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Knapsack ants.svg - Wikipedia, the free encyclopedia. Summary[edit] Knapsack problem resolved using ants. Ants discover a small drop of honey, they prefer to concentrate their resources on this drop instead of moving to sugar water, in larger quantity but less interesting for the colony. This is similar to the knapsack problem where one tries to find the best items (honey vs water) to carry in a bag with limited capacity (the number of available ants or the size of the colony). Author : DakeSoftware : Inkscape Licensing[edit] Click on a date/time to view the file as it appeared at that time. Aco TSP.svg - Wikipedia, the free encyclopedia. Artificial immune system. In computer science, artificial immune systems (AIS) are a class of computationally intelligent systems inspired by the principles and processes of the vertebrate immune system.

The algorithms typically exploit the immune system's characteristics of learning and memory to solve a problem. Definition[edit] The field of Artificial Immune Systems (AIS) is concerned with abstracting the structure and function of the immune system to computational systems, and investigating the application of these systems towards solving computational problems from mathematics, engineering, and information technology. AIS is a sub-field of Biologically-inspired computing, and Natural computation, with interests in Machine Learning and belonging to the broader field of Artificial Intelligence.

Artificial Immune Systems (AIS) are adaptive systems, inspired by theoretical immunology and observed immune functions, principles and models, which are applied to problem solving.[1] History[edit] Techniques[edit] J.D. Firefly algorithm. The firefly algorithm (FA) is a metaheuristic algorithm, inspired by the flashing behaviour of fireflies. The primary purpose for a firefly's flash is to act as a signal system to attract other fireflies. Xin-She Yang formulated this firefly algorithm by assuming:[1] All fireflies are unisexual, so that one firefly will be attracted to all other fireflies;Attractiveness is proportional to their brightness, and for any two fireflies, the less bright one will be attracted by (and thus move to) the brighter one; however, the brightness can decrease as their distance increases;If there are no fireflies brighter than a given firefly, it will move randomly.

The brightness should be associated with the objective function. Algorithm description[edit] The pseudo code can be summarized as: Begin 1) Objective function: ; 2) Generate an initial population of fireflies ;. 3) Formulate light intensity so that it is associated with (for example, for maximization problems, or simply and is where The . See also[edit] MASSIVE (software) MASSIVE (Multiple Agent Simulation System in Virtual Environment) is a high-end computer animation and artificial intelligence software package used for generating crowd-related visual effects for film and television. Massive is a software package developed by Stephen Regelous for the visual effects industry. Its flagship feature is the ability to quickly and easily create thousands (or up to millions with current advances in computer processing power) of agents that all act as individuals as opposed to content creators individually animating or programming the agents by hand.

Through the use of fuzzy logic, the software enables every agent to respond individually to its surroundings, including other agents. These reactions affect the agent's behaviour, changing how they act by controlling pre-recorded animation clips, for example by blending between such clips, to create characters that move, act, and react realistically. Some significant examples include: Knapsack problem. Example of a one-dimensional (constraint) knapsack problem: which boxes should be chosen to maximize the amount of money while still keeping the overall weight under or equal to 15 kg?

A multiple constrained problem could consider both the weight and volume of the boxes. (Answer: if any number of each box is available, then three yellow boxes and three grey boxes; if only the shown boxes are available, then all but the green box.) The knapsack problem or rucksack problem is a problem in combinatorial optimization: Given a set of items, each with a mass and a value, determine the number of each item to include in a collection so that the total weight is less than or equal to a given limit and the total value is as large as possible.

It derives its name from the problem faced by someone who is constrained by a fixed-size knapsack and must fill it with the most valuable items. Applications[edit] Definition[edit] Mathematically the 0-1-knapsack problem can be formulated as: Let there be items, to. Travelling salesman problem. The travelling salesman problem (TSP) asks the following question: Given a list of cities and the distances between each pair of cities, what is the shortest possible route that visits each city exactly once and returns to the origin city? It is an NP-hard problem in combinatorial optimization, important in operations research and theoretical computer science. Solution of a travelling salesman problem TSP is a special case of the travelling purchaser problem. In the theory of computational complexity, the decision version of the TSP (where, given a length L, the task is to decide whether the graph has any tour shorter than L) belongs to the class of NP-complete problems.

Thus, it is possible that the worst-case running time for any algorithm for the TSP increases superpolynomially (perhaps, specifically, exponentially) with the number of cities. The problem was first formulated in 1930 and is one of the most intensively studied problems in optimization. History[edit] Richard M. Since For are. Aco branches.svg - Wikipedia, the free encyclopedia. From Wikimedia Commons, the free media repository Français :Choix du plus court chemin par une colonie de fourmi Auteur : Johann Dréo (User:Nojhan) Date : 27 mai 2006 Notes : 1) la première fourmi trouve la source de nourriture (F), via un chemin quelconque (a), puis revient au nid (N) en laissant derrière elle une piste de phéromone (b). 2) les fourmis empruntent indifféremment les 4 chemins possibles, mais le renforcement de la piste rend plus attractif le chemin le plus court. 3) les fourmis empruntent le chemin le plus court, les portions longues des autres chemins voient la piste de phéromones s'évaporer.

English:Shortest path find by an ant colony Author: Johann Dréo (User:Nojhan) Date: 27 may 2006 Русский:Поиск кратчайшего пути муравьиной колонией Автор: Johann Dréo (User:Nojhan) Дата: 27 мая 2006 Licensing[edit] File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. There are no pages that link to this file. File usage on other wikis. Ant colony optimization algorithms. Ant behavior was the inspiration for the metaheuristic optimization technique This algorithm is a member of the ant colony algorithms family, in swarm intelligence methods, and it constitutes some metaheuristic optimizations. Initially proposed by Marco Dorigo in 1992 in his PhD thesis,[1][2] the first algorithm was aiming to search for an optimal path in a graph, based on the behavior of ants seeking a path between their colony and a source of food. The original idea has since diversified to solve a wider class of numerical problems, and as a result, several problems have emerged, drawing on various aspects of the behavior of ants.

Overview[edit] Summary[edit] In the natural world, ants (initially) wander randomly, and upon finding food return to their colony while laying down pheromone trails. If other ants find such a path, they are likely not to keep travelling at random, but to instead follow the trail, returning and reinforcing it if they eventually find food (see Ant communication). Swarm robotics. Swarm of open-source Jasmine micro-robots recharging themselves Swarm robotics is a new approach to the coordination of multirobot systems which consist of large numbers of mostly simple physical robots. It is supposed that a desired collective behavior emerges from the interactions between the robots and interactions of robots with the environment. This approach emerged on the field of artificial swarm intelligence, as well as the biological studies of insects, ants and other fields in nature, where swarm behaviour occurs.

Definition[edit] The research of swarm robotics is to study the design of robots, their physical body and their controlling behaviors. It is inspired but not limited by the emergent behavior observed in social insects, called swarm intelligence. Relatively simple individual rules can produce a large set of complex swarm behaviors. Video tracking is an essential tool for systematically studying swarm-behavior, even though other tracking methods are available. Swarm intelligence. Swarm intelligence (SI) is the collective behavior of decentralized, self-organized systems, natural or artificial. The concept is employed in work on artificial intelligence. The expression was introduced by Gerardo Beni and Jing Wang in 1989, in the context of cellular robotic systems.[1] The application of swarm principles to robots is called swarm robotics, while 'swarm intelligence' refers to the more general set of algorithms. 'Swarm prediction' has been used in the context of forecasting problems.

Example algorithms[edit] Particle swarm optimization[edit] Ant colony optimization[edit] Artificial bee colony algorithm[edit] Artificial bee colony algorithm (ABC) is a meta-heuristic algorithm introduced by Karaboga in 2005,[5] and simulates the foraging behaviour of honey bees. Bacterial colony optimization[edit] Differential evolution[edit] Differential evolution is similar to genetic algorithm and pattern search.

The bees algorithm[edit] Artificial immune systems[edit] Bat algorithm[edit] Ant robotics. Ant robotics is a special case of swarm robotics. Swarm robots are simple (and hopefully, therefore cheap) robots with limited sensing and computational capabilities. This makes it feasible to deploy teams of swarm robots and take advantage of the resulting fault tolerance and parallelism. Swarm robots cannot use conventional planning methods due to their limited sensing and computational capabilities. Thus, their behavior is often driven by local interactions. Invention[edit] In 1991, American electrical engineer James McLurkin was the first to conceptualize the idea of "robot ants" while working at the MIT Computer Science and Artificial Intelligence Laboratory at the Massachusetts Institute of Technology.

Background[edit] See also[edit] References[edit] ^ Jump up to: a b J. External links[edit] Ant robot by Sven KoenigAnt algorithm by Israel Wagner.