Cultural Algorithms
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Оглавление
Robert G. Reynolds. Cultural Algorithms
Table of Contents
List of Tables
List of Illustrations
Guide
Pages
Cultural Algorithms. Tools to Model Complex Dynamic Social Systems
List of Contributors
About the Companion Website
1 System Design Using Cultural Algorithms
Introduction
The Cultural Engine
Zeroth Law of Thermodynamics, About Thermal Equilibrium
First Law of Thermodynamics, About the Conservation of Energy
Second Law of Thermodynamics, About Entropy
Third Law of Thermodynamics, About the Absolute Zero of Temperature
Outline of the Book: Cultural Learning in Dynamic Environments
References
Note
2 The Cultural Algorithm Toolkit System
CAT Overview
Downloading and Running CAT
The Repast Simphony System
Knowledge Sources
Fitness Functions
ConesWorld
The Logistics Function
CAT Sample Runs: ConesWorld
CAT Sample Runs: Other Problems
Reference
Note
3 Social Learning in Cultural Algorithms with Auctions
Introduction
Cultural Algorithms
Subcultured Multi‐Layered, Deep Heterogeneous Networks
Auction Mechanisms
The Cultural Engine
ConesWorld
Experimental Framework
Results
Conclusions
References
Note
4 Using Common Value Auction in Cultural Algorithm to Enhance Robustness and Resilience of Social Knowledge Distribution Systems
Cultural Algorithms
Common Value Auction
ConesWorld
Dynamic Experimental Framework
Results
Conclusions and Future Work
References
Note
5 Optimizing AI Pipelines: A Game‐Theoretic Cultural Algorithms Approach
Introduction
Overview of Cultural Algorithms
CA Knowledge Distribution Mechanisms
Primer on Game Theory
Game‐Theoretic Knowledge Distribution
Continuous‐Action Iterated Prisoner's Dilemma
Play
Payoff
Outcome
Case 1
Case 2
Case 3
Learning Rate Adjustment
Test Results: Benchmark Problem
Test Results: Computer Vision Pipeline
Conclusions
References
Note
6 Cultural Algorithms for Social Network Analysis: Case Studies in Team Formation
Introduction
Application of Social Network
Forming Successful Teams
Formulating TFP
Definition: (Team of Experts)
Communication Cost
Definition: (Sum of Distances)
Definition: (Diameter)
Personnel Cost
Definition: (Sum of Personnel Cost)
Distance Cost
Definition: (Distance Cost)
Workload Balance
Why Artificial Intelligence?
Cultural Algorithms
Forming Teams in Coauthorship Network
Individual Representation
Fitness Function
Belief Space
Dataset and Observations
Skill Frequency
Forming Teams in Health‐care Network
Individual Representation
Fitness Function
Dataset and Observation
Summary and Conclusion
References
Notes
7 Evolving Emergent Team Strategies in Robotic Soccer using Enhanced Cultural Algorithms
Introduction
Related Work
The 2D Soccer Simulation Test Bed. Prototyping Environment Motivation
Simulator Overview
Teams
Evolution of Team Strategies via Cultural Algorithm. Basic Engine of CA
Knowledge Sources in CA
Evolution of Team Strategies
Modified Cultural Algorithm. Encoding
Fitness Function
Enhancing the Defense
Experiments and Analysis of Results
Experiment 1. Enhanced CA Team Against the Default Team
Experiment 2. Enhanced CA Team Against the Team with a Strong Offense
Experiment 3. Enhanced CA Team Against the Team with Enhanced Defense
Experiment 4. Enhanced CA Team Against the GA Team
Conclusion
References
8 The Use of Cultural Algorithms to Learn the Impact of Climate on Local Fishing Behavior in Cerro Azul, Peru
Introduction
An Overview of the Cerro Azul Fishing Dataset. Introduction
An Overview of the Database Content as a Complex System
Data Mining at the Macro, Meso, and Micro Levels. Cerro Azul can be Viewed as a Complex System
The Three Levels of Data Analysis
Cultural Algorithms and Multiobjective Optimization. Introduction
Introduction to the Cultural Algorithm
CAPSO, Cultural Algorithm, and Particle Swarm Optimizer
The Artisanal Fishing Model. Biobjective
The Agent‐Based Model
The Trip_Graph Model
Nondominance
The Experimental Results. Introduction
Full Week, Pareto Frontier
No Sundays, Pareto Frontier
Monday, Tuesday, Wednesday, Pareto Frontier
Thursday, Friday, Saturday, Pareto Frontier
Summary of Experimental Results
Statistical Validation. Overall Performance Comparison
Hypothesis. Null Hypothesis (H0)
Summary
Conclusions and Future Work. Conclusions
Future Work
References
Note
9 CAPSO: A Parallelized Multiobjective Cultural Algorithm Particle Swarm Optimizer
Introduction
Multiobjective Optimization. Overview
Formulating a Multiobjective Problem
Cultural Algorithms. Background
Overview
Acceptance Step
Belief Space Update Step
Influence Step
Knowledge Sources
CAPSO Knowledge Structures
Situational Knowledge
Normative Knowledge
Historical Knowledge
Domain Knowledge
Topographic Knowledge
Tracking Knowledge Source Progress (Other than Topographic)
CAPSO Algorithm Pseudocode
Multiple Runs
Comparison of Benchmark Problems
CONSTR
SRN
TNK
KITA
Overall Summary of Results
Other Applications
References
Note
10 Exploring Virtual Worlds with Cultural Algorithms: Ancient Alpena–Amberley Land Bridge
Archaeological Challenges
Generalized Framework
The Land Bridge Hypothesis
Origin and Form
Putting Data to Work
Pathfinding and Planning
Identifying Good Locations: The Hotspot Finder
Cultural Algorithms
Cultural Algorithm Mechanisms
The Composition of the Belief Space
Future Work
Path Planning Strategy
Local Tactics
Detailed Locational Information
Extending the CA
Human Presence in the Virtual World
Increasing the Complexity
Updated Path‐Planning Results in Unity
The Fully Rendered Land Bridge
Pathfinder Mechanisms
Results
Conclusions
References
Note
Index. a
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In addition to the constraints and basic domain knowledge of the ConesWorld problem, there is also a series of flags for each cone. These flags indicate the directional change a cone may take during an update. There are strict maximum and minimum values that the dimension variables of a cone may change between. The movement between these extremes is cyclical in nature, moving the cone first toward one extreme and then back toward another, similar to how the pistons in an engine can move up and down. Should a cone undergoing an update exceed its dimensional limits, its flag is switched to denote its new increasing or decreasing status, and the amount by which it exceeding its limit then becomes additional change in its new dimension.
For an example of this, assume the cone height limits are set between 1 and 3, and the rate of change is restricted to 0.25 at the most for any single update. If a cone's height is already at 2.80 with its directional flag indicating that it should increase, it will have 0.25 added to it, and it will exceed the height limit of 3 by 0.05. In this case, its flag will be triggered to indicate that it is now decreasing, and the overflow of 0.05 will be taken away from the height of the cone, resulting in a cone of 2.95 height. The next update to the cone, for example 0.20, will result in the cone's height being updated to 2.75, as its directional flag is still indicating that it is decreasing. This decrease will continue until the cone hits the lower limit, at which point the flag will be toggled, the overflow will be added back in, and the cycle will continue again.
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