A Context-Sensitive Algorithm for Media Similarity Search

This paper presents a context-sensitive media similarity search algorithm. One of the central problems regarding media search is the semantic gap between the low-level features computed automatically from media data and the human interpretation of them. This is because the notion of similarity is usually based on high-level abstraction but the low-level features do not sometimes reflect the human perception. Many media search algorithms have used the Minkowski metric to measure similarity between image pairs. However those functions cannot adequately capture the aspects of the characteristics of the human visual system as well as the nonlinear relationships in contextual information given by images in a collection. Our search algorithm tackles this problem by employing a similarity measure and a ranking strategy that reflect the nonlinearity of human perception and contextual information in a dataset. Similarity search in an image database based on this contextual information shows encouraging experimental results.

Elemental Graph Data Model: A Semantic and Topological Representation of Building Elements

With the rapid increase of complexity in the building industry, professionals in the A/E/C industry were forced to adopt Building Information Modeling (BIM) in order to enhance the communication between the different project stakeholders throughout the project life cycle and create a semantic object-oriented building model that can support geometric-topological analysis of building elements during design and construction. This paper presents a model that extracts topological relationships and geometrical properties of building elements from an existing fully designed BIM, and maps this information into a directed acyclic Elemental Graph Data Model (EGDM). The model incorporates BIM-based search algorithms for automatic deduction of geometrical data and topological relationships for each building element type. Using graph search algorithms, such as Depth First Search (DFS) and topological sortings, all possible construction sequences can be generated and compared against production and construction rules to generate an optimized construction sequence and its associated schedule. The model is implemented in a C# platform.

Benchmarking of Pentesting Tools

The benchmarking of tools for dynamic analysis of vulnerabilities in web applications is something that is done periodically, because these tools from time to time update their knowledge base and search algorithms, in order to improve their accuracy. Unfortunately, the vast majority of these evaluations are made by software enthusiasts who publish their results on blogs or on non-academic websites and always with the same evaluation methodology. Similarly, academics who have carried out this type of analysis from a scientific approach, the majority, make their analysis within the same methodology as well the empirical authors. This paper is based on the interest of finding answers to questions that many users of this type of tools have been asking over the years, such as, to know if the tool truly test and evaluate every vulnerability that it ensures do, or if the tool, really, deliver a real report of all the vulnerabilities tested and exploited. This kind of questions have also motivated previous work but without real answers. The aim of this paper is to show results that truly answer, at least on the tested tools, all those unanswered questions. All the results have been obtained by changing the common model of benchmarking used for all those previous works.

Non-Population Search Algorithms for Capacitated Material Requirement Planning in Multi-Stage Assembly Flow Shop with Alternative Machines

This paper aims to present non-population search algorithms called tabu search (TS), simulated annealing (SA) and variable neighborhood search (VNS) to minimize the total cost of capacitated MRP problem in multi-stage assembly flow shop with two alternative machines. There are three main steps for the algorithm. Firstly, an initial sequence of orders is constructed by a simple due date-based dispatching rule. Secondly, the sequence of orders is repeatedly improved to reduce the total cost by applying TS, SA and VNS separately. Finally, the total cost is further reduced by optimizing the start time of each operation using the linear programming (LP) model. Parameters of the algorithm are tuned by using real data from automotive companies. The result shows that VNS significantly outperforms TS, SA and the existing algorithm.

Optimum Design of Steel Space Frames by Hybrid Teaching-Learning Based Optimization and Harmony Search Algorithms

This study presents a hybrid metaheuristic algorithm to obtain optimum designs for steel space buildings. The optimum design problem of three-dimensional steel frames is mathematically formulated according to provisions of LRFD-AISC (Load and Resistance factor design of American Institute of Steel Construction). Design constraints such as the strength requirements of structural members, the displacement limitations, the inter-story drift and the other structural constraints are derived from LRFD-AISC specification. In this study, a hybrid algorithm by using teachinglearning based optimization (TLBO) and harmony search (HS) algorithms is employed to solve the stated optimum design problem. These algorithms are two of the recent additions to metaheuristic techniques of numerical optimization and have been an efficient tool for solving discrete programming problems. Using these two algorithms in collaboration creates a more powerful tool and mitigates each other’s weaknesses. To demonstrate the powerful performance of presented hybrid algorithm, the optimum design of a large scale steel building is presented and the results are compared to the previously obtained results available in the literature.

Harmony Search-based K-Coverage Enhancement in Wireless Sensor Networks

Many wireless sensor network applications require K-coverage of the monitored area. In this paper, we propose a scalable harmony search based algorithm in terms of execution time, K-Coverage Enhancement Algorithm (KCEA), it attempts to enhance initial coverage, and achieve the required K-coverage degree for a specific application efficiently. Simulation results show that the proposed algorithm achieves coverage improvement of 5.34% compared to K-Coverage Rate Deployment (K-CRD), which achieves 1.31% when deploying one additional sensor. Moreover, the proposed algorithm is more time efficient.

Game-Tree Simplification by Pattern Matching and Its Acceleration Approach using an FPGA

In this paper, we propose a Connect6 solver which adopts a hybrid approach based on a tree-search algorithm and image processing techniques. The solver must deal with the complicated computation and provide high performance in order to make real-time decisions. The proposed approach enables the solver to be implemented on a single Spartan-6 XC6SLX45 FPGA produced by XILINX without using any external devices. The compact implementation is achieved through image processing techniques to optimize a tree-search algorithm of the Connect6 game. The tree search is widely used in computer games and the optimal search brings the best move in every turn of a computer game. Thus, many tree-search algorithms such as Minimax algorithm and artificial intelligence approaches have been widely proposed in this field. However, there is one fundamental problem in this area; the computation time increases rapidly in response to the growth of the game tree. It means the larger the game tree is, the bigger the circuit size is because of their highly parallel computation characteristics. Here, this paper aims to reduce the size of a Connect6 game tree using image processing techniques and its position symmetric property. The proposed solver is composed of four computational modules: a two-dimensional checkmate strategy checker, a template matching module, a skilful-line predictor, and a next-move selector. These modules work well together in selecting next moves from some candidates and the total amount of their circuits is small. The details of the hardware design for an FPGA implementation are described and the performance of this design is also shown in this paper.

A Hybridization of Constructive Beam Search with Local Search for Far From Most Strings Problem

The Far From Most Strings Problem (FFMSP) is to obtain a string which is far from as many as possible of a given set of strings. All the input and the output strings are of the same length, and two strings are said to be far if their hamming distance is greater than or equal to a given positive integer. FFMSP belongs to the class of sequences consensus problems which have applications in molecular biology. The problem is NP-hard; it does not admit a constant-ratio approximation either, unless P = NP. Therefore, in addition to exact and approximate algorithms, (meta)heuristic algorithms have been proposed for the problem in recent years. On the other hand, in the recent years, hybrid algorithms have been proposed and successfully used for many hard problems in a variety of domains. In this paper, a new metaheuristic algorithm, called Constructive Beam and Local Search (CBLS), is investigated for the problem, which is a hybridization of constructive beam search and local search algorithms. More specifically, the proposed algorithm consists of two phases, the first phase is to obtain several candidate solutions via the constructive beam search and the second phase is to apply local search to the candidate solutions obtained by the first phase. The best solution found is returned as the final solution to the problem. The proposed algorithm is also similar to memetic algorithms in the sense that both use local search to further improve individual solutions. The CBLS algorithm is compared with the most recent published algorithm for the problem, GRASP, with significantly positive results; the improvement is by order of magnitudes in most cases.

Balancing Strategies for Parallel Content-based Data Retrieval Algorithms in a k-tree Structured Database

The paper proposes a unified model for multimedia data retrieval which includes data representatives, content representatives, index structure, and search algorithms. The multimedia data are defined as k-dimensional signals indexed in a multidimensional k-tree structure. The benefits of using the k-tree unified model were demonstrated by running the data retrieval application on a six networked nodes test bed cluster. The tests were performed with two retrieval algorithms, one that allows parallel searching using a single feature, the second that performs a weighted cascade search for multiple features querying. The experiments show a significant reduction of retrieval time while maintaining the quality of results.

Determination of Sequential Best Replies in N-player Games by Genetic Algorithms

An iterative algorithm is proposed and tested in Cournot Game models, which is based on the convergence of sequential best responses and the utilization of a genetic algorithm for determining each player-s best response to a given strategy profile of its opponents. An extra outer loop is used, to address the problem of finite accuracy, which is inherent in genetic algorithms, since the set of feasible values in such an algorithm is finite. The algorithm is tested in five Cournot models, three of which have convergent best replies sequence, one with divergent sequential best replies and one with “local NE traps"[14], where classical local search algorithms fail to identify the Nash Equilibrium. After a series of simulations, we conclude that the algorithm proposed converges to the Nash Equilibrium, with any level of accuracy needed, in all but the case where the sequential best replies process diverges.

Choosing Search Algorithms in Bayesian Optimization Algorithm

The Bayesian Optimization Algorithm (BOA) is an algorithm based on the estimation of distributions. It uses techniques from modeling data by Bayesian networks to estimating the joint distribution of promising solutions. To obtain the structure of Bayesian network, different search algorithms can be used. The key point that BOA addresses is whether the constructed Bayesian network could generate new and useful solutions (strings), which could lead the algorithm in the right direction to solve the problem. Undoubtedly, this ability is a crucial factor of the efficiency of BOA. Varied search algorithms can be used in BOA, but their performances are different. For choosing better ones, certain suitable method to present their ability difference is needed. In this paper, a greedy search algorithm and a stochastic search algorithm are used in BOA to solve certain optimization problem. A method using Kullback-Leibler (KL) Divergence to reflect their difference is described.

Heuristic Search Algorithms for Tuning PUMA 560 Fuzzy PID Controller

This paper compares the heuristic Global Search Techniques; Genetic Algorithm, Particle Swarm Optimization, Simulated Annealing, Generalized Pattern Search, genetic algorithm hybridized with Nelder–Mead and Generalized pattern search technique for tuning of fuzzy PID controller for Puma 560. Since the actual control is in joint space ,inverse kinematics is used to generate various joint angles correspoding to desired cartesian space trajectory. Efficient dynamics and kinematics are modeled on Matlab which takes very less simulation time. Performances of all the tuning methods with and without disturbance are compared in terms of ITSE in joint space and ISE in cartesian space for spiral trajectory tracking. Genetic Algorithm hybridized with Generalized Pattern Search is showing best performance.

Combining Variable Ordering Heuristics for Improving Search Algorithms Performance

Variable ordering heuristics are used in constraint satisfaction algorithms. Different characteristics of various variable ordering heuristics are complementary. Therefore we have tried to get the advantages of all heuristics to improve search algorithms performance for solving constraint satisfaction problems. This paper considers combinations based on products and quotients, and then a newer form of combination based on weighted sums of ratings from a set of base heuristics, some of which result in definite improvements in performance.

A Hybrid Search Algorithm for Solving Constraint Satisfaction Problems

In this paper we present a hybrid search algorithm for solving constraint satisfaction and optimization problems. This algorithm combines ideas of two basic approaches: complete and incomplete algorithms which also known as systematic search and local search algorithms. Different characteristics of systematic search and local search methods are complementary. Therefore we have tried to get the advantages of both approaches in the presented algorithm. The major advantage of presented algorithm is finding partial sound solution for complicated problems which their complete solution could not be found in a reasonable time. This algorithm results are compared with other algorithms using the well known n-queens problem.

Simulated Annealing and Genetic Algorithm in Telecommunications Network Planning

The main goal of this work is to propose a way for combined use of two nontraditional algorithms by solving topological problems on telecommunications concentrator networks. The algorithms suggested are the Simulated Annealing algorithm and the Genetic Algorithm. The Algorithm of Simulated Annealing unifies the well known local search algorithms. In addition - Simulated Annealing allows acceptation of moves in the search space witch lead to decisions with higher cost in order to attempt to overcome any local minima obtained. The Genetic Algorithm is a heuristic approach witch is being used in wide areas of optimization works. In the last years this approach is also widely implemented in Telecommunications Networks Planning. In order to solve less or more complex planning problem it is important to find the most appropriate parameters for initializing the function of the algorithm.

Performance Enhancement of Motion Estimation Using SSE2 Technology

Motion estimation is the most computationally intensive part in video processing. Many fast motion estimation algorithms have been proposed to decrease the computational complexity by reducing the number of candidate motion vectors. However, these studies are for fast search algorithms themselves while almost image and video compressions are operated with software based. Therefore, the timing constraints for running these motion estimation algorithms not only challenge for the video codec but also overwhelm for some of processors. In this paper, the performance of motion estimation is enhanced by using Intel's Streaming SIMD Extension 2 (SSE2) technology with Intel Pentium 4 processor.