI20Lecture203.pdf
6Swarm Intelligence
7Swarm Intelligence
8Swarm Intelligence
9Swarm Intelligence
10Swarm Intelligence Particle Swarm Optimization
(PSO)
11The Inventors
Russell Eberhart
James Kennedy
social-psychologist
electrical engineer
12Particle Swarm Optimization (PSO)
Developed in 1995 by James Kennedy and Russell
Eberhart.
- PSO is a robust stochastic optimization technique
based on the movement and intelligence of swarms. - PSO applies the concept of social interaction to
problem solving.
13PSO Search Scheme
- It uses a number of agents, i.e., particles, that
constitute a swarm moving around in the search
space looking for the best solution. - Each particle is treated as a point in a
N-dimensional space which adjusts its flying
according to its own flying experience as well as
the flying experience of other particles.
14Particle Flying Model
- pbest ? the best solution achieved so far by that
particle. - gbest ? the best value obtained so far by any
particle in the neighborhood of that particle.
- The basic concept of PSO lies in accelerating
each particle toward its pbest and the gbest
locations, with a random weighted acceleration at
each time.
15Particle Flying Model
16Particle Flying Model
- Each particle tries to modify its position using
the following information - the current positions,
- the current velocities,
- the distance between the current position and
pbest, - the distance between the current position and the
gbest.
17Particle Flying Model
18PSO Algorithm
For each particle    Initialize
particle END Do   For each particle       Â
Calculate fitness value        If the fitness
value is better than the best fitness value
(pbest) in history           set current value
as the new pbest   End   Choose the particle
with the best fitness value of all the particles
as the gbest    For each particle       Â
Calculate particle velocity according equation
() Â Â Â Â Â Â Â Update particle position according
equation () Â Â Â End While maximum iterations or
minimum error criteria is not attained
19Swarm Intelligence Particle Swarm Optimization
(PSO)
20Schwefel's Function
21Simulation ? Initialization
22Simulation ? After 5 Generations
23Simulation ? After 10 Generations
24Simulation ? After 15 Generations
25Simulation ? After 20 Generations
26Simulation ? After 25 Generations
27Simulation ? After 100 Generations
28Simulation ? After 500 Generations
29Summary
30Exercises
- Compare PSO with GA
- Can we use PSO to train neural networks? How?
31Particle Swarm Optimization (PSO)
- Ant Colony Optimization (ACO)
32Facts
- Many discrete optimization problems are difficult
to solve, e.g., NP-Hard - Soft computing techniques to cope with these
problems - Simulated Annealing (SA)
- Based on physical systems
- Genetic algorithm (GA)
- based on natural selection and genetics
- Ant Colony Optimization (ACO)
- modeling ant colony behavior
33Ant Colony Optimization
34Background
- Introduced by Marco Dorigo (Milan, Italy), and
others in early 1990s. - A probabilistic technique for solving
computational problems which can be reduced to
finding good paths through graphs. - They are inspired by the behaviour of ants in
finding paths from the colony to food.
35Typical Applications
- TSP ? Traveling Salesman Problem
- Quadratic assignment problems
- Scheduling problems
- Dynamic routing problems in networks
36Natural Behavior of Ant
37ACO Concept
- Ants (blind) navigate from nest to food source
- Shortest path is discovered via pheromone trails
- each ant moves at random, probabilistically
- pheromone is deposited on path
- ants detect lead ants path, inclined to follow,
i.e., - more pheromone on path increases probability of
path being followed
38ACO System
- Virtual trail accumulated on path segments
- Starting node selected at random
- Path selection philosophy
- based on amount of trail present on possible
paths from starting node - higher probability for paths with more trail
- Ant reaches next node, selects next path
- Continues until goal, e.g., starting node for
TSP, reached - Finished tour is a solution
39ACO System
, cont.
- A completed tour is analyzed for optimality
- Trail amount adjusted to favor better solutions
- better solutions receive more trail
- worse solutions receive less trail
- ?higher probability of ant selecting path that is
part of a better-performing tour - New cycle is performed
- Repeated until most ants select the same tour on
every cycle (convergence to solution)
40Ant Algorithm for TSP
- Randomly position m ants on n cities
- Loop
- for step 1 to n
- for k 1 to m
- Choose the next city to move by
applying - a probabilistic state transition rule
(to be described) - end for
- end for
- Update pheromone trails
- Until End_condition
41Pheromone Intensity
42Ant Transition Rule
Probability of ant k going from city i to j
the set of nodes applicable to ant k at city i
43Ant Transition Rule
Probability of ant k going from city i to j
- ? 0 a greedy approach
- ? 0 a rapid selection of tours that may not
be optimal. - Thus, a tradeoff is necessary.
44Pheromone Update
Q a constant Tk(t) the tour of ant k at time
t Lk(t) the tour length for ant k at time t
45Demonstration