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Bar-Cohen : Biomimetics: Biologically Inspired Technologies DK3163_c005 Final Proof page 172 6.9.2005 12:11pm




                    172                                     Biomimetics: Biologically Inspired Technologies

                    Table 5.5 Results for Non-Genetic Heuristics
                                                                                       Time per 10,000
                    Heuristic            Minimum        Average        Maximum           runs (sec)
                    Steepest descent       1362         þ588.59         þ25,500             0.57
                    0 Levels               1462         þ148.86         þ25,358             3.71
                    5 Levels               1460           24.36         þ13,200            18.92
                    10 Levels              1456           58.39         þ10,532            33.75
                    15 Levels              1452           80.51         þ11,910            48.54
                    20 Levels              1464           93.11         þ40,182            62.66
                    25 Levels              1468          104.07         þ13,162            77.19



                       We solved the QAP problem using a Fortran code compiled by Microsoft PowerStation 4.0 for
                    Windows. The code uses integer values for the parameters. The experiments were performed on a
                    desktop PC with 2.8 GHz CPU and 256 MB RAM.
                       To demonstrate the effectiveness of the genetic algorithm, we first report in Table 5.5 the results
                    of the steepest descent and the Ring Moves (RM) (Drezner, 2005b) for various levels without using
                    any evolution. Each algorithm was run 10,000,000 (ten million) times. The best solution, average
                    solution, and time in seconds for 10,000 runs are reported. The best solution, found with hybrid
                    genetic algorithms reported below of  1,550, has never been found by any of these 10,000,000
                    experiments. The quality of the solution increases as the number of levels increases, but it does not
                    seem to merit the extra computer time.
                       For the genetic algorithms we employ the hybrid genetic algorithm described in Drezner
                    (2005b) using the steepest descent, and RM with 10 and 25 levels. The population size is 100,
                    with 10,000 generations for each solution. Each replication is run 1,000 times thus a total
                    of 10,000,000 offspring are generated. In Table 5.6 we report the number of times the best
                    known solution ( 1550) was found, the average solution, the maximum solution, and the
                    run time required for one run. To demonstrate some of the modifications, we repeated the runs
                    with the gender-specific modification (Drezner and Drezner, 2005) and the distance modification
                    using K ¼ 1, 2, . . . , 5, for a total of 30 experiments. The results of the experiments are depicted
                    in Table 5.6.
                       A comparison of Tables 5.5 and 5.6 clearly shows the benefit derived from employing the
                    evolutionary process. The average result obtained with the evolutionary process is about the same
                    as the best results obtained in 10,000,000 runs without evolution and in most cases in a shorter
                    computer time. For example, the ten-levels case required about 9.4 h to evaluate all 10,000,000
                    replications without evolution. The best solution of –1,550 was never found in 10,000,000 repli-
                    cations. However, using a genetic algorithm with a K ¼ 3 distance modification and no gender
                    modification required a total of only 7.9 h for 1,000 replications and the best known solution was
                    found in 63.1% of those replications. Even the steepest descent version with K ¼ 2 found the best-
                    known solution in 12.5% of the replications in a total run time of 9.5 min.


                                                   5.6  DISCUSSION


                    In this chapter we describe genetic algorithms for solving optimization problems. These algorithms
                    mimic natural selection and the survival of the fittest principles. Modifications of the ‘‘standard’’
                    genetic algorithm are also presented.
                       Genetic algorithms are based on evolutionary premises, and attempt to simulate natural selec-
                    tion and survival of the fittest. To survive, species must reproduce and regenerate. This requires new
                    members of the population to be fit and adaptable to changing environmental conditions. Only the
                    fittest individuals survive while the weak members perish or are killed by their natural enemies.
                    Inherent to this theory is, therefore, the definition of what constitutes the ‘‘fittest.’’ In nature, the
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