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Memetic
re
y algorithm for 
combinatorial optimization 
Iztok Fister Jr., Xin-She Yang,y Iztok Fister,z and Janez Brestx 
Abstract 
Fire
y algorithms belong to modern meta-heuristic algorithms inspired by nature that can be 
successfully applied to continuous optimization problems. In this paper, we have been applied the
re
y algorithm, hybridized with local search heuristic, to combinatorial optimization problems, 
where we use graph 3-coloring problems as test benchmarks. The results of the proposed memetic
re
y algorithm (MFFA) were compared with the results of the Hybrid Evolutionary Algorithm 
(HEA), Tabucol, and the evolutionary algorithm with SAWmethod (EA-SAW) by coloring the suite 
of medium-scaled random graphs (graphs with 500 vertices) generated using the Culberson random 
graph generator. The results of
re
y algorithm were very promising and showed a potential that 
this algorithm could successfully be applied in near future to the other combinatorial optimization 
problems as well. 
To cite paper as follows: I. Fister Jr., X.-S. Yang, I. Fister, J. Brest, Memetic
re
y algo- 
rithm for combinatorial optimization, in Bioinspired Optimization Methods and their Applications 
(BIOMA 2012), B. Filipic and J.Silc, Eds. Jozef Stefan Institute, Ljubljana, Slovenia, 2012 
1 arXiv:1204.5165v2 [math.OC] 10 May 2012 
University of Maribor, Faculty of electrical engineering and computer science Smetanova 17, 2000 Maribor; 
Electronic address: iztok.
ster@guest.arnes.si 
yUniversity of Cambridge, Department of Engineering Trumpington Street, Cambridge CB2 1PZ, UK; Elec-tronic 
address: xy227@cam.ac.uk 
zUniversity of Maribor, Faculty of electrical engineering and computer science Smetanova 17, 2000 Maribor; 
Electronic address: iztok.
ster@uni-mb.si 
xUniversity of Maribor, Faculty of electrical engineering and computer science Smetanova 17, 2000 Maribor; 
Electronic address: janez.brest@uni-mb.si
I. INTRODUCTION 
Nature, especially biological systems, has always been an inspiration for those scientists 
who would like to transform some successful features of a biological system into computer 
algorithms for ecient problem solving. Birds, insects, ants, and
sh may display some 
so-called, collective or swarm intelligence in foraging, defending, path
nding, etc. This 
collective intelligence of self-organizing systems or agents has served as a basis for many 
good and ecient algorithms developed in the past, e.g.: ant-colony optimization [7], particle 
swarm optimization[22], arti
cial bee colony [11, 12, 21], bacterial foraging [23]. Today, all 
these algorithms are referred to as swarm intelligence. 
The
re
y algorithm (FFA) belongs to swarm intelligence as well. It was developed by 
X. S. Yang [28]. This algorithm is based on the behavior of
re
ies. Each

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Memetic Firefly algorithm for combinatorial optimization

  • 2. re y algorithm for combinatorial optimization Iztok Fister Jr., Xin-She Yang,y Iztok Fister,z and Janez Brestx Abstract Fire y algorithms belong to modern meta-heuristic algorithms inspired by nature that can be successfully applied to continuous optimization problems. In this paper, we have been applied the
  • 3. re y algorithm, hybridized with local search heuristic, to combinatorial optimization problems, where we use graph 3-coloring problems as test benchmarks. The results of the proposed memetic
  • 4. re y algorithm (MFFA) were compared with the results of the Hybrid Evolutionary Algorithm (HEA), Tabucol, and the evolutionary algorithm with SAWmethod (EA-SAW) by coloring the suite of medium-scaled random graphs (graphs with 500 vertices) generated using the Culberson random graph generator. The results of
  • 5. re y algorithm were very promising and showed a potential that this algorithm could successfully be applied in near future to the other combinatorial optimization problems as well. To cite paper as follows: I. Fister Jr., X.-S. Yang, I. Fister, J. Brest, Memetic
  • 6. re y algo- rithm for combinatorial optimization, in Bioinspired Optimization Methods and their Applications (BIOMA 2012), B. Filipic and J.Silc, Eds. Jozef Stefan Institute, Ljubljana, Slovenia, 2012 1 arXiv:1204.5165v2 [math.OC] 10 May 2012 University of Maribor, Faculty of electrical engineering and computer science Smetanova 17, 2000 Maribor; Electronic address: iztok.
  • 7. ster@guest.arnes.si yUniversity of Cambridge, Department of Engineering Trumpington Street, Cambridge CB2 1PZ, UK; Elec-tronic address: xy227@cam.ac.uk zUniversity of Maribor, Faculty of electrical engineering and computer science Smetanova 17, 2000 Maribor; Electronic address: iztok.
  • 8. ster@uni-mb.si xUniversity of Maribor, Faculty of electrical engineering and computer science Smetanova 17, 2000 Maribor; Electronic address: janez.brest@uni-mb.si
  • 9. I. INTRODUCTION Nature, especially biological systems, has always been an inspiration for those scientists who would like to transform some successful features of a biological system into computer algorithms for ecient problem solving. Birds, insects, ants, and
  • 10. sh may display some so-called, collective or swarm intelligence in foraging, defending, path
  • 11. nding, etc. This collective intelligence of self-organizing systems or agents has served as a basis for many good and ecient algorithms developed in the past, e.g.: ant-colony optimization [7], particle swarm optimization[22], arti
  • 12. cial bee colony [11, 12, 21], bacterial foraging [23]. Today, all these algorithms are referred to as swarm intelligence. The
  • 13. re y algorithm (FFA) belongs to swarm intelligence as well. It was developed by X. S. Yang [28]. This algorithm is based on the behavior of
  • 15. re y ashes its lights with some brightness. This light attracts other
  • 16. re ies within the neighborhood. On the other hand, this attractiveness depends on the distance between the two
  • 18. re ies are, the more attractive they will seem to other. In FFA, each
  • 19. re y represents a point in a search space. When the attractiveness is proportional to the objective function the search space is explored by moving the
  • 20. re ies towards more attractive neighbors. FFA has displayed promising results when applied to continuous optimization prob-lems [29, 30]. Conversely, within the area of combinatorial optimization problems, only a few papers have been published to date. Therefore, aim of this paper is to show that FFA can be applied to this kind of optimization problems as well. In this context, FFA for graph 3-coloring (3-GCP) has been developed. 3-GCP can informally be de
  • 21. ned as follows: How to color a graph G with three colors so that none of the vertices connected with an edge is colored with the same color. The problem is NP-complete as proved by Garey and Johnson [16]. The most natural way to solve this problem is in a greedy fashion. Here, the vertices are ordered into a permutation and colored sequentially one after the other. However, the quality of coloring depends on the order in which the vertices will be colored. For example, the naive method orders the vertices of graph randomly. One of the best traditional heuristics for graph coloring today is DSatur by Brelaz [2], which orders the vertices v according to saturation degree (v). The saturation degree denotes the number of distinctly colored vertices to the 2
  • 22. vertex v. This problem cannot be solved by an exact algorithm for graph instances of more than 100 vertices. Therefore, many heuristic methods have been developed for larger instances of graphs. These methods can be divided into local search [15] and hybrid algorithms [26]. One of the more successful local search heuristic was Tabucol developed by Herz and De Werra [19], who employed the tabu search proposed by Glover [17]. The most eective local search algorithms today are based on reactive partial local search [1, 25], adaptive mem-ory [20], and variable search space [1]. On the other hand, various evolutionary algorithms have been hybridized using these local search heuristics. Let us refer to three such algorithms only: the hybrid genetic algorithm by Fleurent and Ferland [13], the hybrid evolutionary algorithm by Galinier and Hao [14], and the memetic algorithm for graph coloring by Lu and Hao [24]. Some modi
  • 23. cations of the original algorithm need to be performed in order to apply FFA to 3-GCP. The original FFA algorithm operates on real-valued vectors. On the other hand, the most traditional heuristics act on the permutation of vertices. In order to incorporate the bene
  • 24. ts of both, solutions of the proposed memetic FFA (MFFA) algorithm are represented as real-valued vectors. The elements of these vectors represent weigths that determine how hard the vertices are to color. The higher the weight is, the sooner the vertex should be colored. The permutation of vertices is obtained by sorting the vertices according to their weights. The DSatur traditional heuristic is used for construction of 3-coloring from this permutation. A similar approach was used in the evolutionary algorithm with the SAW method (EA-SAW) of Eiben et al. [8], and by the hybrid self-adaptive dierential evolution and hybrid arti
  • 25. cial bee colony algorithm of Fister et al. [10, 11]. Additionally, the heuristical swap local search is incorporated into the proposed MFFA. In order to preserve the current best solution in the population, the elitism is considered by this algorithm. The results of the proposed MFFA algorithm for 3-GCP were compared with the results obtained with EA-SAW, Tabucol, and HEA by solving an extensive set of random medium-scale graphs generated by the Culberson graph generator [6]. The comparison between these algorithms shows that the results of the proposed MFFA algorithm are comparable, if not better, than the results of other algorithms used in the experiments. The structure of this paper is as follows: In Section 2, the 3-GCP is discussed, in detail. The MFFA is described in Section 3, while the experiments and results are presented in 3
  • 26. Section 4. The paper is concluded with a discussion about the quality of the results, and the directions for further work are outlined. II. GRAPH 3-COLORING Let us suppose, an undirect graph G = (V;E) is given, where V is a set of vertices v 2 V for i = 1; : : : ; n, and E denotes a set of edges that associate each edge e 2 E for i = 1; : : : ;m to the unordered pair e = fvi; vjg for i = 1; : : : ; n and j = 1; : : : ; n. Then, the vertex 3-coloring (3-GCP) is de
  • 27. ned as a mapping c : V ! S, where S = f1; 2; 3g is a set of three colors and c a function that assigns one of the three colors to each vertex of G. A coloring s is proper if each of the two vertices connected with an edge are colored with a dierent color. 3-GCP can be formally de
  • 28. ned as a constraint satisfaction problem (CSP). It is rep-resented as a pair hS; i, where S denotes the search space, in which all solutions s 2 S are feasible, and a Boolean function on S (also a feasibility condition) that divides the search space into feasible and unfeasible regions. To each e 2 E the constraint be is as-signed with be(hs1; : : : ; sni) = true if and only if e = fvi; vjg and si6= sj . Suppose that Bi = fbeje = fvi; vjg ^ j = 1 : : :mg de
  • 29. nes the set of constraints belonging to variable vi. Then, the feasibility condition is expressed as a conjunction of all the constraints (s) = ^v2V Bv(s). As in evolutionary computation, constraints can be handled indirectly in the sense of a penalty function, that punishes the unfeasible solutions. The farther the unfeasible solution is from the feasible region, the higher is the penalty function. The penalty function is expressed as: f(s) = min Xn i=0 (s;Bi); (1) where the function (s;Bi) is de
  • 30. ned as: (s;Bi) = 8 1 if s violates at least one be 2 Bi; 0 otherwise: : (2) Note that Eq. (1) also represents the objective function. On the other hand, the same 4
  • 31. equation can be used as a feasibility condition in the sense that (s) = true if and only if f(s) = 0. If this condition is satis
  • 32. ed a proper graph 3-coloring is found. III. MEMETIC FIREFLY ALGORITHM FOR GRAPH 3-COLORING The phenomenon of
  • 34. re ies ash their lights that can be admired on clear summer nights. This light is produced by a complicated set of chemical reactions. Fire y ashes in order to attract mating partners and serve as a protection mechanism for warning o potential predators. Their light intensity I decreases when the distance r from the light source increases according to term I _ r2. On the other hand, air absorbs the light as the distance from the source increases. When the ashing light is proportional to the objective function of the problem being optimized (i.e., I(w) _ f(w)), where w represents the candidate solution) this behavior of
  • 35. re ies can represent the base for an optimization algorithm. However, arti
  • 36. cial
  • 37. re ies obey the following rules: all
  • 38. re ies are unisex, their attractiveness is proportional to their brightness, and the brightness of a
  • 39. re y is aected or determined by the landscape of the objective function. These rules represent the basis on which the
  • 40. re y algorithm acts [28]. The FFA algorithm is population-based, where each solution denotes a point in the search space. The proposed MFFA algorithm is hybridized with a local search heuristic. In this algorithm, the solution is represented as a real-valued vector wi = (wi;1; : : : ;wi;n) for i = 1 : : :NP, where NP denotes the size of population P. The vector wi determines the weights assigned to the corresponding vertices. The values of the weights are taken from the interval wi;j 2 [lb; ub], where lb and ub are the lower and upper bounds, respectively. The weights represent an initial permutation of vertices (vi). This permutation serves as an input to the DSatur heuristic that obtains the graph 3-coloring. The pseudo-code of the MFFA algorithm is illustrated in Algorithm 1. As can be seen from Algorithm 1, the search process of the MFFA algorithm (statements within the while loop) that is controlled by generation counter t consists of the following functions: EvaluateFFA(): evaluating the solution. This evaluation is divided into two parts: In the
  • 41. rst part, the solution wi is transformed into a permutation of vertices (vi) according to the non-decreasing values of the weights. In the second part, the permu- 5
  • 42. Algorithm 1 Pseudo code of the MFFA algorithm 1: t = 0; fe = 0; found = FALSE; s = ;; 2: P(t) = InitializeFFA(); 3: while (!TerminateFFA(fe, found)) do 4: fe += EvaluateFFA(P(t)); 5: P0 = OrderFFA(P(t)); 6: found = FindTheBestFFA(P(t); s); 7: Pt+1 = MoveFFA(Pt; P0); 8: t = t+1; 9: end while tation of vertices (vi) is decoded into a 3-coloring si by the DSatur heuristic. Note that the 3-coloring si represents the solution of 3-GCP in its original problem space, where the quality of the solution is evaluated according to Eq. (1). Conversely, looking for a new solution is performed within the real-valued search space. OrderFFA(): forming an intermediate population P0 by copying the solutions from the original population P(t) and sorting P(t) according to the non-decreasing values of the objective function. FindTheBestFFA(): determining the best solution in the population P(t). If the best solution in P(t) is worse than the s the later replaces the best solution in P(t), otherwise the former becomes the best solution found so far s. MoveFFA(): moving the
  • 43. re ies towards the search space according to the attractive-ness of their neighbour's solutions. Two features need to be developed before this search process can take place: the initializa-tion (function InitializeFFA()) and termination (function TerminateFFA()). The population is initialized randomly according to the following equation: wi;j = (ub lb) rand(0; 1) + lb; (3) where the function rand(0; 1) denotes the random value from the interval [0; 1]. The process is terminated when the
  • 44. rst of the following two condition is satis
  • 45. ed: the number of objec-tive function evaluations fe reaches the maximum number of objective function evaluations (MAX FES) or the proper coloring is found (found == true). 6
  • 47. re y is attracted to another more attractive
  • 48. re y j, and expressed as follows: wi = wi +
  • 49. 0e r2 i;j (wj wi) + (rand(0; 1) 1 2 ); for j = 1:::n: (4) Note that the move of the i-th
  • 50. re y is in uenced by all the j-th
  • 51. re ies for which I[j] I[i]. As can be seen from Eq. 4, two summands are added to the current
  • 52. re y position wi. The former re ects the attractiveness between
  • 53. re y i and j (determined by
  • 54. (r) =
  • 55. 0e r2 i;j ), while the latter is the randomized move in the search space (determined by the randomized parameter ). Furthermore, the attractiveness depends on the
  • 56. 0 that is the attractiveness at r = 0, absorbtion coecient , and Euclidian distance between the attracted and attracting
  • 57. re y ri;j . A. The heuristical swap local search After the evaluation step of the MFFA algorithm, the heuristical swap local search tries to improve the current solution. This heuristic is executed until the improvements are detected. The operation of this operator is illustrated in Fig. 1, which deals with a solution on G with 10 vertices. This solution is composed of a permutation of vertices v, 3-coloring s, weights x, and saturation degrees . The heuristical swap unary operator takes the
  • 58. rst uncolored vertex in a solution and orders the predecessors according to the saturation degree descending. The uncolored vertex is swapped with the vertex that has the highest saturation degree. In the case of a tie, the operator randomly selects a vertex among the vertices with higher saturation degrees (1-opt neighborhood). 0 1 2 3 4 5 6 7 8 1 2 2 1 3 0 1 2 0 .2 .4 .7 .9 .5 .3 .1 .8 .6 3 2 2 3 1 0 3 2 0 0 1 2 5 4 3 6 7 8 .2 .4 .7 .3 .5 .9 .1 .8 .6 swap FIG. 1: The heuristical swap unary operator In Fig. 1, an element of the solution corresponding to the
  • 59. rst uncolored vertex 5 is in dark gray and the vertices 0 and 3 with the highest saturation degree are in light gray. From 7
  • 60. vertices 0 and 3, heuristical swap randomly selects vertex 3 and swaps it with vertex 5 (the right-hand side of Fig. 1). IV. RESULTS In the experimental work, the results of the proposed MFFA algorithm were compared with the results of: EA-SAW, HEA, and Tabucol. The algorithms used in the experiments were not selected coincidentally. In order to help the developers of new graph coloring algorithms, the authors Chiarandini and Stutzle [4] made the code of Tabucol and HEA available within an online compendium [5]. On the other hand, this study is based on the paper of Eiben and al. [8], in which the authors proposed the evolutionary algorithm with SAW method for 3-GCP. The source code of this algorithm can also be obtained from Internet [18]. The goal of this experimental work was see whether the MFFA could also be applied to combinatorial optimization problems like 3-GCP. The characteristics of the MFFA in the experiments were as follows. The population size was set at 500. The MAX FES was
  • 61. xed at 300,000 by all algorithms to make this comparison as fair as possible. All algorithms executed each graph instance 25 times. The algorithm parameters of MFFA were set as follows: = 0:1,
  • 62. 0 = 0:1, and = 0:8. Note that these values of algorithm parameters optimize the performance of MFFA and were obtained during parameter tuning within the extensive experimental work. This parameter tuning satis
  • 64. rst perspective of parameter tuning, as proposed by Eiben and Smit [9], i.e., choosing parameter values that optimize the algorithm's performance. In order to satisfy the second perspective of the parameter tuning, i.e., how the MFFA performance depends on its parameter values, only the in uence of the edge density was examined because of limited paper length. The algorithms were compared according to the measures success rate (SR) and average evaluations of objective function to solution (AES). While the
  • 65. rst measure represents the ratio between the number of successfully runs and all runs, the second determines the eciency of a particular algorithm. The aim of these preliminary experiments was to show that MFFA could be applied for 3-GCP. Therefore, any comparison of algorithms according to the time complexity was omitted. 8
  • 66. A. Test-suite The test-suite, considered in the experiments, consisted of graphs generated with the Culberson random graph generator [6]. The graphs generated by this generator are distin-guished according to type, number of vertices n, edge probability p, and seeds of random number generator q. Three types of graphs were employed in the experiments: uniform (random graphs without variability in sizes of color sets), equi-partite, and at. The edge probabilities were varied in the interval p 2 0:008 : : : 0:028 with a step of 0.001. Finally, the seeds were varied in interval q 2 1 : : : 10 with a step of one. As a result, 32110 = 630 dif-ferent graphs were obtained. That is, each algorithm was executed 15; 750 times to complete this experimental setup. The experimental setup was selected so that a phase transition was captured. The phase transition is a phenomenon that accompanies almost all NP-hard problems and determines the region where the NP-hard problem passes over the state of solvability to a state of unsolvability and vice versa [31]. Typically, this region is characterized by ascertain problem parameter. This parameter is edge probability for 3-GCP. Many authors have determined this region dierently. For example, Petford and Welsh [27] stated that this phenomenon occurs when 2pn=3 16=3, Cheeseman et al. [3] when 2m=n 5:4, and Eiben et al. [8] when 7=n p 8=n. In the presented case, the phase transition needed to be by p = 0:016 over Petford and Welsh, by p 0:016 over Cheeseman, and between 0:014 p 0:016 over Eiben et al. B. In uence of the edge density During this experiment, the in uence of the edge density on the performance of the tested algorithms were investigated. The results are illustrated in Fig. 2. This
  • 67. gure consists of six diagrams corresponding to graphs of dierent types (uniform, equi-partite, and at), and according to the measures SR and AES. In these diagrams, the average of those values accumulated after 25 runs are presented. Especially, we focus on the behavior of tested algorithms within the phase transition. As can be seen in Fig. 2.a and Fig. 2.c, the results of MFFA outperformed the results of the other algorithms according to the measure SR on uniform and equi-partite graphs. 9
  • 68. 1.0 0.8 0.6 0.4 0.2 0.0 0.008 0.01 0.012 0.014 0.016 0.018 0.02 0.022 0.024 0.026 0.028 Edge probability EA-SAW Tabucol HEA MFFA (a)SR by uniform graphs 3e+005 2e+005 2e+005 2e+005 1e+005 5e+004 0e+000 0.008 0.01 0.012 0.014 0.016 0.018 0.02 0.022 0.024 0.026 0.028 Edge probability EA-SAW Tabucol HEA MFFA (b)AES by uniform graphs 1.0 0.8 0.6 0.4 0.2 0.008 0.01 0.012 0.014 0.016 0.018 0.02 0.022 0.024 0.026 0.028 Edge probability EA-SAW Tabucol HEA MFFA (c)SR by equi-partite graphs 3e+005 2e+005 2e+005 2e+005 1e+005 5e+004 0e+000 0.008 0.01 0.012 0.014 0.016 0.018 0.02 0.022 0.024 0.026 0.028 Edge probability EA-SAW Tabucol HEA MFFA (d)AES by equi-partite graphs 1.0 0.8 0.6 0.4 0.2 0.008 0.01 0.012 0.014 0.016 0.018 0.02 0.022 0.024 0.026 0.028 Edge probability EA-SAW Tabucol HEA MFFA (e)SR by at graphs 3e+005 2e+005 2e+005 2e+005 1e+005 5e+004 0e+000 0.008 0.01 0.012 0.014 0.016 0.018 0.02 0.022 0.024 0.026 0.028 Edge probability EA-SAW Tabucol HEA MFFA (f)AES by at graphs FIG. 2: Results of algorithms for 3-GCP solving dierent types of random graphs HEA was slightly better than Tabocol during the phase transition (p 2 [0:014; 0:016]), whilst EA-SAW exposed the worst results within this region. As can be seen in Fig. 2.e, at graphs were the hardest nuts to crack for all algorithms. Here, the results of MFFA according to measure SR were slightly worse but comparable to the results of HEA and Tabucol, whilst EA-SAW reported the worst results. According to the measure AES (Fig. 2.b and Fig. 2.d), the best results were reported for MFFA by coloring the uniform and equi-partite graphs. On average, MFFA found solutions using a minimum number of evaluations. Note that the highest peak by p = 0:014 denotes the hardest instance of uniform and equi-partite graphs to color for almost all the observed algorithms. Conversely, the graph with p = 0:015 was the hardest instance when coloring 10
  • 69. the at graphs. In summary, the proposed MFFA outperformed the results of HEA and Tabucol when coloring the uniform and equi-partite graphs, while by coloring the at graphs it behaved slightly worse. The results of EA-SAW fell behind the results of the other tested algorithms for coloring all other types of graphs. C. Discussion The results of other parameter tuning experiments have been omitted because of limited paper length. Notwithstanding, almost four characteristics of MFFA could be exposed from the results of the last experiment. First, it is very important whether the movement of i-th
  • 70. re y according to Eq. (4) is calculated from the position of the j-th
  • 71. re y taken from the population P(t) or the intermediate population P0, because the former incorporates an additional randomness within the search process. Thus, the results were signi
  • 72. cantly improved. Second, an exploration of the search space depends on the best solution in the population that directs the search process to more promising regions of the search space. As a result, this elitist solution needs to be preserved. Third, the local search serves as a search mechanism for detailed exploration of the basins of attraction. Consequently, those solutions that would normally be ignored by the regular FFA search process can be discovered. Fourth, the parameter determines the size of the randomness move within the search space. Unfortunately, all conducted tests to self-adapt this parameter did not bear any improvement, at this moment. In summary, these preliminary results of MFFA encourage us to continue developing this algorithm in the future. V. CONCLUSION The results of MFFA showed that this algorithm could in future be a very promising tool for solving 3-GCP and, consequently, the other combinatorial optimization problems as well. In fact, it produced better results than HEA and Tabucol, when coloring the medium-scale uniform and equi-partite graphs. Unfortunately, this algorithm is slightly worse on at graphs that remains the hardest to color for all the tested algorithms. However, these good results could be misleading until further experiments on large-scale 11
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