数独的进化

Johannes Jilg, Jenny Carter
{"title":"数独的进化","authors":"Johannes Jilg, Jenny Carter","doi":"10.1109/ICEGIC.2009.5293614","DOIUrl":null,"url":null,"abstract":"Sudoku Evolution is a program written for the comparison of metaheuristics. The main aim of the underlying project was to implement a program capable of comparing algorithms related to artificial intelligence. Four population-based approaches were chosen, genetic algorithms (GA), geometric particle swarm optimization (GPSO), Bee Colony Optimization (BCO), artificial immune system (AIS) with somatic hypermutation as well as two algorithms, simulated and quantum annealing (SA & QA), based on probabilistic local search. All of them were implemented based on the work of Alberto Moraglio. He provides a general geometric framework for evolutionary algorithms. Crossover and mutation operators are representation-independent and defined as functions of a metric distance in the search space. Sudoku was used as the testbed for comparison. It is especially interesting as it is a combinatorial and NP-complete problem where valid grids have only one solution. This makes them interesting for optimization algorithms. The algorithms were compared on nine Sudokus with 3 different difficulty ratings. Each of them was executed ten times with preliminary tuned parameters. They were compared based on the average fitness value achieved over all grids and the number of successful solving attempts. SA and GPSO were the best approaches followed by QA and BCO.","PeriodicalId":328281,"journal":{"name":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","volume":"35 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"12","resultStr":"{\"title\":\"Sudoku evolution\",\"authors\":\"Johannes Jilg, Jenny Carter\",\"doi\":\"10.1109/ICEGIC.2009.5293614\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Sudoku Evolution is a program written for the comparison of metaheuristics. The main aim of the underlying project was to implement a program capable of comparing algorithms related to artificial intelligence. Four population-based approaches were chosen, genetic algorithms (GA), geometric particle swarm optimization (GPSO), Bee Colony Optimization (BCO), artificial immune system (AIS) with somatic hypermutation as well as two algorithms, simulated and quantum annealing (SA & QA), based on probabilistic local search. All of them were implemented based on the work of Alberto Moraglio. He provides a general geometric framework for evolutionary algorithms. Crossover and mutation operators are representation-independent and defined as functions of a metric distance in the search space. Sudoku was used as the testbed for comparison. It is especially interesting as it is a combinatorial and NP-complete problem where valid grids have only one solution. This makes them interesting for optimization algorithms. The algorithms were compared on nine Sudokus with 3 different difficulty ratings. Each of them was executed ten times with preliminary tuned parameters. They were compared based on the average fitness value achieved over all grids and the number of successful solving attempts. SA and GPSO were the best approaches followed by QA and BCO.\",\"PeriodicalId\":328281,\"journal\":{\"name\":\"2009 International IEEE Consumer Electronics Society's Games Innovations Conference\",\"volume\":\"35 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"12\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2009 International IEEE Consumer Electronics Society's Games Innovations Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICEGIC.2009.5293614\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 International IEEE Consumer Electronics Society's Games Innovations Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICEGIC.2009.5293614","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 12

摘要

数独进化是为比较元启发式而编写的程序。底层项目的主要目的是实现一个能够比较与人工智能相关的算法的程序。选择了遗传算法(GA)、几何粒子群优化(GPSO)、蜂群优化(BCO)、体细胞超突变人工免疫系统(AIS)等4种基于种群的方法,以及基于概率局部搜索的模拟退火和量子退火(SA & QA)两种算法。所有这些都是基于Alberto Moraglio的工作实现的。他为进化算法提供了一个通用的几何框架。交叉和变异算子与表示无关,并定义为搜索空间中度量距离的函数。数独游戏作为实验平台进行比较。它特别有趣,因为它是一个组合和np完全问题,其中有效网格只有一个解。这使得它们对于优化算法来说很有趣。这些算法在三个不同难度等级的九个数独游戏中进行了比较。每个程序都执行了10次,并对参数进行了初步调整。它们是根据在所有网格上获得的平均适应度值和成功解决尝试的次数进行比较的。SA和GPSO是最佳方法,其次是QA和BCO。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Sudoku evolution
Sudoku Evolution is a program written for the comparison of metaheuristics. The main aim of the underlying project was to implement a program capable of comparing algorithms related to artificial intelligence. Four population-based approaches were chosen, genetic algorithms (GA), geometric particle swarm optimization (GPSO), Bee Colony Optimization (BCO), artificial immune system (AIS) with somatic hypermutation as well as two algorithms, simulated and quantum annealing (SA & QA), based on probabilistic local search. All of them were implemented based on the work of Alberto Moraglio. He provides a general geometric framework for evolutionary algorithms. Crossover and mutation operators are representation-independent and defined as functions of a metric distance in the search space. Sudoku was used as the testbed for comparison. It is especially interesting as it is a combinatorial and NP-complete problem where valid grids have only one solution. This makes them interesting for optimization algorithms. The algorithms were compared on nine Sudokus with 3 different difficulty ratings. Each of them was executed ten times with preliminary tuned parameters. They were compared based on the average fitness value achieved over all grids and the number of successful solving attempts. SA and GPSO were the best approaches followed by QA and BCO.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信