breed [ points point ] ;; the points of the search space function breed [ particles particle ] ;; agents (turtles) that move around the space globals [ g-best-x g-best-y g-best-val true-best-patch ] particles-own [ vx vy p-best-x p-best-y p-best-val ; best value of the particle ] patches-own [ elevation ; fitness value associated to each patch ] ;; We evaluate the given points with the function to-report objective-function [x y] ;; Sphere function let value (x ^ 2 + y ^ 2) ;let value (-20 * exp(-0.2 * sqrt(0.5 * (x * x + y * y))) - exp(0.5 * (cos (2 * pi * x)) + (cos (2 * pi * y))) + e + 20) report value end to setup clear-all ask patches [set elevation 0] ifelse random-search-space [ create-random-search-space ] [ ; Calculate the objective function to each pair of coordinates of patches ask patches with [pzcor = 0] [set elevation (objective-function pxcor pycor)] ] draw-search-space initialize-particles set-observer-position reset-ticks end to set-observer-position ifelse random-search-space [ ask patches with [pzcor = max-pzcor] [set pcolor 102] setxyz -40 -40 -50 facexyz -0 -0 10 orbit-down 100 ] [ ;ask patches with [pzcor = 0] [set pcolor 102] setxyz 50 50 50 facexyz -0 -0 10 ] end to create-random-search-space ask n-of hills-number patches with [pzcor = 0 ] [ set elevation 50 + random 100 ] ; 50-150 of elevation ; To smooth the landscape repeat landscape-smoothness [ diffuse elevation 1] ask max-one-of patches [elevation] [ set true-best-patch self ] end ;; turtle procedure to get the fitness (elevation) to-report get-elevation ifelse random-search-space ; We aproximate the coordinates of actual particle because we don't know ; the fitness function, but we know the given random elevation [report [elevation] of (patch (int xcor) (int ycor) 0)] ; In case we don't use random search space, we report the exactly fitness value [report objective-function xcor ycor] end to draw-search-space ; The maximum value of the objective function let max-elevation max [elevation] of patches ; We create the points over the landscape to link them ask patches with [pzcor = 0] [ sprout-points 1 [ create-links-with points-on neighbors hide-turtle ] ] ask points [ ; We draw the search space proportional to sizes of world set zcor (elevation / max-elevation) * max-pzcor ] end to initialize-particles ; Set particles at random locations create-particles population-size [ ; particles have random initial coordinates and velocities setxy random-xcor random-ycor ; the starting point is the best particle's location set p-best-x xcor set p-best-y ycor let z-elevation get-elevation let max-elevation max [elevation] of patches set zcor (z-elevation / max-elevation) * max-pzcor set p-best-val z-elevation set vx random-normal 0 1 set vy random-normal 0 1 ; aspect of particles set color red set shape "dot" set size 2 ] end to update-personal-global-best ask particles [ ; update the "personal best" location let current-elevation get-elevation if (random-search-space and current-elevation > p-best-val) or (current-elevation < p-best-val) [ set p-best-val current-elevation set p-best-x xcor set p-best-y ycor ] ] ; update the "global best" location ifelse random-search-space [ ask max-one-of particles [p-best-val] [ if p-best-val > g-best-val [ set g-best-val p-best-val set g-best-x p-best-x set g-best-y p-best-y ]] ] [ ask min-one-of particles [p-best-val] [ if p-best-val < g-best-val [ set g-best-val p-best-val set g-best-x p-best-x set g-best-y p-best-y ]] ] end ;; Optimize through PSO to go update-personal-global-best ; update the velocities and positions of each particle ask particles [ ifelse trace-mode [ pen-down ] [ pen-up ] set vx particle-inertia * vx set vy particle-inertia * vy ; change my velocity by being attracted to the "personal best" value facexy p-best-x p-best-y let dist distancexy p-best-x p-best-y set vx vx + (1 - particle-inertia) * attraction-to-personal-best * (random-float 1.0) * dist * dx set vy vy + (1 - particle-inertia) * attraction-to-personal-best * (random-float 1.0) * dist * dy ; change my velocity by being attracted to the "global best" value anyone has found so far facexy g-best-x g-best-y set dist distancexy g-best-x g-best-y set vx vx + (1 - particle-inertia) * attraction-to-global-best * (random-float 1.0) * dist * dx set vy vy + (1 - particle-inertia) * attraction-to-global-best * (random-float 1.0) * dist * dy ; speed limits are particularly necessary because we are dealing with a toroidal (wrapping) world, ; which means that particles can start warping around the world at ridiculous speeds if (vx > particle-speed-limit) [ set vx particle-speed-limit ] if (vx < 0 - particle-speed-limit) [ set vx 0 - particle-speed-limit ] if (vy > particle-speed-limit) [ set vy particle-speed-limit ] if (vy < 0 - particle-speed-limit) [ set vy 0 - particle-speed-limit ] ; face in the direction of my velocity facexy (xcor + vx) (ycor + vy) ; and move forward by the magnitude of my velocity forward sqrt (vx * vx + vy * vy) ; set the zcor at visualization let z-elevation get-elevation let max-elevation max [elevation] of patches set zcor (z-elevation / max-elevation) * max-pzcor ] if not trace-mode [ clear-drawing ] tick end @#$#@#$#@ GRAPHICS-WINDOW 0 0 254 255 -1 -1 6.0 1 10 1 1 1 0 1 1 1 -20 20 -20 20 0 20 1 1 1 ticks 30.0 BUTTON 241 65 343 112 NIL setup NIL 1 T OBSERVER NIL NIL NIL NIL 1 BUTTON 240 174 343 218 NIL go T 1 T OBSERVER NIL NIL NIL NIL 1 SWITCH 26 71 201 104 random-search-space random-search-space 0 1 -1000 BUTTON 241 120 343 166 step go NIL 1 T OBSERVER NIL NIL NIL NIL 1 SLIDER 381 48 555 81 population-size population-size 0 100 18.0 1 1 NIL HORIZONTAL SLIDER 381 102 553 135 particle-inertia particle-inertia 0 1 0.9 0.1 1 NIL HORIZONTAL SLIDER 382 142 554 175 particle-speed-limit particle-speed-limit 0 20 10.0 1 1 NIL HORIZONTAL SLIDER 383 196 584 229 attraction-to-personal-best attraction-to-personal-best 0 2 1.9 0.1 1 NIL HORIZONTAL SLIDER 383 234 583 267 attraction-to-global-best attraction-to-global-best 0 2 1.5 0.1 1 NIL HORIZONTAL SLIDER 26 121 202 154 landscape-smoothness landscape-smoothness 4 20 10.0 1 1 NIL HORIZONTAL SLIDER 26 167 204 200 hills-number hills-number 1 50 30.0 1 1 NIL HORIZONTAL PLOT 138 302 455 502 plot 1 generation fitness 0.0 10.0 0.0 10.0 true true "" "" PENS "mean" 1.0 0 -10899396 true "" "ifelse random-search-space\n[plot ( 1 / (mean [p-best-val] of particles))]\n[plot mean [p-best-val] of particles]" "best" 1.0 0 -2674135 true "" "ifelse random-search-space\n[plot ( 1 / (max [p-best-val] of particles))]\n[plot max [p-best-val] of particles]" "worst" 1.0 0 -13791810 true "" "ifelse random-search-space\n[plot ( 1 / (min [p-best-val] of particles))]\n[plot min [p-best-val] of particles]" SWITCH 26 228 204 261 trace-mode trace-mode 1 1 -1000 @#$#@#$#@ ## WHAT IS IT? Particle Swarm optimization (PSO) is a computational technique/method in the field of machine learning that optimizes a problem by particles that are moving around in a search space according to mathematical formula over the particle's position and velocity. Usually there are an unknown function called fitness function or "fitness landscape" which determines how good the current position in space is for each particle. The PSO method tries to minimize this fitness function. Some alterations were necessary to account for using a toroidal (wrapping) world, and to enhance the visualization of the swarm motion. Also, the function being optimized is discrete (based on a grid of values), rather than continuous. ## HOW IT WORKS The particles are defined by their position (x,y) at the search landscape an their velocity (vx, vy) which they are moving through that landscape. The particles also have an amount of inertia which keeps them moving in the same direction they were moving previously. Each particle have acceleration, which depends on two factors: - The best location that it has personally found (p-best) before at its history. This factor is known as 'atracction-to-personal-best'. - The best location that any particle has ever found (g-best) in the search space. This factor is known as 'atracction-to-global-best'. There is also a random factor about how much the particle is pulled toward each of these locations. In this model, the particle swarm is trying to minimize a sphere function that is determined by the values in the discrete grid of cells shown at the 3D model view. The option that allows to create a random search space works assigning values to each grid cell, then performing diffusion to smooth out the values, resulting in numerous maxima (hills) and a local minima (valley). To ilustrate how this technique works, the model runs until the user considers neccessary to stop it. It allows to change the values of different parameters while the model is running. ## HOW TO USE IT Press SETUP to initialize the fitness landscape and place the particles randomly in the space of sphere function. f (x, y) = x2 + y2 If 'random-search-space' switch is selected, each time you press SETUP, a different random landscape is created. Press STEP (for one step) or GO to run the particle swarm optimization algorithm. The LANDSCAPE-SMOOTHNESS slider determines how smooth of a landscape will be created when the SETUP button is pushed. The HILLS-NUMBER slider determines how many patches are going to receive a large number of elevation to simulate hills at our random search space. The POPULATION-SIZE slider controls the number of particles used. The ATTRACTION-TO-PERSONAL-BEST slider determines the strength of attraction of each particle toward the location where it had previously found the highest value (in it's own history). The ATTRACTION-TO-GLOBAL-BEST slider determines the strength of attraction of each particle toward the best location ever discovered by any member of the swarm. The PARTICLE-INERTIA slider controls the amount to which particles keep moving in the same direction they have been (as opposed to being pulled by the forces of attraction). The PARTICLE-SPEED-LIMIT slider controls the maximum rate of movement (in either the x or y directions) for each particle. ## THINGS TO NOTICE Sometimes the swarm don't find the best global minimum because it stuck at the worn area of the search space, this may be caused by "local minimum" and looks like it may never find the best solution. There are others PSO techniques variants which dinamically changes the values of this atracctions to personal and global best solutions (similary like 'temperature' at simulated annealing method) and allows to create a repulsive force to keep them spread out in the space, and avoid to get stuck at suboptimal location. ## THINGS TO TRY Try modifying the PARTICLE-INERTIA slider. When the value it's 0.0 we can see that the particles move based on the location of their best personal and best global founded positions. When the value it's 1.0 the particle's velocities never change. ## RELATED MODELS Simple Genetic Algorithm, Artificial Neural Net, Perceptron, Hill Climbing Example (Code Example). ## CREDITS AND REFERENCES * Based on the algorithm presented in the following paper: Kennedy, J. & Eberhart, R. (1995), 'Particle swarm optimization', Neural Networks, 1995. Proceedings., IEEE International Conference on 4. * Stonedahl, F. and Wilensky, U. (2008). NetLogo Particle Swarm Optimization model. http://ccl.northwestern.edu/netlogo/models/ParticleSwarmOptimization. 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