Summarized_Chapter 6_Computational Intelligence

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54 Terms

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Computational Intelligence (CI)

  • Nature-inspired computing approaches that enable systems to learn from data, adapt, and make intelligent decisions.

  • Handles uncertainty, imprecision, and incomplete information (unlike rule-based AI).

  • Emphasizes learning, adaptation, self-organization, and evolutionary computation.

  • Needed because it handles ill-defined, nonlinear, and uncertain problems;

  • does not require exact mathematical models;

  • adapts and learns in real time;

  • is efficient in large search spaces;

  • and performs well in optimization and classification problems.


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Neural Networks (NN)
Learn from data by adjusting weights.
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Fuzzy Logic (FL)
Models uncertainty using degrees of truth.
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Evolutionary Computation (EC)
Mimics natural evolution.
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Swarm Intelligence (SI)
Models the collective behavior of agents.
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Heuristic and Metaheuristic Search
Uses guided search strategies for problem solving.
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Optimization

  • Find the best solution among many;

  • the heart of CI.

  • Formal definition: minimize f(x) subject to constraints g(x) ≤ 0, x in the search space.


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Global vs Local Optimum
CI aims to escape a local optimum via exploration to reach the global optimum.
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Work

  • Total fitness evaluations (Blelloch work-efficient goal);

  • a measure of optimization.


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Span

  • Longest dependence chain;

  • a measure of optimization.


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DRR Objective
Example optimization objective: minimize evacuation time + flood risk penalty.
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Genetic Algorithms (GAs)

  • Search and optimization methods inspired by Darwinian evolution.

  • Proposed by John Holland in 1975.

  • Key ideas: survival of the fittest, inheritance, variation, and mutation.

  • Solutions evolve using the operators selection, crossover, and mutation.


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Initialization (GA Step)
Generate a random population of solutions.
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Evaluation (GA Step)
Compute fitness for each solution.
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Replacement (GA Step)
Form a new generation.
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Chromosome
A complete candidate solution.
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Gene
The smallest unit (variable) of a chromosome.
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Binary Representation

  • Encoding such as 10110010;

  • simple, used in theoretical models,

  • e.g., knapsack yes/no.


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Real-Valued Representation

  • Encoding such as [1.2, 3.4];

  • continuous, faster convergence, higher precision,

  • e.g., sensor coordinates.


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Permutation Representation

  • Encoding such as [2, 3, 1, 5, 4];

  • ordered sequences for routing/scheduling;

  • needs specialized OX crossover.


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Population

  • P(t) at generation t contains chromosomes: P(t) = {C₁, C₂, C₃, …, Cₙ}.

  • Randomly generated initially.

  • Its size affects exploration: larger → better coverage but slower;

  • smaller → faster but may miss the global optimum.


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Fitness Function

  • Mathematical formulation evaluating solution quality;

  • the guiding force.

  • A higher value = a better solution (or lower, if minimization is handled via the inverse).

  • Problem-specific design is the most important part.

  • Determines selection probability.

  • Minimization problem (e.g., shortest route, minimal error): f(Cᵢ) = 1 / cost(Cᵢ).

  • Maximization problem (e.g., profit, score): f(Cᵢ) = value(Cᵢ).

  • Examples: TSP – total distance of route (smaller = better);

  • Knapsack – total profit without exceeding capacity.


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Selection
Goal: prefer individuals with higher fitness.
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Roulette Wheel Selection (Fitness Proportionate Selection)

  • Selection probability is proportional to fitness (Probability ∝ fitness value);

  • Pᵢ = fᵢ / F_total.

  • Steps: compute total fitness, compute probability, compute cumulative probability, spin the wheel (random number r in [0, 1]).

  • Chromosomes with higher fitness are more likely to be chosen.

  • Example: A = 10, B = 20, C = 10 (F_total = 40) gives P = 0.25, 0.50, 0.25 and cumulative 0.25, 0.75, 1.00;

  • r = 0.6 → since 0.25 < 0.6 ≤ 0.75, chromosome B is selected.


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Tournament Selection

  • Randomly select k individuals, pick the best (highest fitness) among them, and repeat until there are enough parents.

  • Example: k = 3, fitness A = 10, B = 25, C = 35, D = 40, E = 15;

  • group {A, C, D} → D (40);

  • group {B, C, E} → C (35);

  • selected parents are D and C.


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Rank Selection

  • Rank individuals and assign probability based on rank.

  • Steps: sort by fitness lowest → highest, assign ranks (1 = worst, n = best), compute probability = rank / total ranks, spin the wheel like roulette using rank probabilities.

  • Example: A = 10 (rank 1, 0.1), B = 20 (rank 2, 0.2), C = 30 (rank 3, 0.3), D = 40 (rank 4, 0.4);

  • r = 0.23 falls in 0.10–0.30, so chromosome B is selected.


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Crossover

  • Produces new offspring by mixing genes of parents (also called recombination);

  • exchanges information between parents.

  • Encourages exploration of new areas.


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Single-Point Crossover

  • One point is randomly chosen on the parent chromosomes;

  • genes before that point come from Parent 1 and genes after it come from Parent 2.

  • Two offspring are created by exchanging segments after the point.

  • Example: P1 = 11001101, P2 = 10101011, point = 4 → Child 1 = 1100 + 1011 = 11001011; Child 2 = 1010 + 1101 = 10101101.


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Two-Point Crossover

  • Two points are randomly selected and the genes between them are swapped between parents.

  • Example: P1 = 11001101, P2 = 10101011, points 3 and 6 → Child 1 = 110 (P1) + 010 (P2) + 01 (P1) = 11001001; Child 2 = 101 (P2) + 011 (P1) + 11 (P2) = 10101111.


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Uniform Crossover

  • Each gene in the offspring is chosen randomly from either parent with equal probability, using a random mask: take “1” from P1 and “0” from P2 to build Child 1;

  • Child 2 is the complement of Child 1. Example: P1 = 11001101, P2 = 10101011, mask = 10110010 → Child 1 = 10001001; Child 2 = 01110110.


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Order (OX) Crossover

  • Preserves the relative order of genes from the parents (used for permutations).

  • Steps: copy a segment of genes from Parent 1, then fill the remaining positions from Parent 2 in order, skipping duplicates.

  • Example: P1 = [1, 2, 3, 4, 5], P2 = [3, 5, 4, 1, 2]; copy genes 2, 3, 4 from P1 → [, 2, 3, 4, ];

  • fill from P2 with [5, 1] → Child 1 = [5, 2, 3, 4, 1]; same process for Child 2 = [2, 5, 4, 1, 3].


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Mutation

  • Introduces random changes in an individual’s chromosome (randomly alters some genes).

  • Helps the GA maintain diversity in the population.

  • Avoids premature convergence (getting stuck in a local optimum).


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Bit-Flip Mutation

  • Randomly flips bits (0 → 1 or 1 → 0).

  • Example: C1 = 10110010, rate = 0.125 (12.5%),

  • 3rd bit chosen and flipped → 10010010.


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Swap Mutation

  • Swaps positions of two genes.

  • Example: [A, B, C, D, E], positions 1 and 4 swapped → [D, B, C, A, E].


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Scramble Mutation

  • Randomly rearranges a subset of genes.

  • Example: [1, 2, 3, 4, 5, 6, 7, 8], positions 3 to 6 rearranged as [5, 3, 6, 4] → [1, 2, 5, 3, 6, 4, 7, 8].


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Gaussian Mutation

  • Adds small random noise to real-valued genes.

  • Example: [3.5, 2.1, 5.0, 4.3], rate = 0.25, position 2, noise (mean 0, std 0.2) = +0.2 → 2.1 + 0.2 = 2.3 → [3.5, 2.3, 5.0, 4.3].


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Elitism

  • A strategy that ensures the best individuals (chromosomes) from the current generation are copied directly into the next generation without modification.

  • With population size N and E elites: sort the population by fitness (highest → lowest), copy the top E directly to the next generation, and fill the remaining N − E spots with offspring from crossover and mutation.

  • Example (maximization, f(x) = x²): C1 = 0101 (5, 25), C2 = 1100 (12, 144), C3 = 0110 (6, 36), C4 = 1001 (9, 81);

  • with _____ = 1, C2 (144) is copied to the next generation;

  • the new generation (Elite C2 = 144, Child1 = 1101 → 169, Child2 = 1000 → 64, Child3 random = 0111 → 49) preserved the best, and Child1 produced a better offspring.


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Termination
The stopping condition; the point when the algorithm decides that further evolution will not significantly improve the solution.
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Maximum Generations Reached

  • Stop when a preset number of generations have been produced.

  • Example: stop after 100 generations.


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Fitness Threshold Achieved

  • Stop when the best fitness value is good enough (meets or exceeds a target).

  • Example: stop if fitness ≥ 0.95.


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No Improvement (Convergence)

  • Stop if fitness doesn’t improve for a number of generations.

  • Example: stop if best fitness hasn’t changed for 20 generations.


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Time Limit Reached

  • Stop if the algorithm has run for a set duration.

  • Example: stop after 60 seconds.


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Manual Termination

  • Human stops the GA based on inspection.

  • Example: researcher halts after checking performance.


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Termination by Fitness Threshold Example

  • Generations 1–5: best x = 5.0, 6.2, 7.0, 8.5, 9.1;

  • fitness (x²) = 25.0, 38.44, 49.0, 72.25, 82.81; at generation 5 the fitness exceeds 80, so the GA stops.


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Termination by Convergence Example

  • Condition: stop when the best fitness hasn’t improved for 3 consecutive generations.

  • Best fitness: 65.2, 68.4, 70.1, then 70.1 for generations 4, 5, 6 (stagnation count 1, 2, 3);

  • stop at generation 6 because the population converged.


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Convergence (Genetic Algorithm)

  • The same combination of items gives the best fitness for several generations.

  • The population converged and all chromosomes are now similar (e.g., 11100).

  • Termination occurs when no better packing appears.


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Traveling Salesman Problem (TSP)

  • Given a list of cities and the distances between each pair, find the shortest possible route that visits every city exactly once and returns to the starting point.

  • GA implementation: chromosome = permutation of cities (e.g., [A, C, D, B, E]);

  • fitness f = 1 / Total Distance (smaller distance → higher fitness);

  • selection = tournament or roulette wheel;

  • crossover = Order Crossover (OX) or Partially Mapped Crossover (PMX) to maintain valid tours;

  • mutation = swap or inversion;

  • termination = convergence (no shorter route found for many generations).


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TSP Trace

  • Generation 1, 5, 10, 15 – best route and distance: [A,B,C,D,E] = 450 (fitness 0.00222);

  • [A,C,E,D,B] = 380 (0.00263, +0.00041);

  • [A,C,D,E,B] = 370 (0.00270, +0.00007); [A,C,D,E,B] = 370 (0.00270, no change) → stop.

  • The route doesn’t change for several generations, distance no longer improves, the GA converged, and termination is triggered by convergence.


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Image Approximation

  • Recreate or approximate a target image using a limited number of geometric shapes (like polygons or triangles).

  • GA implementation: chromosome = real-valued vector describing shapes (position (x, y), color (R, G, B), opacity);

  • fitness f = 1 − MSE(original, generated) (lower MSE → higher fitness), or 1 − MSE / max possible error; selection = tournament or rank; crossover = uniform or arithmetic (mix pixel or shape data);

  • mutation = Gaussian (small random changes to colors or positions);

  • termination = convergence (fitness improvement < threshold; image visually unchanged).


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Image Approximation Trace

  • Generation 1, 50, 100, 150 – MSE and fitness: 12000 (0.600); 3000 (0.900, +0.300); 1500 (0.950, +0.050);

  • 1475 (0.951, +0.001) → stop.

  • Fitness stops improving (the algorithm converges) and the improvement stays below the threshold for multiple generations.


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Knapsack Problem

  • Given a set of items, each with a weight and value, determine which items to include so that the total weight does not exceed a given capacity and the total value is maximized.

  • GA implementation: chromosome = binary vector (e.g., 1 0 1 1 0; 1 = item included, 0 = excluded);

  • fitness f = Total Value if weight ≤ capacity, else 0 (or penalty);

  • selection = roulette wheel or rank;

  • crossover = single-point or two-point on the bit string;

  • mutation = bit-flip; termination = convergence (best total value stabilizes).


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Knapsack Trace

  • Generation 1, 5, 10 – best chromosome and total value: 10101 = 55 (items 1, 3, 5 selected);

  • 11100 = 70 (+15); 11100 = 70 (+0) → stop.

  • The same combination gives the best fitness for several generations;

  • the population converged and all chromosomes are now similar (11100).


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N-Queens Puzzle

  • Place N queens on an N×N chessboard so that no two queens attack each other (no same row, column, or diagonal).

  • GA implementation: chromosome = permutation of numbers (each gene = column position of a queen in a row), e.g., [1, 3, 5, 2, 4]; fitness f = 1 / (1 + number of conflicts);

  • selection = rank or tournament; crossover = order or Partially Mapped Crossover to maintain the permutation;

  • mutation = swap (exchange queen positions); termination = convergence or perfect fitness (no conflicts).


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N-Queens Trace

  • Generation 1, 5, 8 – best solution, conflicts, fitness: [1, 5, 8, 6, 3, 7, 2, 4] = 3 conflicts (0.25); [4, 2, 7, 3, 6, 8, 5, 1] = 1 conflict (0.5, +0.25);

  • same board = 0 conflicts (1.0, +0.5) → stop.

  • Fitness reached 1.0, meaning zero conflicts, a valid configuration;

  • the GA terminates by convergence because the optimal solution is found.