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Intelligent Water Drops Algorithm
This is a chronologically ordered list of metaphor-based metaheuristics and swarm intelligence algorithms, sorted by decade of proposal. Algorithms 1980s-1990s Simulated annealing (Kirkpatrick et al., 1983) Simulated annealing is a probabilistic algorithm inspired by annealing, a heat treatment method in metallurgy. It is often used when the search space is discrete (e.g., all tours that visit a given set of cities). For problems where finding the precise global optimum is less important than finding an acceptable local optimum in a fixed amount of time, simulated annealing may be preferable to alternatives such as gradient descent. The analogue of the slow cooling of annealing is a slow decrease in the probability of simulated annealing accepting worse solutions as it explores the solution space. Accepting worse solutions is a fundamental property of metaheuristics because it allows for a more extensive search for the optimal solution. Ant colony optimization (ACO) ...
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Metaheuristics Classification
In computer science and mathematical optimization, a metaheuristic is a higher-level procedure or heuristic designed to find, generate, or select a heuristic (partial search algorithm) that may provide a sufficiently good solution to an optimization problem, especially with incomplete or imperfect information or limited computation capacity. Metaheuristics sample a subset of solutions which is otherwise too large to be completely enumerated or otherwise explored. Metaheuristics may make relatively few assumptions about the optimization problem being solved and so may be usable for a variety of problems. Compared to optimization algorithms and iterative methods, metaheuristics do not guarantee that a globally optimal solution can be found on some class of problems. Many metaheuristics implement some form of stochastic optimization, so that the solution found is dependent on the set of random variables generated. In combinatorial optimization, by searching over a large set of feasi ...
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Point Particle
A point particle (ideal particle or point-like particle, often spelled pointlike particle) is an idealization of particles heavily used in physics. Its defining feature is that it lacks spatial extension; being dimensionless, it does not take up space. A point particle is an appropriate representation of any object whenever its size, shape, and structure are irrelevant in a given context. For example, from far enough away, any finite-size object will look and behave as a point-like object. Point masses and point charges, discussed below, are two common cases. When a point particle has an additive property, such as mass or charge, it is often represented mathematically by a Dirac delta function. In quantum mechanics, the concept of a point particle is complicated by the Heisenberg uncertainty principle, because even an elementary particle, with no internal structure, occupies a nonzero volume. For example, the atomic orbit of an electron in the hydrogen atom occupies a volume of ...
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Evolution Strategy
In computer science, an evolution strategy (ES) is an optimization technique based on ideas of evolution. It belongs to the general class of evolutionary computation or artificial evolution methodologies. History The 'evolution strategy' optimization technique was created in the early 1960s and developed further in the 1970s and later by Ingo Rechenberg, Hans-Paul Schwefel and their co-workers. Methods Evolution strategies use natural problem-dependent representations, and primarily mutation and selection, as search operators. In common with evolutionary algorithms, the operators are applied in a loop. An iteration of the loop is called a generation. The sequence of generations is continued until a termination criterion is met. For real-valued search spaces, mutation is performed by adding a normally distributed random vector. The step size or mutation strength (i.e. the standard deviation of the normal distribution) is often governed by self-adaptation (see evolution window). ...
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Metaheuristic
In computer science and mathematical optimization, a metaheuristic is a higher-level procedure or heuristic designed to find, generate, or select a heuristic (partial search algorithm) that may provide a sufficiently good solution to an optimization problem, especially with incomplete or imperfect information or limited computation capacity. Metaheuristics sample a subset of solutions which is otherwise too large to be completely enumerated or otherwise explored. Metaheuristics may make relatively few assumptions about the optimization problem being solved and so may be usable for a variety of problems. Compared to optimization algorithms and iterative methods, metaheuristics do not guarantee that a globally optimal solution can be found on some class of problems. Many metaheuristics implement some form of stochastic optimization, so that the solution found is dependent on the set of random variables generated. In combinatorial optimization, by searching over a large set of feas ...
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Riccardo Poli
Riccardo Poli (born 1961) is a Professor in the Department of Computing and Electronic Systems of the University of Essex. His work has centered on genetic programming. Education Poli started his academic career with a Laurea in electronic engineering from the University of Florence in 1989. He then did a PhD in biomedical image analysis (1993) at the same university. He later became an expert in the field of evolutionary computation, working as a Lecturer and then a Reader at the University of Birmingham from 1994 until 2001, when he moved to Essex as a professor. Poli has published around 240 refereed papers and two books (Langdon and Poli, 2002; Poli, Langdon, McPhee, 2008) on the theory and applications of genetic programming, evolutionary algorithms, particle swarm optimisation, biomedical engineering, brain–computer interfaces, neural networks, image analysis, signal processing, biology and psychology. He is a member of the EPSRC Peer Review College, an EU expert eva ...
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Fish School
In biology, any group of fish that stay together for social reasons are shoaling, and if the group is swimming in the same direction in a coordinated manner, they are schooling. In common usage, the terms are sometimes used rather loosely. About one quarter of fish species shoal all their lives, and about one half shoal for part of their lives. Fish derive many benefits from shoaling behaviour including defence against predators (through better predator detection and by diluting the chance of individual capture), enhanced foraging success, and higher success in finding a mate. It is also likely that fish benefit from shoal membership through increased hydrodynamic efficiency. Fish use many traits to choose shoalmates. Generally they prefer larger shoals, shoalmates of their own species, shoalmates similar in size and appearance to themselves, healthy fish, and kin (when recognized). The oddity effect posits that any shoal member that stands out in appearance will be preferen ...
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Flocking (behavior)
Flocking is the behaviour exhibited when a group of birds, called a flock, are foraging or in flight. Computer simulations and mathematical models that have been developed to emulate the flocking behaviours of birds can also generally be applied to the "flocking" behaviour of other species. As a result, the term "flocking" is sometimes applied, in computer science, to species other than birds. This article is about the modelling of flocking behaviour. From the perspective of the mathematical modeller, "flocking" is the collective motion by a group of self-propelled entities and is a collective animal behaviour exhibited by many living beings such as birds, fish, bacteria, and insects. It is considered an emergent behaviour arising from simple rules that are followed by individuals and does not involve any central coordination. In nature There are parallels with the shoaling behaviour of fish, the swarming behaviour of insects, and herd behaviour of land animals. During the ...
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Social Behaviour
Social behavior is behavior among two or more organisms within the same species, and encompasses any behavior in which one member affects the other. This is due to an interaction among those members. Social behavior can be seen as similar to an exchange of goods, with the expectation that when you give, you will receive the same. This behavior can be affected by both the qualities of the individual and the environmental (situational) factors. Therefore, social behavior arises as a result of an interaction between the two—the organism and its environment. This means that, in regards to humans, social behavior can be determined by both the individual characteristics of the person, and the situation they are in. A major aspect of social behavior is communication, which is the basis for survival and reproduction. Social behavior is said to be determined by two different processes, that can either work together or oppose one another. The dual-systems model of reflective and impulsi ...
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Computer Simulation
Computer simulation is the process of mathematical modelling, performed on a computer, which is designed to predict the behaviour of, or the outcome of, a real-world or physical system. The reliability of some mathematical models can be determined by comparing their results to the real-world outcomes they aim to predict. Computer simulations have become a useful tool for the mathematical modeling of many natural systems in physics (computational physics), astrophysics, climatology, chemistry, biology and manufacturing, as well as human systems in economics, psychology, social science, health care and engineering. Simulation of a system is represented as the running of the system's model. It can be used to explore and gain new insights into new technology and to estimate the performance of systems too complex for analytical solutions. Computer simulations are realized by running computer programs that can be either small, running almost instantly on small devices, or large ...
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Russell C
Russell may refer to: People * Russell (given name) * Russell (surname) * Lady Russell (other) * Lord Russell (other) Places Australia *Russell, Australian Capital Territory *Russell Island, Queensland (other) **Russell Island (Moreton Bay) ** Russell Island (Frankland Islands) * Russell Falls, Tasmania *A former name of Westerway, Tasmania Canada *Russell, Ontario, a township in Ontario *Russell, Ontario (community), a town in the township mentioned above. *Russell, Manitoba *Russell Island (Nunavut) New Zealand *Russell, New Zealand, formerly Kororareka *Okiato or Old Russell, the first capital of New Zealand Solomon Islands *Russell Islands United States *Russell, Arkansas * Russell City, California, formerly Russell * Russell, Colorado * Russell, Georgia *Russell, Illinois *Russell, Iowa *Russell, Kansas *Russell, Kentucky, in Greenup County *Russell, Louisville, Kentucky *Russell, Massachusetts, a New England town **Russell (CDP), Massach ...
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James Kennedy (social Psychologist)
James Kennedy (born November 5, 1950) is an American social psychologist, best known as an originator and researcher of particle swarm optimization. The first papers on the topic, by Kennedy and Russell C. Eberhart, were presented in 1995; since thetens of thousandsof papers have been published on particle swarms. The Academic Press / Morgan Kaufmann book, ''Swarm Intelligence'', by Kennedy and Eberhart with Yuhui Shi, was published in 2001. The particle swarm paradigm draws on social-psychological simulation research in which Kennedy had participated at the University of North Carolina, integrated with evolutionary computation methods that Eberhart had been working with in the 1990s. The result was a problem-solving or optimization algorithm based on the principles of human social interaction. Individuals begin the program with random guesses at the problem solution. As the program runs, the "particles" share their successes with their topological neighbors; each particle i ...
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Velocity
Velocity is the directional speed of an object in motion as an indication of its rate of change in position as observed from a particular frame of reference and as measured by a particular standard of time (e.g. northbound). Velocity is a fundamental concept in kinematics, the branch of classical mechanics that describes the motion of bodies. Velocity is a physical vector quantity; both magnitude and direction are needed to define it. The scalar absolute value (magnitude) of velocity is called , being a coherent derived unit whose quantity is measured in the SI (metric system) as metres per second (m/s or m⋅s−1). For example, "5 metres per second" is a scalar, whereas "5 metres per second east" is a vector. If there is a change in speed, direction or both, then the object is said to be undergoing an ''acceleration''. Constant velocity vs acceleration To have a ''constant velocity'', an object must have a constant speed in a constant direction. Constant direction cons ...
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