an evolutionary game based particle swarm optimization algorithm

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Journal of Computational and Applied Mathematics 214 (2008) 30 – 35 www.elsevier.com/locate/cam An evolutionary game based particle swarm optimization algorithm Wei-Bing Liu , Xian-Jia Wang Systems Engineering Institute, Wuhan University, Wuhan 430072, China Received 16 September 2006; received in revised form 30 January 2007 Abstract Particle swarm optimization (PSO) is an evolutionary algorithm used extensively. This paper presented a new particle swarm optimizer based on evolutionary game (EGPSO). We map particles’ finding optimal solution in PSO algorithm to players’ pursuing maximum utility by choosing strategies in evolutionary games, using replicator dynamics to model the behavior of particles. And in order to overcome premature convergence a multi-start technique was introduced. Experimental results show that EGPSO can overcome premature convergence and has great performance of convergence property over traditional PSO. © 2007 Elsevier B.V.All rights reserved. MSC: 74P99; 91A22 Keywords: Particle swarm optimization; Game theory; Evolutionary game; Replicator dynamics; Premature convergence 1. Introduction The particle swarm optimization (PSO), first introduced in [3], is a swarm intelligence algorithm that can be likened to the behavior of a flock of birds or the sociological behavior of a group of people. As a key optimization tech- nique, PSO has been used extensively in many fields, including function optimization, neutral network, fuzzy system control, etc. Since the introduction of the PSO algorithm, during the last decade many researchers presented a lot of improved PSOs. Shi et al. gave the PSO with inertia weight [9]. This method has great advantage of convergence property over traditional PSO. Clerc presented a new PSO with constriction factors which may help to ensure convergence [1]. Parsopoulos et al. used function “stretching” to improving PSO [6]. Game theory is a mathematical theory of socio-economic phenomena exhibiting interaction among decision-makers, whose actions affect each other. In 1970s evolutionary game theory was introduced by Maynard Smith. In his book Evolution and Theory of Games [5] he presented an evolutionary approach in classical game theory. Evolutionary game theory has extensive applications in many fields. Ficici and Pollack introduced evolutionary game theory in the simple co-evolutionary algorithm [2]. And Wiegand et al. used evolutionary game theoretic model to help analyze the dynamical behaviors of co-evolutionary algorithms [7]. Foundation item: supported by the National Natural Science Foundation of China (60574071). Corresponding author. E-mail address: [email protected] (W.-B. Liu). 0377-0427/$ - see front matter © 2007 Elsevier B.V. All rights reserved. doi:10.1016/j.cam.2007.01.028

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Journal of Computational and Applied Mathematics 214 (2008) 30–35www.elsevier.com/locate/cam

An evolutionary game based particle swarmoptimization algorithm

Wei-Bing Liu∗, Xian-Jia WangSystems Engineering Institute, Wuhan University, Wuhan 430072, China

Received 16 September 2006; received in revised form 30 January 2007

Abstract

Particle swarm optimization (PSO) is an evolutionary algorithm used extensively. This paper presented a new particle swarmoptimizer based on evolutionary game (EGPSO). We map particles’ finding optimal solution in PSO algorithm to players’ pursuingmaximum utility by choosing strategies in evolutionary games, using replicator dynamics to model the behavior of particles. Andin order to overcome premature convergence a multi-start technique was introduced. Experimental results show that EGPSO canovercome premature convergence and has great performance of convergence property over traditional PSO.© 2007 Elsevier B.V. All rights reserved.

MSC: 74P99; 91A22

Keywords: Particle swarm optimization; Game theory; Evolutionary game; Replicator dynamics; Premature convergence

1. Introduction

The particle swarm optimization (PSO), first introduced in [3], is a swarm intelligence algorithm that can be likenedto the behavior of a flock of birds or the sociological behavior of a group of people. As a key optimization tech-nique, PSO has been used extensively in many fields, including function optimization, neutral network, fuzzy systemcontrol, etc.

Since the introduction of the PSO algorithm, during the last decade many researchers presented a lot of improvedPSOs. Shi et al. gave the PSO with inertia weight [9]. This method has great advantage of convergence property overtraditional PSO. Clerc presented a new PSO with constriction factors which may help to ensure convergence [1].Parsopoulos et al. used function “stretching” to improving PSO [6].

Game theory is a mathematical theory of socio-economic phenomena exhibiting interaction among decision-makers,whose actions affect each other. In 1970s evolutionary game theory was introduced by Maynard Smith. In his bookEvolution and Theory of Games [5] he presented an evolutionary approach in classical game theory. Evolutionarygame theory has extensive applications in many fields. Ficici and Pollack introduced evolutionary game theory in thesimple co-evolutionary algorithm [2]. And Wiegand et al. used evolutionary game theoretic model to help analyze thedynamical behaviors of co-evolutionary algorithms [7].

Foundation item: supported by the National Natural Science Foundation of China (60574071).∗ Corresponding author.

E-mail address: [email protected] (W.-B. Liu).

0377-0427/$ - see front matter © 2007 Elsevier B.V. All rights reserved.doi:10.1016/j.cam.2007.01.028

W.-B. Liu, X.-J. Wang / Journal of Computational and Applied Mathematics 214 (2008) 30–35 31

In this paper, we introduced evolutionary game theory in the traditional PSO and presented a evolutionary gamebased particle swarm optimization algorithm (EGPSO). We used replicator dynamics to analyze the learning and actionsof birds, and in order to overcome premature convergence a multi-start technique [10] was used. Simulation resultsproved the algorithm’s efficiency.

The rest of this paper is organized as follows. Firstly we introduce the theory of traditional PSO in Section 2. InSection 3, we give the fundamental notion of game theory and replicator dynamics model in evolutionary games.Section 4 presents the new algorithm (EGPSO). We analyze the simulation results in Section 5. The paper ends withconclusions in Section 6.

2. Particle swarm optimization

The PSO’s operation is as follows. Each particle represents a possible solution to the optimization task. During eachiteration, each particle accelerates in the direction of its own personal best solution found so far, as well as in thedirection of the global best position discovered so far by any of the particles in the swarm.

Let Present denote the current position in the search space, V is the current velocity. During each iteration, eachparticle in the swarm is updated using the following equations:

V (t + 1) = ∗ V (t) + c1 · rand · (pBest(t) − Present(t))

+ c2 · rand · (gBest(t) − Present(t)), (1)

Present(t + 1) = Present(t) + V (t + 1), (2)

where rand ∼ U(0, 1) is the element from uniform random sequence in the range (0, 1), and c1 and c2 are theacceleration coefficients, usually c1 = c2 = 2. is the weight coefficient and 0.10.9. pBest, the personal bestposition of each particle, is updated by

pBest(t + 1) =

pBest if f (Present(t + 1))f (pBest(t)),Present(t + 1) if f (Present(t + 1)) > f (pBest(t))

(3)

and gBest, the global best position, is the best position among all particles in the swarm during all previous steps. It means

gBest(t + 1) = arg maxi

f (pBesti (t + 1)) for any particle i. (4)

The value of V can be clamped to the range [−Vmax, Vmin] to ensure particles in the search space.In this paper, the variable is the inertia weight, this means that the value of is typically setup to vary linearly

from maximum to minimum during the course of iterations, and is formulated as follows:

= max − iter · max − min

itermax, (5)

where itermax is the time of maximum iteration, and iter is the time of current iteration.In the course of searching by using PSO, if a particle discovers a current optimal position (not global optimal point),

all the other particles will move closer to it, then particles are in the dilemma of local optimal point. This is so-calledpremature convergence.

3. Game theory and replicator dynamics

We restrict our view to the class of finite games in strategic form. Generally a normal form game consists of threekey components:

• Players: Let I = 1, 2, . . . , n be a set of players, where n is a positive integer.• Strategies space: For each player i ∈ I , let Si denote a set of allowable actions, called the pure strategies set. The

choice of a specific action si ∈ Si of a player i is called a pure strategy. The vector s = (s1, s2, . . . , sn) is called apure strategies profile. In this paper, we only consider the pure strategies.

• Payoff function: For any strategies profile s and any player i ∈ I , let ui(s1, . . . , sn) be the payoff to player.

32 W.-B. Liu, X.-J. Wang / Journal of Computational and Applied Mathematics 214 (2008) 30–35

Replicator dynamics and evolutionary stable strategies (ESS) are the key notions in evolutionary games. Supposestrategies space S and the population share of individuals taking the jth strategy denoted by xj , where

∑j∈Sxj = 1.

The replicator dynamics equation is

xj = (fj − f ) · xj , (6)

where fj is the payoff of jth strategy and f is the average of payoffs over all individuals. This equation implies thatthe share of the jth strategy grows or shrinks in proportion to the difference between its payoff and the average payoff.

4. EGPSO

4.1. The principle of EGPSO

In this paper, we make maps as follows.

particles in a swarm −→ players in a game,research space −→ strategies space,fitness function −→ payoff function,

gBest −→ evolutionary stable strategy.

Therefore, all particles research the best position can be looked as players’ pursuing the maximum payoff. Considerthe bounded rationality of the particles, we use replicator dynamics to model the researching process of the particles.

From Eq. (6), we can conclude:

Theorem. If we make a transformation on as follows:

f = f + (, > 0) (7)

then f will change the evolutionary velocity, but the evolutionary path is invariable.

Proof. From Eqs. (5) and (6), we have

x = x(f − f ) = x[(x + ) − x + ] = x(f − f )

consider Eq. (5), the result is obvious.

4.2. Use multi-start to overcome premature convergence

Premature convergence is a problem that always appears when using PSO, in order to overcome the problem we usemulti-start. Multi-start is the simplest technique to compute more than one maximum of a function. In this paper, weuse this technique to overcome premature convergence.

Multi-start, as its name, as soon as a maximum is detected the algorithm is reinitialized in the search space. However,this approach does not guarantee that the algorithm will not convergence to one of the previously detected maximums.In order to obtain multiple maximums, we use the deflection technique [4,8]. The approach is as follows.

Let f (x) : S → R, S ⊂ Rn be the original objective function and xi , i = 1, 2, . . . , m be m maximums of f (x).

Then, a new function F(x) is defined as follows:

F(x) = T1(x; x1, 1)−1 · · · Tm(x; xm, m)−1f (x), (8)

where i , i=1, . . . , m, are relaxation parameters, and T1, . . . , Tm are appropriate functions in the sense that the resultingfunction F(x) has exactly the same maximums as f (x), except at points x

1, . . . , xm. The function Ti is defined as

follows:

Ti(x; xi, i ) = tanh(i‖x − xi ‖), i = 1, . . . , m. (9)

Therefore, when the optimization algorithm detects a maximum xi of the objective function, the algorithm is restarted

and an additional Ti(x; xi, i ) is included in the objective function F(x).

W.-B. Liu, X.-J. Wang / Journal of Computational and Applied Mathematics 214 (2008) 30–35 33

201816141210

86420

0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1

x

Fig. 1. The curve of six-point function.

4.3. Proposed algorithm

The EGPSO algorithm can be summarized in the following steps:

• Step 1: Randomly choose a swarm of particles, for each particle initialize position and velocity.• Step 2: Make a transformation on f (x) using (7).• Step 3: Let pBest be current best position, let also gBest be current best position among all particles.• Step 4: Judge whether the convergence condition is satisfied, if yes, go to step 7. Otherwise, go to step 5.• Step 5: For any particles in the swarm:

(a) Update position and velocity using (1) and (2).(b) Update pBest using (3).(c) Update gBest using (4).

• Step 6: Update the offspring by (6).• Step 7: If the convergence condition is satisfied, go to step 7. Otherwise, turn to step 5.• Step 8: Output gBest, let gBest = x

i , define F(x) by (8) and (9), then go to step 1.• Step 9: Output x

i , the global maximum is obtained by arg maxiF (xi ).

5. Simulation experiments

In order to show the efficiency of the EGPSO, we give three experiments as the following:

Six-point : f1(x) = 10 + sin(1/x)

(x − 0.16)2 + 0.1, x ∈ (0, 1). (10)

Rosenbrock : f2(x) =n−1∑i=1

100(xi+1 − x2i )2 + (1 − xi)

2. (11)

Sphere : f3(x) =n∑

i=1

x2i . (12)

Fig. 1 is the image of the function f1(x). The function is called six-point function because it has six local maximumpoints, the optimum is f (x)=19.89489788973. Because of many local maximum points the phenomenon of prematureconvergence easily appears when using traditional PSO. Now we use EGPSO to search the maximum resolution ofthe function. We give the evolution curve using EGPSO and PSO in Fig. 2. In the algorithm, the number of particlesN is 20, c1 = c2 = 2, rand = 0.8, max = 0.9, min = 0.1, = 5, = 0, = 0.1. The optimal solution obtainedis f (x)max = 19.8949, and x = 0.1275, and the iteration times are no more than 20. From Fig. 2 we know EGPSOshows a better performance of convergence property than traditional PSO, and from the evolution curve and the rate

34 W.-B. Liu, X.-J. Wang / Journal of Computational and Applied Mathematics 214 (2008) 30–35

20

19

18

17

16

15

14

13

12

110 10 20 30 40 50 60

Iteration

f(X

)100

Iteration

200

EGPSO

90%

100%

PSO

83%

75%

EGPSO

PSO

The rate of successfully search

Fig. 2. The evolution curve of six-point function.

3000

2500

2000

1500

1000

500

03

2

1

0

-1 -2-1

01

2

x1

Fig. 3. The curve of two-dimensional Rosenbrock function n = 2.

of successfully search we can conclude that multi-star can make particles avoid the local optimal situations, thereforeEGPSO can overcome premature convergence.

Rosenbrock function f2(x) is n-dimensional. Fig. 3 is the image of two-dimensional Rosenbrock function (n = 2).As is well known, when (x1, x2) = (0, 1), the function has the only minimum value f (x) = 0. Rosenbrock function isan example that is difficult to optimize for many algorithms. Use EGPSO, N = 20, c1 = c2 = 2, rand = 0.8, max = 0.9,min = 0.1, = 10, = 0, = 10, less than 70 iterations we get the minimum solution f (x)min = 0 and x1 = 1.0002,x2 = 1.0004. Fig. 4 is the evolution curve of two-dimensional Rosenbrock function using PSO, EGPSO and GA,respectively. Among the three algorithms, the convergence speed of EGPSO is quickest. It indicates that EGPSO hasgreat performance of convergence property over traditional PSO and GA algorithms. In addition, experiments areconducted to compare the GA, PSO and EGPSO algorithms (in Table. 1). For all the functions tested, the runningtime of EGPSO is shortest and the mean results obtained are best. That is to say, EGPSO yield better results than GAand PSO.

6. Conclusions

How to improve the performance of PSO is an important problem. In this paper, we connect game theory withthe traditional PSO, use a multi-start technique to overcome the premature convergence, and present a new PSO

W.-B. Liu, X.-J. Wang / Journal of Computational and Applied Mathematics 214 (2008) 30–35 35

0.7

0.6

0.5

0.4

0.3

0.2

0.1

0

f(x)

0 10 20 30 40 50 60 70

iteration

PSOEGPSOGA

Fig. 4. The evolution curve of two-dimensional Rosenbrock function.

Table 1Results by using different algorithms (GA, PSO, EGPSO)

Test function GA PSO EGPSO

Six-point Optimum 19.89489788973Mean result 17.796 18.624 19.721CPU time (s) 14.1 6.4 5.8

Rosenbrock Optimum 0n = 2 Mean result 1.253 0.016 0.002

CPU time (s) 13.5 8.6 7.1Rosenbrock Optimum 0n = 30 Mean result 4.136e + 6 46.734 35.663

CPU time (s) 42.5 30.2 25.6Sphere Optimum 0n = 30 Mean result 10.352 9.845 0.106

CPU time (s) 20.3 16.5 12.1

CPU time is the amount of running time (in seconds) used by MATLAB from the time the algorithm starts.

algorithm (EGPSO). Experiments results show that EGPSO can overcome the premature convergence and has a markedimprovement in performance over the traditional PSO.

References

[1] M. Clerc, The swarm and the queen: towards a deterministic and adaptive particle swarm optimization, in: Proceedings of the Congress onEvolutionary Computation, Piscataway, IEEE Service Center, NJ, 1999, pp. 1951–1957.

[2] S.G. Ficici, J.B. Pollack, A game-theoretic approach to the simple coevolutionary algorithm, 〈http://portal.acm.org/citation.cfm?id = 669093〉.[3] J. Kennedy, R.C. Eberhart, Particle swarm optimization, in: Proceedings of the IEEE International Conference on Neural Networks, vol. 4,

IEEE Press, USA, 1995, pp. 1942–1948.[4] G.D. Magoulas, M.N. Vrahatis, G.S. Androulakis, On the alleviation of local minima in backpropagation, Nonlinear Anal. Theory Methods

Appl. 30 (1997) 4545–4550.[5] J. Maynard Smith, Evolution and the Theory of Games, Cambridge University Press, New York, 1982.[6] K.E. Parsopoulos, V.P. Plagianakos, G.D. Magoulas, et al., Improving particle swarm optimizer by function “Stretching”, in: N. Hasjisavvas,

P. Pardslos (Eds.), Advances in Convex Analysis and Global Optimization, Kluwer Academic Publishers, The Netherlands, 2001, pp. 445–457.[7] R.P. Wiegand, W.C. Liles, K.A. De Jong,Analyzing cooperative coevolution with evolutionary game theory, Evol. Comput. 2 (2002) 1600–1605.[8] N.G. Pavlidis, K.E. Parsopoulos, M.N. Vrahatis, Computing Nash equilibria through computational intelligence methods, J. Comput. Appl.

Math. 175 (2005) 113–136.[9] Y. Shi, R.C. Eberhart, A modified particle swarm optimizer, in: IEEE International Conference of Evolutionary Computation, Anchorage, AK,

1998.[10] A. Torn, A program for global optimization, in: Proceedings of Euro IFIP, 1979, pp. 427–434.