We propose a new polynomial-time deterministic algorithm that produces an approximated solution for the traveling salesperson problem. The proposed algorithm ranks cities based on their priorities calculated using a power function of means and standard deviations of their distances from other cities and then connects the cities to their neighbors in the order of their priorities. When connecting a city, a neighbor is selected based on their neighbors' priorities calculated as another power function that additionally includes their distance from the focal city to be connected. This repeats until all the cities are connected into a single loop. The time complexity of the proposed algorithm is $O(n^2)$, where $n$ is the number of cities. Numerical evaluation shows that, despite its simplicity, the proposed algorithm produces shorter tours with less time complexity than other conventional tour construction heuristics. The proposed algorithm can be used by itself or as an initial tour generator for other more complex heuristic optimization algorithms.
We propose a novel computational method to extract information about interactions among individuals with different behavioral states in a biological collective from ordinary video recordings. Assuming that individuals are acting as finite state machines, our method first detects discrete behavioral states of those individuals and then constructs a model of their state transitions, taking into account the positions and states of other individuals in the vicinity. We have tested the proposed method through applications to two real-world biological collectives: termites in an experimental setting and human pedestrians in a university campus. For each application, a robust tracking system was developed in-house, utilizing interactive human intervention (for termite tracking) or online agent-based simulation (for pedestrian tracking). In both cases, significant interactions were detected between nearby individuals with different states, demonstrating the effectiveness of the proposed method.
The nature of concept learning is a core question in cognitive science. Theories must account for the relative difficulty of acquiring different concepts by supervised learners. For a canonical set of six category types, two distinct orderings of classification difficulty have been found. One ordering, which we call paradigm-specific, occurs when adult human learners classify objects with easily distinguishable characteristics such as size, shape, and shading. The general order occurs in all other known cases: when adult humans classify objects with characteristics that are not readily distinguished (e.g., brightness, saturation, hue); for children and monkeys; and when categorization difficulty is extrapolated from errors in identification learning. The paradigm-specific order was found to be predictable mathematically by measuring the logical complexity of tasks, i.e., how concisely the solution can be represented by logical rules. However, logical complexity explains only the paradigm-specific order but not the general order. Here we propose a new difficulty measurement, information complexity, that calculates the amount of uncertainty remaining when a subset of the dimensions are specified. This measurement is based on Shannon entropy. We show that, when the metric extracts minimal uncertainties, this new measurement predicts the paradigm-specific order for the canonical six category types, and when the metric extracts average uncertainties, this new measurement predicts the general order. Moreover, for learning category types beyond the canonical six, we find that the minimal-uncertainty formulation correctly predicts the paradigm-specific order as well or better than existing metrics (Boolean complexity and GIST) in most cases.
We report a summary of our interdisciplinary research project "Evolutionary Perspective on Collective Decision Making" that was conducted through close collaboration between computational, organizational and social scientists at Binghamton University. We redefined collective human decision making and creativity as evolution of ecologies of ideas, where populations of ideas evolve via continual applications of evolutionary operators such as reproduction, recombination, mutation, selection, and migration of ideas, each conducted by participating humans. Based on this evolutionary perspective, we generated hypotheses about collective human decision making using agent-based computer simulations. The hypotheses were then tested through several experiments with real human subjects. Throughout this project, we utilized evolutionary computation (EC) in non-traditional ways---(1) as a theoretical framework for reinterpreting the dynamics of idea generation and selection, (2) as a computational simulation model of collective human decision making processes, and (3) as a research tool for collecting high-resolution experimental data of actual collaborative design and decision making from human subjects. We believe our work demonstrates untapped potential of EC for interdisciplinary research involving human and social dynamics.
We studied the roles of morphogenetic principles---heterogeneity of components, dynamic differentiation/re-differentiation of components, and local information sharing among components---in the self-organization of morphogenetic collective systems. By incrementally introducing these principles to collectives, we defined four distinct classes of morphogenetic collective systems. Monte Carlo simulations were conducted using an extended version of the Swarm Chemistry model that was equipped with dynamic differentiation/re-differentiation and local information sharing capabilities. Self-organization of swarms was characterized by several kinetic and topological measurements, the latter of which were facilitated by a newly developed network-based method. Results of simulations revealed that, while heterogeneity of components had a strong impact on the structure and behavior of the swarms, dynamic differentiation/re-differentiation of components and local information sharing helped the swarms maintain spatially adjacent, coherent organization.
Collective, especially group-based, managerial decision making is crucial in organizations. Using an evolutionary theory approach to collective decision making, agent-based simulations were conducted to investigate how collective decision making would be affected by the agents' diversity in problem understanding and/or behavior in discussion, as well as by their social network structure. Simulation results indicated that groups with consistent problem understanding tended to produce higher utility values of ideas and displayed better decision convergence, but only if there was no group-level bias in collective problem understanding. Simulation results also indicated the importance of balance between selection-oriented (i.e., exploitative) and variation-oriented (i.e., explorative) behaviors in discussion to achieve quality final decisions. Expanding the group size and introducing non-trivial social network structure generally improved the quality of ideas at the cost of decision convergence. Simulations with different social network topologies revealed that collective decision making on small-world networks with high local clustering tended to achieve highest decision quality more often than on random or scale-free networks. Implications of this evolutionary theory and simulation approach for future managerial research on collective, group, and multi-level decision making are discussed.
Self-organization of heterogeneous particle swarms is rich in its dynamics but hard to design in a traditional top-down manner, especially when many types of kinetically distinct particles are involved. In this chapter, we discuss how we have been addressing this problem by (1) utilizing and enhancing interactive evolutionary design methods and (2) realizing spontaneous evolution of self organizing swarms within an artificial ecosystem.