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Interactive model-based search with reactive resource allocation

机译:基于交互式模型的搜索,带有无功资源分配

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We revisit the interactive model-based approach to global optimization proposed in Wang and Garcia (J Glob Optim 61(3): 479-495, 2015) in which parallel threads independently execute a model-based search method and periodically interact through a simple acceptance-rejection rule aimed at preventing duplication of search efforts. In that paper it was assumed that each thread successfully identifies a locally optimal solution every time the acceptance-rejection rule is implemented. Under this stylized model of computational time, the rate of convergence to a globally optimal solution was shown to increase exponentially in the number of threads. In practice however, the computational time required to identify a locally optimal solution varies greatly. Therefore, when the acceptance-rejection rule is implemented, several threads may fail to identify a locally optimal solution. This situation calls for reallocation of computational resources in order to speed up the identification of local optima when one or more threads repeatedly fail to do so. In this paper we consider an implementation of the interactive model-based approach that accounts for real time, that is, it takes into account the possibility that several threads may fail to identify a locally optimal solution whenever the acceptance-rejection rule is implemented. We propose a modified acceptance-rejection rule that alternates between enforcing diverse search (in order to prevent duplication) and reallocation of computational effort (in order to speed up the identification of local optima). We show that the rate of convergence in real-time increases with the number of threads. This result formalizes the idea that in parallel computing, exploitation and exploration can be complementary provided relatively simple rules for interaction are implemented. We report the results from extensive numerical experiments which are illustrate the theoretical analysis of performance.
机译:我们回顾了Wang和Garcia(J Glob Optim 61(3):479-495,2015)中提出的基于模型的交互式全局优化方法,其中并行线程独立执行基于模型的搜索方法并通过简单接受定期进行交互-拒绝规则,旨在防止重复搜索工作。在该论文中,假设每次执行接受拒绝规则时,每个线程都会成功地识别局部最优解。在这种风格化的计算时间模型下,收敛到全局最优解的速率显示出线程数量呈指数增长。但是实际上,识别局部最优解所需的计算时间变化很大。因此,当实施接受拒绝规则时,多个线程可能无法识别局部最优解决方案。这种情况要求重新分配计算资源,以便在一个或多个线程反复失败时加快对局部最优的识别。在本文中,我们考虑了一种基于交互式模型的方法的实现,该方法考虑了实时性,也就是说,它考虑了每当实施接受拒绝规则时多个线程可能无法识别局部最优解决方案的可能性。我们提出了一种修改后的接受-拒绝规则,该规则在执行多样化搜索(以防止重复)和重新分配计算工作量(以加快对局部最优的识别)之间交替。我们表明,实时收敛速度随着线程数量的增加而增加。该结果正式化了这样的思想,即只要实现相对简单的交互规则,并行计算中的开发和探索就可以互补。我们报告了广泛的数值实验的结果,这些结果说明了性能的理论分析。

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