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A Genetic Algorithm to Maximise the Efficiency

of Electrical Conductors, by Minimising the


Proximity and Skin Effect

Matthew W. A. Sparkes BSc


School of Computing Sciences,
University of East Anglia,
Norwich,
United Kingdom,
NR4 7TJ
matt.sparkes@gmail.com

January 29, 2007

Abstract
This project aims to create a faster method to analyse the effect of
skin and proximity effect on electrical conductors, and to apply this to a
Genetic Algorithm. This will provide a faster method to calculate the op-
timal shape for electrical conductors, and reduce the energy consumption
of electrical circuits designed using it.

1
Contents
1 Acknowledgments and Foreword 4

2 Introduction to Genetic Algorithms 5


2.1 What is a Genetic Algorithm? . . . . . . . . . . . . . . . . . . . . 5
2.2 Natural Selection and Mutation in Nature . . . . . . . . . . . . . 6
2.3 Evolution as a Paradigm for Problem Solving . . . . . . . . . . . 7

3 The History of Genetic Algorithms 8


3.1 The Birth of GA . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.2 Problems Associated with Genetic Algorithms . . . . . . . . . . . 8
3.2.1 Complexity and Reliability . . . . . . . . . . . . . . . . . 8
3.2.2 Legal, Ethical and Moral Issues . . . . . . . . . . . . . . . 9

4 Anatomy of a Genetic Algorithm 10


4.1 Encoding and Population Size . . . . . . . . . . . . . . . . . . . . 10
4.2 Crossover Operations . . . . . . . . . . . . . . . . . . . . . . . . . 11
4.2.1 Single Point Crossover . . . . . . . . . . . . . . . . . . . . 11
4.2.2 Double Point Crossover . . . . . . . . . . . . . . . . . . . 12
4.2.3 Cut and Splice Crossover . . . . . . . . . . . . . . . . . . 12
4.2.4 Uniform Crossover . . . . . . . . . . . . . . . . . . . . . . 12
4.3 Mutation Operations . . . . . . . . . . . . . . . . . . . . . . . . . 14
4.4 Fitness Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.5 Population Initialisation . . . . . . . . . . . . . . . . . . . . . . . 16
4.5.1 Pre-Defined Variance . . . . . . . . . . . . . . . . . . . . . 16
4.5.2 Randomly Generated Solutions . . . . . . . . . . . . . . . 17
4.5.3 Evenly Spaced Solutions . . . . . . . . . . . . . . . . . . . 17
4.6 Halting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.6.1 Resource Based Halting . . . . . . . . . . . . . . . . . . . 18
4.6.2 Solution Fitness Based Halting . . . . . . . . . . . . . . . 18
4.6.3 Progress Based Halting . . . . . . . . . . . . . . . . . . . 19

5 Current Applications of Genetic Algorithms 20


5.1 Code/Cipher Decryption . . . . . . . . . . . . . . . . . . . . . . . 20
5.2 Resource Allocation in Communication Infrastructures . . . . . . 20
5.3 Neuro-Evolution . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
5.4 Electrical Circuit Design . . . . . . . . . . . . . . . . . . . . . . . 20
5.5 The Arts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
5.6 Gene Sequence Analysis . . . . . . . . . . . . . . . . . . . . . . . 21
5.7 Physical Engineering Design . . . . . . . . . . . . . . . . . . . . . 22
5.7.1 JET/ITER Fusion Reactors . . . . . . . . . . . . . . . . . 22

6 Competing Techniques to Genetic Algorithms 23

7 Introduction to Skin and Proximity Effect 24


7.1 The Chosen Application . . . . . . . . . . . . . . . . . . . . . . . 24
7.2 Representation in GA . . . . . . . . . . . . . . . . . . . . . . . . 24
7.2.1 Representation of Bars . . . . . . . . . . . . . . . . . . . . 25
7.2.2 Converting Angles to Cartesian Coordinates . . . . . . . . 25
7.3 Calculating Fitness Values . . . . . . . . . . . . . . . . . . . . . . 26

2
8 Aim of Project 27

9 Design 28
9.1 Fitness Function . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
9.2 Population Initiation . . . . . . . . . . . . . . . . . . . . . . . . . 29
9.3 Population Size . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
9.4 Halting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
9.5 Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
9.6 Mutation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
9.6.1 Variable Mutation Rate . . . . . . . . . . . . . . . . . . . 31
9.7 Logging Features . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
9.8 Implementation Language Choice . . . . . . . . . . . . . . . . . . 32
9.9 GUI Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
9.9.1 Drawing the solutions . . . . . . . . . . . . . . . . . . . . 32
9.9.2 Colour Use . . . . . . . . . . . . . . . . . . . . . . . . . . 32

10 Implementation 33
10.1 GA Prototype - Word Finder . . . . . . . . . . . . . . . . . . . . 33
10.1.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . 33
10.1.2 Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
10.1.3 Implementation . . . . . . . . . . . . . . . . . . . . . . . . 33
10.1.4 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
10.2 Proximity and Skin Effect Genetic Algorithm . . . . . . . . . . . 36
10.2.1 Solution/Curve Representation . . . . . . . . . . . . . . . 36
10.2.2 Implementation Plan . . . . . . . . . . . . . . . . . . . . . 36
10.2.3 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
10.2.4 Possible Improvements . . . . . . . . . . . . . . . . . . . . 38
10.3 Further Research . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
10.3.1 Counter-Balanced Mutation . . . . . . . . . . . . . . . . . 39
10.3.2 Meta-Testing - Automation of Design Refinement? . . . . 39
10.3.3 Experiment in Metametahueristics . . . . . . . . . . . . . 40

11 Conclusion 41
11.1 Project Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
11.2 Real-World Benefits . . . . . . . . . . . . . . . . . . . . . . . . . 41
11.3 Adaptability to Other Problems Spaces . . . . . . . . . . . . . . 41

12 Appendix 44
12.1 Source Code for GA Word Finder . . . . . . . . . . . . . . . . . . 44
12.2 Example output from GA Word Finder . . . . . . . . . . . . . . 45
12.3 Source Code for GA . . . . . . . . . . . . . . . . . . . . . . . . . 47

3
1 Acknowledgments and Foreword
Many thanks to Paul Murgatroyd, who provided his supervision and expertise,
without which I would have been lost several times. Thanks also for providing
the initial idea for the project, and introducing me to a fascinating subject.
[5]
I should also thank Richard Dawkins for his invaluable book, The Blind Watch-
maker, which is a fascinating book even if you aren’t writing a dissertation on
evolutionary algorithms. [4]
Thanks also to Neela Das and John MacFarlane at New Scientist, for giving me
the time off I needed to finish off this project - even if they weren’t always aware
of it.

4
2 Introduction to Genetic Algorithms

2.1 What is a Genetic Algorithm?

A Genetic Algorithm (GA) is a type of metahueristic algorithm, designed to


operate on optimisation problems. Optimisation problems typically demand
that a certain variable be either minimised or maximised, whilst remaining
legal within some set of constraints. These problems are often extremely large
in their nature, usually to the point of NP-hardness, which effectively means
that finding the exact or optimum solution is infeasably difficult. To enumerate
every possible solution and evaluate them to determine which is the optimum
would take an inordinate amount of time.
In certain applications, where optimality is not necessary, metahueristics can
be used to find a ’good enough’ solution, often in a very short time. Meta-
heuristics vary in their strategies, but all use some technique to explore the
space of all possible solutions. One such example of a metahueristic approach
is GAs [3]. Other metaheuristic techniques are detailed in section 6. It must
be emphasised that they are only suitable for applications where a good solu-
tion is adequate, where an optimum solution is not essential. Metahueristics do
not guarantee to find the best solution, although they may fortuitously stum-
ble upon optimality. This may sound like an unacceptable compromise, but
the massive reduction in computing time makes metahueristics very desirable
in some situations. [4]
GAs are a special subset of metahueristics, which use a form of biological
mimicry which emulate the process of natural selection.
”Three billion years of evolution can’t be wrong. It’s the most pow-
erful algorithm there is.” [20]
This quote from Dr. Goldberg sums up the aim of Genetic Algorithms; to
model nature, and harness their proven ability to refine solutions, or animals,
to a very efficient form. They are a form of metahueristic search in that they
find solutions to hard problems, possibly even NP-hard, where it is not feasible
to enumerate all possibilities in order to find the best solution.
GAs work by creating a selection of possible problems, called the population, and
breeding them with each other. [10] This alone would not refine the solutions
in any way, so the process of natural selection is used to ’kill off’ a section of
the least efficient solutions in each generation. Each solution is evaluated by
a ’fitness method’ which uses some problem-specific algorithm to calculate the
’goodness’ of that solution. The best solutions from each generation are used
to create the next, and the worst are deleted, in a simple model of natural
selection.
To create the next generation, a combination of mutation and crossover is used.
Crossover takes some qualities from two solutions and creates another - this
models breeding and procreation. Mutation is also used, as in evolution, ran-
domly to change these solutions in the hope that a desirable feature is intro-
duced. [15] Mutation is also important in order to avoid local optima, which

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are areas of the search space which appear to be optimum, but are actually just
isolated by neighboring solutions of a less desirable nature.

Figure 1: An example of a local optimum.

2.2 Natural Selection and Mutation in Nature

Within nature, members of a population are born, procreate, and die. Pro-
creation creates offspring which are a combination of the two parents, with
occasional mutation also operating on the genes. This mutation does not neces-
sarily have to be obvious or large. The mutation of a single gene can have little
or no effect, but equally may have large repercussions - entirely dependent on
its role within the body. It is often the case that combinations of genes affect
a certain characteristic so that the alteration of a gene may have no obvious
effect, but actually subtly alter many charecteristics.
Mutation can occur within any cell in the body, and usually occurs during
replication. There are mechanisms which reduce the amount of mutation that
is allowed to occur, but they are not infallible. There are two types of cell in
living creatures; somatic and germline. Germline cells produce sperm and eggs,
and all others are somatic. Therefore if the mutation occurs in the somatic cells,
then this mutation will die with the cell, but if it occurs in the germline cells
then it will be passed onto offspring - provided the organism isn’t detrimentally
affected to the point of not surviving to procreation. [14]
These mutations can be beneficial or harmful, and can provide the animal with
an advantage over the other members of the species, or cause it to be less capable
of survival than others. As Dawkins explains in ’The Blind Watchmaker’, these
mutations are more than likely to be detrimental than beneficial, as ’there are
more ways of being dead than being alive’. By this he means that within the
vast space of possible gene sequences, there are few that represent living and
surviving organisms, and an almost limitless amount of pools of non-living amino
acids. [4]
For example, an increase in the capability to detect certain smells may make
the animal a better hunter, or better enable it to detect predators, and in either

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case would provide the animal with an advantage over other members of that
species. This would mean that it would be more likely to survive to adulthood,
and to procreate, spreading its genes. An animal with a detrimental mutation
however, such as a reduced sense of smell, would be more likely to succumb
to starvation or attack from predators before procreation could occur. This is
natural selection, and is a natural feedback process which causes ’good’ genes
to spread, and takes ’bad’ genes out of the pool. It is this interplay between
entirely random mutation, and non random selection that makes up the process
of evolution, causing species to adapt to their environment - not by intent but
by default. It is a process that takes an almost unimaginable length of time to
occur.
There is little doubt ... that usually feedback mechanisms operate
to regulate the size of populations. [23]

2.3 Evolution as a Paradigm for Problem Solving

The powerful refinement and improvement abilities of natural selection can be


harnessed to solve combinatorial optimization problems using a computer.
By creating a model of an environment, where the organisms become potential
solutions to the problem, and genes become variables modeling that solution, we
can recreate natural selection to ’breed’ solutions that increase in fitness with
each generation. We can simulate all processes of evolution; procreation can be
modeled by combining two or more solutions in certain ways, mutation can be
modeled using random number generators, natural selection and death can be
modeled using a fitness evaluation method, and selecting which solutions will
’survive’ to the next generation.
In this way we can explore the search space, refining our solutions, and avoiding
local optimums by including random mutation - some of which will be detri-
mental and not survive to procreation, and some which is beneficial and will
steer the solutions towards unexplored space.

7
3 The History of Genetic Algorithms

3.1 The Birth of GA

Work conducted in the 1950’s and 1960’s in cellular automata started the idea of
using GAs to solve problems inherent in engineering, wherever they constituted
optimisation problems. [15]
In the 1980s research into GAs started, and an international conference for the
field was founded. As early as 1995 there were several successful examples of
GA optimisation being used in industry including Texas Instruments designing
chips to minimise size but maintain functionality. Critical designs such as the
engine plans leading to the development of the Boeing 777 engine by General
Electric were also developed using GAs.
US West uses GA sto design fiber-optic cable networks, cutting design times
from two months to two days, and saving US West $1 million to $10 million
on each network design. [6] Genetic Algorithm derived designs have now even
been used in satellites by NASA, with the development of an aerial being taken
completely out of engineers hands. The orbit of those same satellites is now
even determined with the use of a Genetic Algorithm. [29][30]

3.2 Problems Associated with Genetic Algorithms

GAs and genetic programming algorithms, which use GA type evaluation and
mutation to write functional code, are by no means a ’silver bullet’. There are
several reasons for which they are not suited to all problems, and these are
examined here.

3.2.1 Complexity and Reliability

Sometimes GAs or genetic programming provide solutions that are so complex or


convoluted that no human programmer could decipher what is being performed
within. Because they do not follow any logical examination of the problem, as
a human designer would, they may find an extremely counter-intuitive way to
achieve a certain task. No design of any kind is actually performed in order to
find a solution, so apparent logic in the result is not guaranteed.
The methods that GAs use to design systems are not necessarily logical so the
finished code, no matter how effective, may be all but indecipherable to the hu-
man user. This means that sometimes full testing is not possible, and code that
appears to work completely cannot be proven to work in all examples. Goldberg
talks of the difference between conceptual machines and material machines, i.e.
an algorithm and a vehicle engine respectively. [12]One is fully testable, but the
other is not necessarily so.
Although this is a normal problem with testing; not all cases can be tested, but
if the code is readable then a talented tester can devise test cases that will likely
trip the system up which is not possible with highly complex code. This creates

8
ethical problems with implementing GA derived designs in mission critical or
real time applications. Bearing in mind that a failure in air traffic control, life
support hardware etc could be fatal, or that failure in a financial institution
could be disastrous in other ways, but that GA is also used to develop actual
mechanical devices. Goldberg tells an amusing story about an airline passenger
worrying about the design and its testing. If you were to imagine a plane as a
GA, and the passenger as a GA user, then you could imagine the stress that
the thought of a failure would cause. [12]

3.2.2 Legal, Ethical and Moral Issues

One interestiong problem that arises from the use of Genetic Algorithms is
the moral or ehtical implications arising from a design that is not of human
derivation. If there is a fundamental flaw in a human design, and this leads to
a failure involving financial loss or human injury then blame is aportioned to
the engineer responsible for the negligent design. However, if a GA designs a
system that leads to a failure (possible due to unforeseen emergent behaviour
as a result of massive complexity) then it is difficult to find the root cause of
this issue.

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4 Anatomy of a Genetic Algorithm
This section outlines the basic structure and components of a GA. It will become
clear that each section is indeed an algorithm in its own right, and that there
are numerous choices of strategy for each. A GA is simply an abstraction
of a subset of algorithms. It should also be noted that the huge variation of
approaches possible for each of the several components of a GA mean that there
is a vast number of programs that fall under this catch-all title. A taxonomy of
different approaches to the GA idea would be an extremely complex tree.

4.1 Encoding and Population Size

Population size is the term used for the number of solutions held by the GA.
The population size is a critical variable, which presents a trade-off between
the computational power of each generational iteration, and the computational
intensity of each iteration. A small number of solutions allows a greater number
of generations to iterate in a given time, because each generation will be less
computationally intensive.
A large population size will provide more variety in each generation, which
means more likelihood of a beneficial solution, but the trade off is that each gen-
eration will take longer to compute. However, within a relatively small amount
of generations the solutions will begin to converge on a similar solution. The
amount of variation on average will decrease as the generation number increases,
although the rate will vary on the magnitude of the mutation. Therefore it may
be beneficial to choose a smaller value for the population size.
Small variations, if beneficial, will propagate through a small population just
as they will through a larger one. Although a large population size means that
there is more mutation per generation, the faster computation of a smaller pop-
ulation size would be capable of allowing a similarly large amount of mutation
over a small number of solutions within the same time period [4]. The only
constraint on population size is that the initial population needs to be at least
2 solutions large, as with any smaller amount no crossover operations would be
possible, and it would be impossible to derive any more beneficial solutions in
this way.
With a straightforward mutation-only algorithm is would be possible to reach
an optimal solution, but this entirely random approach would not yield any
significant increase over any other brute-force approach. Because of this it
would not classify as a GA, or even a metaheuristic.

10
4.2 Crossover Operations

Crossover is one of the two main methods used in GAs in order to alter solutions.
It is important to use both, as one maintains desirable traits whilst combining
solutions, and the other introduces random noise in the hope of creating emer-
gent properties that add value.
Crossover is the operation that allows solutions to combine. If mutation were
used alone then it would essentially be a random solution generator, but would
still work. Crossover allows the retention of desirable traits, without the need
to keep entire solutions.
Mutation alone is not mathematically guaranteed to work, although it is in-
finitesimally unlikely that it would not at some point reach optimality or close
to it. [4] Crossover is the method by which a GA can take value from previ-
ous solutions, and build the next generation of solutions in a semi-intelligent
manner. [16]
The method of crossover requires careful thought, and it’s success is highly de-
pendent on the problem to which it is applied. The encoding that is used to
represent a single solution needs to be paired to crossover. For example, if a
solution consists of three variables, all 4 bits long, then our total solution occu-
pies 12 bits. The simplest crossover approach would be to bisect two solutions,
and create two new solutions by combining the start of one and the end of an-
other, and vice versa. If this approach was taken though, the efficiency of the
program would be greatly reduced. Any time that a good value for the middle
variable was found there is a good chance that it would be overwritten by the
next generation. However, if the crossover was designed with the solution in
mind, then the solutions could be trisected and recombined to preserver the
value of individual variables. This would be more likely to arrive at a solution
in a reasonable length of time.

Figure 2: An example of single point crossover.

4.2.1 Single Point Crossover

Single point crossover is the simplest form of crossover operation. It simply


takes the genes of a pair of solutions, and bisects them at the same arbitrary

11
point, the tail or head sections are then exchanged. (See figure 4.2.1) In this
way the pair of parent solutions can create a pair of children that share certain
aspects of both solutions. If the two sections that make up the new child both
contain features that are beneficial then a successful evolution has occurred,
and a solution that exceeds the fitness of previous solutions has been created.
[16]

4.2.2 Double Point Crossover

With double point crossover the strategy is similar to single point, but the
transferred section of genes does not have to include the tail or head of a solution.
(See figure 3) This enables greater flexibility in the sections altered, and also
provides all genes with an equal chance of exchange, whereas in the single point
strategy any point chosen is guaranteed to swap the end gene, and will favor
genes towards the edge of the solution. [16]

Figure 3: An example of double point crossover.

4.2.3 Cut and Splice Crossover

Cut and splice is a technique that does not maintain solution length, which
means that it is not acceptable for all GAs. In both double and single point
crossover the length of the solution is kept, and therefore genes can have spe-
cific properties. (See figure 4) For example, in a GA that designed possible
engine parts each gene could represent a quality of that part such as height or
thickness. In single and double point crossover these values would be swapped
around, but maintain their context and meaning, but in a strategy which varies
solution length this is not possible. Instead, cut and splice is more fitting to
problems where the solution strings represent a solution to some singular prob-
lem to optimize, for example in certain combinatorial optimization problems.
[16]

4.2.4 Uniform Crossover

In uniform crossover the bits from each parent are swapped, depending upon
a probability. In half uniform crossover the number of differing bits between

12
Figure 4: An example of cut and splice crossover.

the two parents is calculated, and this number is divided by two. The resulting
number is the number of non-matching bits that will be exchanged.

13
4.3 Mutation Operations

To fully equip a GA with the ability to find a solution as close as possible to op-
timality within a given time it is desirable to use a combination of crossover and
mutation operations. With solely crossover operations there is a distinct possi-
bility that the algorithm would work towards a local optimum and remain there,
as promising solutions are crossed with others a local optimum would quickly
propagate through the solutions in use, and stall the algorithm. With a mu-
tation operation involved as well, random solutions are thrown into contention
throughout the cycle of finding a solution, and this may eventually enable an
algorithm to branch out from underneath a local optimum, in order to pursue
other avenues. [4]
Mutation is an essential part of any successful genetic algorithm. Without
mutation an algorithm would simply combine the fittest solutions. This would
mean that the generations would quickly converge into an amalgam of good
solutions, and cease to improve. Mutation can be performed in a number of
ways, and each will be appropriate for different problems. [18]
In fact, mutation alone is capable of finding a solution, even the optimum solu-
tion, given sufficient time. For example, consider an algorithm with a population
of only one solution, that only operates upon the solution with mutation. After
each generation the solution is either better or worse than the previous one,
and either fulfills the halting algorithm, or does not. It will eventually stumble
upon a good enough solution. However, with a well designed GA we can reach
a satisfactory result far quicker. It should be noted however that it can often
be useful to create a simple algorithm such as this in order to get started in
development of a more complex and intelligent system.
while (solution is not optimal)
(
create random change
check for improvement
if (improvement has occurred)
(
save change
go back to start of loop
)
else
(
discard change
go back to start of loop
)
)

14
4.4 Fitness Evaluation

The fitness evaluation section of the GA determines which solutions are removed,
and which progress to the next generation. It uses an algorithm to calculate
how good a certain solution is. Once each generation has been created, the
fitness of each solution is evaluated and ranked.
Fitness evaluation mimics the environment in which members of a species would
live. The higher the fitness value, the more likely a solution is to ’survive’ to
the next generation, and the lower it is the more likely it is that the solution
will ’die off’. Therefore the fitness evaluation mimics anything dangerous in a
real world environment - predators, disease, famine, etc.
The fitness evaluation is extremely problem specific, and must be designed very
carefully. It can be a simple case of maximising one value, or there may be many
complex and interacting values to take into account. These must be analysed,
weighted and summed within the fitness evaluation code, and condensed to one
value with which that solution may be judged.

15
4.5 Population Initialisation

The initialization of the first generation population could conceivably alter the
speed with which the program finds a solution that satisfies the halting algo-
rithm. The distance of the solution’s fitness from optimum would affect the
number of generations needed to satisfy the halting algorithm.
In the extreme case it is possible that one of the initial solutions actually satisfies
the halting algorithm, in which case the program would complete before any
crossover or mutation was necesarry.
With an entirely homogenous population, the algorithm would rely on mutation
in order to provide variance in early generations, as crossover between similar
solutions achieves little. By creating a varied initial population it is conceivable
that good solutions would be found quicker, and the algorithm would complete
faster.
The exact method of initialization that would provide the optimum start is
unknown, as is the magnitude of the positive effect possible. It is highly likely
that a varied population would be more beneficial than a homogenous one to
some extent however, and any attempt to vary the genes would provide a small
advantage at the very least.
There are several possible techniques for initializing populations, but the most
efficient method would vary not only from problem to problem, but also from
instance to instance within each problem.

4.5.1 Pre-Defined Variance

One possible approach would be to have designed, pre-defined variance in the


solutions. These could be identical for each run of the algorithm, or designed
for each instance of the problem. It may be possible to tailor In this way, pos-
sible ’good’ traits could be engineered into the algorithm. For example, in the
scenario below, a GA is searching for a solution to a problem, where the op-
timum value is 8. The fitness algorithm simply calculates the integer value of
the binary string which makes up the solution representation, and returns the
difference of that value from the optimum inverted. The table below shows a
possible instance of this problem.

Binary String Integer Representation Fitness Value


0000 0 -8
0011 3 -5
0110 6 -2
1001 9 -1
1100 12 -4
1111 15 -7

If it was possible to estimate the approximate region of the optimal solution,


then it would be possible to create the initial solutions within this range.
Within a few generations, any initial population would congregate around the

16
optimal solution. However, by approximating the optimum with the initializa-
tion, this process can be speeded up. The amount of effort required to tailor
a good range of solutions around an approximation would not be beneficial
however, as the saving made in computational time would be minimal in com-
parison.
It is conceivable that a system could be developed where a user inputs an ap-
proximate solution, and the program randomly generates the initial population
with slight derivations from this. This would reduce the amount of time neces-
sary in order to set up the algorithm in this way, but retain most of the benefit
of this approach.

4.5.2 Randomly Generated Solutions

A very simple method of initializing solutions would be to randomly generate


them. As a GA would have code to create random variation in the mutation
method, it would be a trivial matter to adapt this to fully populate the initial
designs. The scenario below shows an instance of the same GA as in section
4.5.1, but where the population is randomly created.

Binary String Integer Representation Fitness Value


1010 10 -2
0011 3 -5
0110 6 -2
1101 13 -5
0010 2 -6
1001 9 -1

4.5.3 Evenly Spaced Solutions

Another method would be to take the search space, and the number of solutions
in the population, and to calculate an even spread throughout.

17
4.6 Halting

Halting is an important and difficult problem in GAs. Without some form of


halting criteria, that is checked at every generation, the program would continue
to run, even once significant gains in fitness where no longer being generated
by new generations. There are many techniques that are used to halt GAs, and
their appropriateness depends entirely on the application, but they fall into two
main categories; those that are based on the runtime of the algorithm, and those
that are based on the quality of the solutions.

4.6.1 Resource Based Halting

It is often the case that a GA can only be allocated a certain amount of a


resource, specifically time or computing cycles, to complete. In real time critical
systems it may be vital to arrive at a solution within a given period, and in this
case it is the role of the algorithm to find the best solution possible in that
time. Even in non-critical systems such as GPS route planners it is necessary
to impose some time constraints to avoid annoying the user; it is unlikely that a
user would be willing to wait hundreds of hours to find the optimal route when
5 seconds of calculation may find a route near to optimality.
In cases such as this the halting criteria are time or computing cycle based,
rather than being associated with the fitness of the final solution. The algorithm
will check, at the end of every generation cycle, to see if it has exceeded its
allocated time, or if it is likely to in the next cycle, and the algorithm can then
be halted. In extremely time critical systems this anticipation of possible time
overruns can be used to avoid the algorithm exceeding its time constraints in-
between halting checks. The number of generations can also be the limiting
factor, in a very loose time sensitive case, which although not accurate in terms
of time constraints is very simple to implement.

4.6.2 Solution Fitness Based Halting

If time is less of a constraint, then halting can be based on the fitness of the
solutions. This is more desirable from a reliability point of view, as the output
can be guaranteed to be of a certain quality, determined in the halting method.
This is still a desirable practice, and does not mean that they are obsolete,
to complete enumeration and evaluation. The reason for this is that there
is no way to find optimality for a problem, without enumerating all possible
solutions, which can be a very time intensive procedure. A large traveling
salesman problem would demand that an enormous number of different solutions
be enumerated and evaluated in order to find an optimal solution, where as a
GA could be run for an arbitrary amount of time, and with each iteration reach
a better solution.
To implement solution based halting, the algorithm must be provided informa-
tion about what is an acceptable solution, in terms of the fitness evaluation
method. In this way the algorithm can check at each generation, to see if the
best solution of that generation exceeds the acceptability levels, and halt if it

18
does. If not then the algorithm simply proceeds with the next iteration of the
generation loop. This acceptability level can be set to a certain value, derived
from the user, or it can be derived by some algorithm within the system, that
ensures bounded in-optimality.

4.6.3 Progress Based Halting

Another method that can be used is to monitor the progress that the algorithm
is making, in terms of numerical improvements correlating to the fitness of the
best solution of each successive generation. This progress can be recorded and
analyzed, in order to determine the most reasonable time to stop the algorithm.
It is highly likely that the algorithm will go through a very short initial phase
of confusion, especially if the initial population was randomly generated and
extremely varied, and then go through a period of rapid improvement, before
tailing off in a curve.
There will be exceptions to this curve, in that mutation will occasionally throw
up a new solution that avoids a local optimum, and causes a period of noticeable
growth again. However, there will come a time when the progress that the
algorithm makes will be negligible. This can be used as a halting strategy in
many ways, for example the algorithm could be instructed to halt if 3 successive
generations did not improve the best solution by more than 1%.

19
5 Current Applications of Genetic Algorithms
Genetic algorithms have been very successful in their transfer from academia to
real world application. They can now be found in use in most large companies
in some way, in a variety of uses. Normally a technology must be adapted for
each and every use, but by their very nature GAs do not require this; they are
inherently flexible.
Theoretically all one must do to adapt a GA to a certain problem is to design
a genetic representation for solutions, and write a fitness evaluation function
for those solutions. The rest of the system will have been duplicated many
times before, and commercial and open source packages are now available that
allow quick and simple building of GAs. Although the crossover operators etc
in this package may not be optimum for a given solution they will operate, and
allow a solution to be found. Some packages allow these operators and much
more to be customized, and others only allow the very minimum of change; the
representation and fitness function.

5.1 Code/Cipher Decryption

The set of all possible decryptions can be thought of as a search space, containing
one correct decryption, and therefore can be made suitable for solving with a
genetic algorithm.

5.2 Resource Allocation in Communication Infrastructures

Mobile phone networks, Ethernet networks, and other resource allocation prob-
lems are all conducive to design and maintenance by GA. The fitness function
may be as simple as reducing the amount of clients requiring non-existent band-
width.

5.3 Neuro-Evolution

Training artificial neural networks when pre-classified training data is not avail-
able is an application of GA solving.

5.4 Electrical Circuit Design

21 previous patents have been either duplicated or exceeded in performance


by devices designed by genetic algorithms, showing that these algorithms are
capable of producing the same output as educated engineers. In fact 2 devices
have been created that are original, and would be patentable if not for the
fact that a computer designed them. There are patent laws that forbid the
submission of applications for designs that have been derived by a computer.
[11]

20
5.5 The Arts

Genetic algorithms have also been used extensively in research into artistic
endeavors. Their evolutionary approach is conducive to work in this field, as
’goodness’ of some piece of art, be it visual or aural, can be evolved, rather than
programmed. This is very useful when the criteria for ’good’ art are so vague
and subjective, as the fitness evaluation can be replaced by a human evaluator
initially. There has even been work to connect the fitness function directly to
physiological signals given off by the brain, which would allow rapid evaluation.
[25]
There has also been work to replicate the human capability to improvise musical
composition, in one case an attempt to produce jazz solos. [21][22] In one
particular paper by Wiggins and Papadopoulos a GA was constructed where the
fitness of solutions was calculated by several individual methods that analysed
the solution for certain criteria; the amalgam of these figures then went to create
the overall fitness. By using these sectional evaluators the problem was broken
down into understandable rules. However, this research produced little in the
way of listenable output. [22]
Better output has been achieved in other systems, where the fitness evaluators
are more appropriate, or where human evaluation is also made part of the se-
lection process. [24] Some systems have even been advanced to the point where
they can generate short pieces in real time, and take a real players response as
input, to dynamically update the fitness function. Computer generated music
has received much media attention in the past, which will undoubtedly lead to
increased funding for research, and consequently an improvement in the quality
of artificial composition software. One example is a competition run by BBC
Radio 3 where 3 pieces of music were played; one was genuine Bach, one was
imitation Bach written by a professor of music, and one was generated by a
GA.

5.6 Gene Sequence Analysis

In a bizarre twist, genetic algorithms have also been applied to the study of
genetics. In sequence analysis, two or more gene sequences are analysed in
order to discover correlations. In this way it is possible to determine whether two
species evolved from a common ancestor. [17] Genetic algorithms can be used
in this field, to discover correlations in a relatively fast time, as the sequence
analysis problem is NP-hard. The genes of the GAs solutions will therefore
represent actual genes, and the abstract concept borrowed from evolutionary
biology is put to work back in the field it came from. [28] Many algorithms that
do not utilise GAs are already in exisence, such as BLAST and FASTA, but the
GA package SAGA (Sequence Alignment by Genetic Algorithm) has proven to
outperform these in speed to optimality. [26][27]

21
5.7 Physical Engineering Design

Optimum shapes for antennaes, coils, pipe bends, car/aircraft/ship bodies to


minimise drag

5.7.1 JET/ITER Fusion Reactors

Experiments in fusion reaction have heavily used GAs. THe extreme conditions
created by the experiements are unprecedented, and created many optimisation
problems. To contain the plasma created in fusion, massive magnets are used
as the heat of the plasma prohibits its interaction with any material. These
enormous magnets distort the machine itself. Two schools of thought existed to
overcome this problem; one was to sink the entire machine into a vast concrete
anchor, prohibiting magnetic distortion, and the other was to use GAs to de-
termine the optimum shape to avoid this distortion - make the ring the shape
it wants to be under distortion. ITER/JET fusion experiment toroidal section
shape

Figure 5: An example of single point crossover.

22
6 Competing Techniques to Genetic Algorithms
Simulated Annealing is a technique based on the way that metallurgists repeat-
edly heat and cool metal to increase the size of its constituent crystals. One
each heating and cooling cycle the metal becomes slightly stronger, and the
crystalline structure slightly larger. This can be thought of as repeated escapes
from a local optimum, where the variable to be maximised is the strength of
the metal.
In simulated annealing a variable T mimics temperature, and is gradually re-
duced. The solution can be altered or not, based on a probability linked to T.
Just as in real annealing, the solution (arrangement of atoms in the metal) is
more likely to change at a high T (temperature), and less so at lower T values.
The solution can move to one of several neighbours of the current solution. The
definition of neighbour is problem-specific, but would normally involve a slight
deviation.
Ant Colony Optimisation is a metaheuristic for solving combinatorial optimiza-
tion problems. It was developed by Colorni et al in the early 1990s and is
based on the way that ants convey information about route efficiency to each
other.
The idea is based on the way in which ants discover the most efficient path
between the colony and a food source and vice versa. This is achieved by laying
a trail of pheromones at each decision point in the journey, that is, where there
is more than one possible route.
The shortest route will be utilised more as the time taken to cross that path
will be shorter; therefore the amount of pheromone build up will be greater on
this route. Other ants decide which route to take based upon the amount of
pheromone detected at that decision point. The shortest route will be more
often travelled and pheromone build up will be higher until eventually all ants
take this route. This is a form of autocatalysis, or positive feedback.
Particle swarm optimisation works by exploring a solution space simultaneously
with a large number of particles. Each of these has access to it’s best position
during the search, as well as the best position by any particle. It can use this
information to make intelligent decisions on where to explore next. [19]

23
7 Introduction to Skin and Proximity Effect

7.1 The Chosen Application

This project takes the GA method of solving combinatorial optimisation prob-


lems, and applies them to a specific electronic design problem, proximity and
skin effect in conductors.
In DC there is no such problem, as current is evenly distributed throughout
the conductor. But in AC there is a skin effect, which distorts the distribution
of current. In the conductor, the current density is non-uniform due to this
phenomenon, conventionally denoted as S. The current density, J, is strongest
on the surface and drops off towards the centre.

Figure 6: Current density in a conductor, showing skin effect.

Proximity effect works in much the same way, but is the force that distorts
current distribution in a nearby conductor, rather than the surface of one. Both
of these effects are caused by the electromagnetic forces present in a circuit.
[5] The equations necessary to calculate the effect of skin and proximity effect
in a pair of DC conductors has been calculated in a paper by Murgatroyd and
Hillen, and it this work on which this project will be based. [5]
There will be differences though, in that the fitness value used in the project will
not be as complex as in the paper, but will be a new approach, using a range
from the best to worst points on each solution. In this way the current density
can be caused to become more uniform, without having to perform much of the
calculations. This should greatly increase the implementation speed, and also
the computation speed as the code will be less computationally intensive.
The English engineer Arnold proved that if conductors were thin tapes, then
they could be optimized in shape. These calculations were done in 2-phase,
but little work has been done in 3-phase. This project aims to create optimal
solutions using GAs. [?]

24
7.2 Representation in GA

The problem of how to represent the problem within the system is invariably
one with many constraints and compromises. The model, when simulated in
a digital environment, has to be measured in finite and discrete amounts. For
example, the curve of one of the bars could be modelled exactly using vectors
or an equation.
However, to calculate the fitness, the distance from each point on one bar has
to be measured to each point on the other. To do this with an infinite amount
of discrete points would take an infinite amount of time. Therefore some ap-
proximation must take place, to allow the program to run effectively. Some
happy medium between time and computational efficiency, and accuracy must
be found.

7.2.1 Representation of Bars

The bars will be represented as being composed of a finite amount of sections,


defined by the user as a variable N. The bars will be 2N+1 sections in size, with
a constant and fixed central bar on the X axis, and N bars extending below, and
above that section. By altering the value of N it wil be possible to increase or
decrease the accuracy or fidelity of the solutions, and to fine tune the balance
between accuraucy and computational complexity. Each section will be c long,
b thick, and l long. The bars could have been represented as a series of points
on a cartesian graph, but that would require 2 variables for each of every 2N+1
points. With the proposed solution only one variable per point would be needed,
which would be an angle of derivation from the vertical.
As each section is of a standard length this means that the next point can
then be calculated from this one number. Using this representation reduces the
amount of data to be held in the solution, simplifying the evolution process.
This simplification can be further achieved by maintaining symmetry along the
X axis.
If the two bars (of equal or unequal length) are placed with their centre points
on the Y axsis at 0 then the optimum solution will be symetrical on the X
axis. Therefore data need only be held on one half of each bar. As the centre
point will always be placed on the Y axis at 0, and will always be placed at the
vertical, it is only necesary to store the remaining N angles. The point used will
actually be the centre point of each section, rather than the edge, this allows
the first centre point to be on the X axis and for the solution to start from 0 on
the Y axis.

7.2.2 Converting Angles to Cartesian Coordinates

The internal representation of the bars is based on angles of derivation and


fixed section length, however, the system will need to have cartesian values
for points on the bar at some parts of calculation. The fitness evaluation al-
gorithms will have to be provided figures to calculate distance from point to
point on each bar, and the GUI will also need cartesian coordinate figures to

25
plot the solutions as output. Therefore some method will need to be developed
that can take a solution, with angle derivation figures for only half of the arc
minus the centre section, and convert that into a full set of points for every
section. To calculate these points will make use of trigonometry, as shown here.
Point Equation Point Equation
X0 symbol*w/2 Y0 0
X1 X0 +symbol*w/2 Y1 2
X2 X1 +symbol*w/2 Y2 2
XN X( N − 1)+symbol*w/2 YN 2

7.3 Calculating Fitness Values

The fitness value of a proposed solution will be direclty proportional to the


resistance of the bars in that solution. We can calculate the DC resistance of
one section, by taking pl/bc. Where p is resistivity, taken as p=1/symbol, where
symbol is conductivity.

26
8 Aim of Project
The aim of the project is to derive a less computationally intensive approach to
calculating the skin and proximity effect of a given solution, and to incorporate
this approach into a GA. This will then provide a faster method to design
conductors than was previously possible.
This could have applications in a number of applications, but will reduce the
energy consumption of systems designed using it.

27
9 Design

9.1 Fitness Function

The fitness function will make use of the equation developed previously by Hillen
and Murgatroyd. [5]
Whilst the mathematics used in the fitness function are pre-determined, the
actual value to use in the GA is not. The chosen value is the range between the
values calculated for each point. In an optimal solution each point will have the
same value, or as close as possible to the same. Therefore, by assigning a range
value to each solution, and minimizing this, an optimal solution should be the
target. This approach will also offer significant performance benefits, but has
not been attempted on this problem before, even though GAs have been applied
to it.
The equation to determine fitness values involves determining the distance be-
tween points in the solution. Firstly, one of the solutions must be chosen, then
these angles must be converted into a full set of cartesian coordinates.
Then the distance from the first point must be calculated, from each point i on
the same curve (Si) and the opposite curve (Ri).

Figure 7: Example of Ri and Si values on a given solution.

In order to find the distance between any two points on the solution, the carte-
sian value for x of one point can be subtracted from the cartesian x point of
the other. Taking the absolute value of this will provide the distance, irrespec-
tive of which is taken from which. Squaring this, and adding it to the same
value from the Y values will give the square of the overall distance. The equa-
tion below shows how the distance (Rij) between two point points (i and j) is
calculated.
Rij = sqrt[(Xi - Xj)2 + (Y i − Y j)2 ]

28
For each point there will be distances from all of the Ri and Si points, these are
summed using this equation.
(Σlog(Si/Ri)) + ((logG)/M )
G and M are constants used to replace the instance where the distance from
one point to itself needs to be calculated. Otherwise a divide by zero error may
be encountered.
In a solution with 12 points on a curve, which is symmetrical on the X axis,
then there will be 6 values from this equation. Calculating all 12 points would
be redundant as there is symmetry and the values would be the same. In the
Hillen paper there is further mathematics to determine the effect of the skin and
proximity effect, but this project attempts to create a faster method.
By taking the difference between the largest and smallest of these values, the
’range’ will be deduced. This can be thought of as a value that increases as
current density becomes less uniform, and vice versa.
By taking the absolute value of this, we can reduce the variance in current
density, without ever fully calculating what the current density is. The aim
of the GA will simply be to get the same range value for each point on a
curve.

9.2 Population Initiation

The population of solutions must be ’seeded’, or instantiated in order to give


the program a starting point. from which to derive better solutions. The loop
of fitness evaluation and generation creation must be started by evaluating the
fitness of some initial populations. The most effective way to do this is unclear,
although there are many options to choose from.
One method, consistent with the ethos of this project, and utilising randomness,
would be to create the solutions using some kind of random number generation.
Another would be to have a pre-determined and human designed set of solutions
with the maximum variance. This would be a set of solutions that occupy a
wide range of the solution space. One benefit to the human-designed method is
that many solutions could be placed, with deliberate qualities that are designed
to avoid local optimums from the start.
However, these variant solutions would quickly leave the population as the al-
gorithm progressed, as they are replaced by fitter solutions. Even if a problem
had a quality that would prove to be ultimately desirable, it would still be
culled in the presence of a fitter solution - no matter how local an optimum this
replacement may occupy.
There could also be many ways in which to automatically generate a wide range
of solutions, for example, cumulative curving. Because the solutions are repre-
sented by a set of angles from the vertical, it would be possible to write code
that generates curves of increasing but varied extremity. Solution 1 could be
(n*m) degrees, where n is the number of the point in the solution and m is some
constant. Solution 2 could be (n*(2*m)), and so on. This would automatically
generate a wide range of initial solutions.

29
Solution Number Equation
1 (n*m)
2 (n*(2*m))
3 (n*(3*m))
4 (n*(4*m))
5 (n*(5*m))
6 (n*(6*m))
7 (n*(7*m))
8 (n*(8*m))
9 (n*(9*m))
10 (n*(10*m))

Does it even make much difference? Random population, designed variant pop-
ulation, or some other strategy? What technique should be used? In order
to examine which technique for initializing the solutions is most effective, it
would be beneficial to have an easy method to change the data. To this end
the program will read in the initial solutions from a text file. This will allow
faster experimentation than with altering hard-coded values and re-compiling.
If calculation is required in order to determine initial values then this file input
can be easily over-ridden.

9.3 Population Size

With the population size there are two main possibilities; to have variable pop-
ulation size, or to have a fixed size. With a variable size population, the size
would be determined by the user, or by some algorithm that would analyze the
problem to determine the best size. However, it is unlikely that a user, or an al-
gorithm would be able to determine the optimal size for a given problem.

9.4 Halting

Initially, during development, the algorithm will use a very simple halting strat-
egy, based on the number of generations. The halting code will be placed in a
method, and a switch case structure will be used so that various halting strate-
gies can be implemented, and selected by the user from the GUI.

9.5 Selection

There is a significant advantage involved with keeping good solutions from one
generation to the next. For example, if the best solution from each generation
remains in the subsequent one, then there is an inherent guarantee that each
generation will be an improvement, which means that the algorithm can only
move towards optimality in the sense of the best solution. Other solutions may
mutate and output a lower fitness value however.

30
9.6 Mutation

9.6.1 Variable Mutation Rate

The mutation rate is an important setting in a GA. With a mutation rate that
is too low, there will be a very short amount of random jumps in the solutions.
Although the crossover method will create ’intelligent’ changes, taking desirable
traits from each preceding generation, there can be no improvement on what is
already there.
Mutation is needed to duck from under local optimums and find new strategies
that may or may not be included in solutions. If the mutation rate is too low then
you will see results where the best solution is the same for many generations,
because the program is waiting for some jump that can lead it closer towards
optimality.
However, with a mutation rate that is too high there are equally important
problems. If mutation is excessive then all of the promising solutions in a
generation may be changed, causing a backwards movement in optimality. This
can be prevented to some extent, by retaining a copy of the best solutions, and
making them except from mutation. However, the risk of promising solutions
being overwritten still exists.
This problem will always be present in some level, and mutation will always
’destroy’ some possibly beneficial traits, perhaps before they have had a chance
to propagate through into other solutions within the population. This is the
price of evolution, and is present in natural evolution as much as simulated
algorithms. Within natural ’bad’ mutants there would be no natural ’good’
mutants, and hence no evolution.
Mutation is a dangerous but vital process, and the program must strike a happy
medium, reducing the loss from overwriting to a minimum, but retaining the
powerful ability to find new strategies. One anticipated issue is the mutation
rate used by the algorithm. If the algorithm was to use a fixed mutation rate,
then there would be issues on getting close enough to solutions.
For example, consider a problem domain that used integers, and could only
mutate by adding or subtracting 5 to this value. If the optimum value was 7,
and the intial value 0, then the algorithm would clearly reach either 5 or 10,
but never be able to get a closer solution, as the solutions could only occur in
these discrete segments.
To solve this problem the algorithm will use variable mutation rates. Initially,
the algorithm would use a mutation rate that was fairly large, and as algorithm
progressed, the mutation rate would decrease to allow finer solutions. The rate
at which this is decreased could be controlled in numerous ways, such as by
generation number, or run-time.
However, the best method is expected to be linked to fitness, as this provides
a concrete link to the revealing of a better solution. As the algorithm reaches
a better solution, the mutation rate is decreased. It should be noted that by
mutation rate, it is meant the discrete size of each mutation, rather than the
frequency at which mutation should occur.

31
9.7 Logging Features

Logging is a feature that can be implemented relatively simply, but choosing


the information to be logged is not so trivial. Storing all available information is
not a feasible option, as the amount of data would soon be overwhelming

9.8 Implementation Language Choice

Java was chosen. Good graphics capabilities, rapid development.

9.9 GUI Design

The main feature of the GUI must be the solutions, that intuitive ability to
see them helps, SHould all solutions be shown? Dependent upon solution size
there could be many, but at least 8ish. Decided that the best solution only
should be shown, as solutions would become similar within a few generations
anyway. Other essential elements of the GUI are the generation number, and
metrics about the solutions like number of points, length of conductor segments
(equivalent to conductor size), symmetry constraints.

9.9.1 Drawing the solutions

The solution representation is a set of angles, which represent the angle from
the vertical of that segment. Therefore, before the solutions can be drawn to the
screen, this data must be converted into cartesian coordinates. Each segment
can be calculated using trigonometry, as the length of each segment and one
angle is known. This can then be added to the coordinates of the previous
point, in order to create a chain of points. The table below shows how each
point will be calculated, where d is the required spacing between the Y axis and
the apex of the curve, and c is the length of each segment.
Point X Value Y Value
1 d c/2
2 x value of point 1 + c sin angle y value of point 1 + c cos angle
3 x value of point 2 + c sin angle y value of point 1 + c cos angle
n x value of point n-1 + c sin angle y value of point n-1 + c cos angle

9.9.2 Colour Use

Colour use could be important, and the solution arc could be coded, with bad
points red, and good points blue. Where bad points are the highest loss points,
or the hottest points. The colours could be assigned in numerous ways, for
example the N/3 hottest points, where N is the number of points in a solution
arc could be red, and the same amount blue, with the other third black.

32
10 Implementation

10.1 GA Prototype - Word Finder

10.1.1 Introduction

A trivial program was devised as a proof of concept for Genetic Algorithms.


It’s purpose was both to prove that the theory of genetic algorithms was sound,
and to provide a proven framework within which to create the more complex
proximity effect GA. The program simply used text strings as solutions, and
aimed to create a specific string. It was initialized with a random population,
and attempted to create a pre-determined word by using single point crossover
and mutation.

10.1.2 Design

The design of the program was very simple; there would be 10 solutions in a
population (this size was chosen arbitrarily, but was even to allow crossover
operations to be paired). At each generation all 10 would be analysed by a
fitness variable and assigned a fitness value, to be stored in an integer array.
This fitness would simply be the number of characters in a given solution that
match the same position in the optimal solution. For example, the solution ’aa’
in a program searching for ’ab’ would have a fitness value of 1, and ’ab’ would
have a fitness value of 2.

10.1.3 Implementation

The program was implemented with a fitness value that compared each solution
to the optimal, and calculated the number of matching characters. The halting
algorithm simply stopped the program once the fitness value matched that of
the character length of the optimal string (and therefore also the length of each
problem solution in the population).
// Takes a solution and optimal solution, and returns
// number of matching characters.
public static int evaluateFitness(char[] solution, char[] optimal)

// Number of matching characters


int matches = 0;

// Count matches against goal


for(int i=0;i¡6;i++)

if (solution[i] == optimal[i])

matches++;

33
// If we have reached optimality, set flag
if (matches == 6)
optimality = true;

// Return fitness value


return matches;

Because the solution representation is simply a character string, it was unimpor-


tant how crossover was implemented. In order to keep the code simple, single
point crossover was used. The length of solutions was set at 6 characters, and
crossover took 3 characters from each solution to be altered. The program took
the best 2 solutions, and created two new solutions from them which were placed
in the positions previously used by the two worst performing solutions. This
approach achieved two things; firstly it acted as natural selection, removing the
least desirable solutions, and secondly it allowed the previous two best solutions
to remain. These should never be overwritten, as it would allow the algorithm
to back-track and create worst solutions.

10.1.4 Results

Appendix 12.2 shows a typical output from the program, which has a demon-
strated 100% success rate in achieving optimality. This was expected however,
given the trivial nature of the problem, and the indiscrete nature of the repre-
sentation - an optimal solution can have only one value. Figure 10 shows typical
output from this test program.

Figure 8: Example output from the text GA prototype.

Following the satisfactory results of the implementation, some changes were


made to the program in order to allow the next stage of development. Some of
these were trivial updates such as a GUI, and others were slight improvements

34
to the layout and organisation of the program, as well as improvements upon
the actual algorithm.
A GUI was added at this point, as having one in place that was proven to
be functional would be a massive advantage in programming the next stage of
implementation.
When writing the proximity effect solver it would be vital to be able to see the
output in order to debug any problems, such was the reasoning behind writing
the graph drawing program separately. Having this GUI would enable these two
programs to be combined to allow an effective development platform.

35
10.2 Proximity and Skin Effect Genetic Algorithm

10.2.1 Solution/Curve Representation

The solution would represent a curve, which would be the shape of the conduc-
tor. Obviously this cannot be represented in its true form with any practicality,
and some approximation would have to take place. Therefore the curve would
be broken down into modular sections, consistent in size and area. These would
form a chain that approximated the shape of the curve. The program would al-
low these modules to be scaled up or down, in order to raise the accuracy of the
program. Once a working system had been proven then the modules could be
reduced in size to the point where the loss of information in the approximation
became negligible, and hopefully smaller than the gain in efficiency arising from
using a GA, in order to provide an overall improvement in circuit conduction
efficiency.
These modular sections would be placed in 2D space by describing the loca-
tion of their centre point. The angle of derivation from the vertical would be
used to store the direction information, as one number can be used instead
of two sets of cartesian coordinates, as would be needed under a graph based
representation.
It would be assumed that one module would always be placed at the same point,
and that two chains of modules would extend from its extreme edges. Therefore,
by having a fixed position ’root module’ and angle-of-derivation direction infor-
mation it should be possible to represent a curve of N modules with an array of
N-1 integers. This is a very sparse representation to a complex solution, which
is beneficial in the case of GAs, in order to reduce the complexity of the fitness
evaluation function.

10.2.2 Implementation Plan

With a trivial problem, such as the word finder GA, it is very simple to un-
derstand the internal actions of the system. The data itself is also very human
readable, as the representation was plain text. Therefore judging the progress of
the program was extremely intuitive. However, the final implementation, where
the GA would be adapted to solve the skin and proximity effect problem, would
be very different in this respect.
Instead of a solution being comprised of a short alpha-numeric string it would
be an array of angular data referring to the difference from vertical of several
points on a curve. Looking at this information ’with the naked eye’ is of very
little use, and some processing would be needed to aid comprehension.
Therefore, the first part of implementation would be a GUI with a graphical
representation of each curve as it progressed through the generations. This
first module would take test data in the form of the final program’s solution
representation, and draw the curve that it described.
Once that module is working it will be possible to create a genetic algorithm
around this, with a set of solutions, crossover and mutation methods and an

36
empty fitness function. The fitness function at this stage will return a random
number as a fitness value. This will not impact on the rest of the program, but
will allow testing of the mutation and crossover code to take place.
Once this is working, the random number generator in the code can be replaced
by the correct algorithm to calculate proximity and skin effect of a given solution.
At this point the program should progress towards the optimum, rather than
randomly jumping around the solution space.

10.2.3 Results

The program does work towards a certain shape, which immediately shows that
the genetic algorithm is working towards some ideal fitness value. The important
result is that it also produces shapes that are exactly what one would expect
from the previous work on proximity and skin effect.

Figure 9: Example output from the GA.

In the figure below the results from several calculations have been amalgamated.
This figure clearly shows that the results closely follow that of the Hillen paper,
where the conductors become more curved the further they are from each other.
This is because the proximity effect reduces, whilst the skin effect remains. The
optimal configuration for a single conductor is a closed circle, and the larger the
distance between the two, the more closely the solution should resemble this.
[5]

37
Figure 10: Output from the GA, with w values of 0,1,2,3,4 respectively.

10.2.4 Possible Improvements

There are several improvements that could be made to the code, in order to
produce more accurate results, and to improve the maintainability of the code.
The initial code was written to use 6 points to represent each quarter-curve of
a solution. A larger amount of points could be used, and this would increase
the accuracy of the solution. This work has actually been undertaken, and the
code altered to allow a user-defined number of points, but the results tend to
’clump’ together. Initially the solution progresses as one would expect up to a
certain point, when the solution folds in on itself. Often, the points that exceed
the initial six overlay the solution one would expect from a solution represented
by 6 points. Obviously the fitness function would also need some adjustment
in order to function properly, and a simple piece of code that doesn’t allow
more than one point to occupy the same space would suffice to stop this from
occurring.
Another improvement which could be very useful would be the ability to import
problems and user-defined settings from a file. The code did make use of this,
but based upon a simple text file where each value was placed on a new line.
This quickly became confusing to edit, and it was simpler to edit problems in the
code itself, even if there was a time overhead in re-compiling and running. One
possible method that could overcome this would be to use an XML file, and to
create a simple GUI editor for this. This would allow the user to save problems,
edit existing ones, and also to output results. Improve architecture

38
10.3 Further Research

10.3.1 Counter-Balanced Mutation

If one point on one solution is mutated, then the magnitude of that change
varies depending on where that point lies. The closer to the centre of the curve
the point is, the more it will alter a given solution. If the last point is altered,
then that change will only affect the last segment. If the very first curve is
altered though, it will affect the placement of every other point, as the root of
all segments is the end of the previous segment. One avenue for further research
would be to develop some form of counter-balanced mutation, where a change
is accompanied by changes to successive angles, in order to try and retain their
traits. This could be as simple as an equal change in the opposite direction in
the N+1 point, or a gradual series of changes over the remaining points that
sums to the opposite of the mutation change.

10.3.2 Meta-Testing - Automation of Design Refinement?

Many of these proceeding tests highlighted benefits and shortcomings of partic-


ular strategies. However, the intrinsic weakness of these are that the different
options (initiation, mutation and crossover strategies) do not work atomically.
One cannot decide the best method of initiation, apply it, and then move on to
discover the best crossover strategy. These variables work in unison in incredi-
bly complex ways, and present emergent behavior. Effectively they represent a
combinatorial optimisation problem of their own.
Since GAs are a method of solving these an interesting hypothesis emerges -
could a GA be devised that could discover the best settings for a particular GA?
Theoretically this would accept a problem description as input, and generate
a random population of GA settings. This strategy would present inherent
problems. The concept of GAs is that they are readily applicable to any problem
within a certain scope. A GA designed to find the word ’Monkey’ could easily
be altered to evolve the word ’Simian’. However, running a GA to find the most
optimum settings for a particular GA would be so computationally intensive
that it would become ineffective. The original GA would have to be run once
for each combination of settings. In a simple program with 5 settings, each
with 5 options this would require 5! runs of the original program. It would be
far more efficient to run the original GA, even with inefficient settings, once in
order to solve the problem at hand.
It is theoretically possible that a metahuerisitc fitness function could be designed
that could evaluate the fitness of a GA without running it, although this would
be problem-specific. It has been hypothesized that random creation could be
used to create complex programs entirely from scratch without human input,
again this is theoretically possible. However, it could take a massively large
amount of attempts, and these would all need to be tested for correctness - a
task that would take an enormous amount of time. In essence, an infinite amount
of monkeys, sitting at an infinite amount of computers with a Java IDE, could
create an optimal GA strategy - but it would take an infinite amount of time
to assess which one it was.

39
Despite these issues it may be useful to discover whether this hypothesis is
true, whether a GA can be used to create the optimal settings for another GAs
variables. Having the optimum GA strategy could be useful knowledge. It
could be used as a benchmark against which other strategies could be assessed.
A GA could randomly generate settings, and if they fell within a certain fitness
they could be used. It could be a metahuersitc for determining whether a
metahueristic is appropriate - a metametahueristic.

10.3.3 Experiment in Metametahueristics

The basic strategy for the experiment would be to place the curve GA in a
class, and import that class into the text based GA program. From here the
code for the the text based GA would be altered. Instead of storing a word in
each solution, the program would store values for each variable in the curve GA.
The fitness evaluation of the text based GA would involve feeding that solutions
variables into the curve GA, running that algorithm, and storing the time taken
to complete the solution to the optimality requirements of that program. This
time would then be used as the fitness value, and it would be the task of the
new meta-GA to reduce that value to a minimum. In this way it should be
possible to determine the best settings for that GA.

40
11 Conclusion

11.1 Project Results

The use of GAs was examined with a trivial problem, to find a certain string of
alphanumeric characters. This code was a success, and proved that GAs would
be feasible on my chosen platform.
The code was then created for skin and proximity effect problems, and the
results show that the solutions provided fit very closely with the results from
the Hillen paper. [5] The fitness function therefore returns accurate values. The
innovative approach to calculating fitness values without performing all of the
calculations outlined in the Hillen paper also worked.
This project was able to reduce the computational overhead inherent in solving
this problem, and therefore speed up the calculation. It would be an interesting
study to fully implement the calculations described in that paper, and perform
some performance related tests on the two. This would enable a comparison,
and therefore a mathematical analysis of the improvement.

11.2 Real-World Benefits

This research could be used in the design of circuits where applicable, and
would maximise the efficiency of that circuit. By reducing proximity and skin
effect, the power consumption of the circuit would be reduced. In the current
environmental situation this is extremely pertinent. Metahueristic techniques
can and must be used to design electrical circuits as intelligently as possible,
especially where a product will be mass-produced.

11.3 Adaptability to Other Problems Spaces

Can GAs solve other problems? Section 5 of this document shows that there
are many spaces where they are already working. They are adaptable to any
problem where the fitness of a solution can be measured. There is nothing more
adaptable than evolution.

41
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[5] Richard Dawkins, The Blind Watchmaker Penguin Books, 1986.
[6] Paul Murgatroyd, S. Hillen, Minimum loss sections of flat conductors. IEE
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swers to High Tech Puzzle, The Wall Street Journal, January 16th 1996.
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43
12 Appendix

12.1 Source Code for GA Word Finder

This is the code listings for the word-finder Genetic Algorithm. This code is
Java, and was developed on JEdit on a Unix/Mac OS platform.

44
12.2 Example output from GA Word Finder

The following is a list of the best (highest fitness values) of each generation in
a typical run of the text based GA. The output is not extraordinary in any
way, and was of the type expected. The goal state is the word ’MONKEY’, and
the initial state was randomly generated. The best initial state happened to be
’PENEEp’.

45
0:PENEEp 42:HENEEB 84:MCNTEB 126:MCNCEB 168:MWNKEP
1:PENEEp 43:GENGEB 85:MCNTEB 127:MCNCEB 169:MWNKEP
2:PENEEp 44:HENGEB 86:MCNTEB 128:MCNCEB 170:MWNKEP
3:PENEEp 45:GENGEB 87:MCNLEB 129:MCNCEB 171:MWNKEP
4:PENEEB 46:GENEEB 88:MCNLEB 130:MCNCEB 172:MWNKEP
5:PENEEB 47:GENEEB 89:MCNPEB 131:MCNCEB 173:MWNKEO
6:PENEEB 48:HENEEB 90:MCNPEB 132:MCNCEB 174:MLNKEO
7:PENEEB 49:GENEEB 91:MCNQEB 133:MCNCEB 175:MLNKEO
8:PENEEB 50:NENEEB 92:MCNQEB 134:MCNCEB 176:MUNKEO
9:PENEEB 51:GENEEB 93:MCNPEB 135:MCNCEK 177:MUNKEP
10:PENEEB 52:MMNEEB 94:MCNCEB 136:MCNCEK 178:MUNKEP
11:PENEEB 53:MMNEEB 95:MCNCEB 137:MLNCEK 179:MUNKEP
12:PENEEB 54:MMNEEB 96:MANCEB 138:MCNCEK 180:MUNKEW
13:PENEEB 55:MMNEEB 97:MANCEB 139:MCNLEU 181:MUNKEP
14:PENMEB 56:MMNEEB 98:MCNCEB 140:MLNLEU 182:MUNKEP
15:PENMEB 57:MMNEEB 99:MANCEB 141:MTNLEU 183:MUNKEP
16:PENMEB 58:MMNEEB 100:MCNCEB 142:MTNLEK 184:MUNKEP
17:PENEEB 59:MMNEEB 101:MANCEB 143:MTNLEK 185:MUNKEP
18:PENEEB 60:MMNLEB 102:MANCEB 144:MTNLEK 186:MUNKEY
19:PENEEB 61:MMNLEB 103:MANCEB 145:MLNLEK 187:MUNKEY
20:KENEEB 62:MMNLEB 104:MANCEB 146:MLNLEK 188:MUNKEY
21:KENEEB 63:MMNLEB 105:MCNCEB 147:MLNLEK 189:MUNKEY
22:KENEEB 64:MMNEEB 106:MCNCEB 148:MLNLEK 190:MUNKEY
23:KENEEB 65:MMNEEB 107:MCNCEB 149:MLNLEK 191:MUNKEY
24:KENEEB 66:MMNIEB 108:MCNCEB 150:MUNBEK 192:MUNKEY
25:KENEEB 67:MCNIEB 109:MCNQEC 151:MUNBEK 193:MUNKEY
26:KENEEB 68:MMNIEB 110:MCNQEC 152:MUNBEC 194:MUNKEY
27:KENEEB 69:MMNIEB 111:MCNQEC 153:MUNCEC 195:MUNKEY
28:KENEEB 70:MMNIEB 112:MCNQEC 154:MUNCEP 196:MUNKEY
29:KENEEB 71:MCNIEB 113:MCNCEB 155:MUNCEP 197:MUNKEY
30:HENEEB 72:MCNLEB 114:MCNCEB 156:MUNCEP 198:MUNKEY
31:HENEEB 73:MCNIEB 115:MCNCEB 157:MUNCEC 199:MUNKEY
32:HENEEB 74:MCNIEB 116:MCNCEB 158:MUNCEC 200:MHNKEY
33:HENEEB 75:MCNIEB 117:MCNCEB 159:MUNCEC 201:MHNKEY
34:HENEEI 76:MCNLEB 118:MCNCEB 160:MUNCEC 202:MHNKEY
35:HENEEI 77:MCNLEB 119:MCNCEB 161:MUNCEC 203:MHNKEY
36:HENEEB 78:MCNLEB 120:MCNCEB 162:MWNCEP 204:MONKEY
37:HENEEB 79:MCNLEB 121:MCNCEB 163:MWNCEP
38:HENEEB 80:MCNLEB 122:MCNCEB 164:MWNCEP
39:HENEEB 81:MCNLEB 123:MCNCEB 165:MWNCEP
40:HENEEB 82:MCNLEB 124:MCNCEB 166:MWNKEP
41:HENEEB 83:MCNSEB 125:MCNCEB 167:MWNKEP

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12.3 Source Code for GA

This is the code listing for the proximity and skin effect Genetic Algorithm. This
code is Java, and was developed on JEdit on a Unix/Mac OS platform.

47

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