The sine-cosine algorithm (SCA) is a new population-based meta-heuristic algorithm. In addition to exploiting sine and cosine functions to perform local and global searches (hence the name sine-cosine), the SCA introduces several random and adaptive parameters to facilitate the search process. Although it shows promising results, the search process of the SCA is vulnerable to local minima maxima due to the adoption of a fixed switch probability and the bounded magnitude of the sine and cosine functions (from -1 to 1). In this paper, we propose a new hybrid Q-learning sine-cosine- based strategy, called the Q-learning sine-cosine algorithm (QLSCA). Within the QLSCA, we eliminate the switching probability. Instead, we rely on the Q-learning algorithm (based on the penalty and reward mechanism) to dynamically identify the best operation during runtime. Additionally, we integrate two new operations (Le´vy flight motion and crossover) into the QLSCA to facilitate jumping out of local minima maxima and enhance the solution diversity. To assess its performance, we adopt the QLSCA for the combinatorial test suite minimization problem. Experimental results reveal that the QLSCA is statistically superior with regard to test suite size reduction compared to recent state-of-the-art strategies, including the original SCA, the particle swarm test generator (PSTG), adaptive particle swarm optimization (APSO) and the cuckoo search strategy (CS) at the 95 confidence level. However, concerning the comparison with discrete particle swarm optimization (DPSO), there is no significant difference in performance at the 95 confidence level. On a positive note, the QLSCA statistically outperforms the DPSO in certain configurations at the 90 confidence level.
@cite_30 developed a @math strategy based on the harmony search algorithm (HSS). The HSS mimics the behaviour of musicians trying to compose good music either by improvising on the best tune they remember or by random sampling. In doing so, the HSS iteratively exploits the harmonic memory to store the best solution found through a number of defined probabilistic improvisations within its local and global search processes. In each improvisation, one test case is selected for the final test suite until all the required interactions are covered. The notable feature of the HSS is that it supports constraints using the forbidden tuple approach.
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Context: Although useful, AI-based variable strength t-way strategies are lacking in terms of the support for high interaction strength. Additionally, most AI-based strategies generally do not address the support for constraints. Addressing the aforementioned issues, this paper elaborates the design, implementation, and evaluation of a novel variable-strength-based on harmony search algorithm, called Harmony Search Strategy (HSS). Objective: The objective of this work is to investigate the adoption of harmony search algorithm for constructing variable-strength t-way strategy. Method: Implemented in Java, HSS integrates the harmony search algorithm as parts of its search engine. Result: Benchmarking results demonstrate that HSS gives competitive results against most existing AI-based (and pure computational) counterparts. However, unlike other AI-based counterparts, HSS addresses the support for high interaction strength and permits the support for constraints. Conclusion: AI-based t-way strategies tend to outperform the pure computational-based strategies in terms of test size. Randomized sampling has recently been proven a highly efficient technique for computing approximate factorizations of matrices that have low numerical rank. This paper describes an extension of such techniques to a wider class of matrices that are not themselves rank-deficient but have off-diagonal blocks that are; specifically, the class of so-called hierarchically semiseparable (HSS) matrices. HSS matrices arise frequently in numerical analysis and signal processing, particularly in the construction of fast methods for solving differential and integral equations numerically. The HSS structure admits algebraic operations (matrix-vector multiplications, matrix factorizations, matrix inversion, etc.) to be performed very rapidly, but only once the HSS representation of the matrix has been constructed. How to rapidly compute this representation in the first place is much less well understood. The present paper demonstrates that if an @math matrix can be applied to a vector in @math time, and if individual entries of the matrix can be computed rapidly, then provided that an HSS representation of the matrix exists, it can be constructed in @math operations, where @math is an upper bound for the numerical rank of the off-diagonal blocks. The point is that when legacy codes (based on, e.g., the fast multipole method) can be used for the fast matrix-vector multiply, the proposed algorithm can be used to obtain the HSS representation of the matrix, and then well-established techniques for HSS matrices can be used to invert or factor the matrix. Machine improvisation and related style simulation problems usually consider building repre- sentations of time-based media data, such as music, either by explicit coding of rules or applying machine learning methods. Stylistic learning applies such methods to musical sequences in order to capture salient musical features and organize these features into a model. The Stylistic simulation process browses the model in order to generate variant musical sequences that are stylistically consistent with the learned ma- terial. If both the learning process and the simulation process happen in real-time, in an interactive system where the computer “plays” with musicians, then Machine Improvisation is achieved. Improvisation models have to cope with a trade-off between completeness (all the possible patterns and their continuation laws are discovered) and incrementality (the completeness is ensured only asymptotically for infinite sequences). In a previous work we devised a complete and incremental model based on the Factor Oracle Algorithm. In this paper we propose a concurrent constraints model for the Factor Oracle and show how it can be used in a concurrent learning improvisation situation. Our model is based on a non-deterministic concurrent constraint process calculus (NTCC). Such an approach allows the system to respond in a faster and more flexible manner to real-life performance situations. In addition, the declarative nature of constraints greatly simplifies the expansion of the system with improvisation rules at a higher musical level. We also describe the implementation of our model in a NTCC interpreter written in Common Lisp that is capable of real time performance. We present a distributed-memory library for computations with dense structured matrices. A matrix is considered structured if its off-diagonal blocks can be approximated by a rank-deficient matrix with low numerical rank. Here, we use Hierarchically Semi-Separable representations (HSS). Such matrices appear in many applications, e.g., finite element methods, boundary element methods, etc. Exploiting this structure allows for fast solution of linear systems and or fast computation of matrix-vector products, which are the two main building blocks of matrix computations. The compression algorithm that we use, that computes the HSS form of an input dense matrix, relies on randomized sampling with a novel adaptive sampling mechanism. We discuss the parallelization of this algorithm and also present the parallelization of structured matrix-vector product, structured factorization and solution routines. The efficiency of the approach is demonstrated on large problems from different academic and industrial applications, on up to 8,000 cores. This work is part of a more global effort, the STRUMPACK (STRUctured Matrices PACKage) software package for computations with sparse and dense structured matrices. Hence, although useful on their own right, the routines also represent a step in the direction of a distributed-memory sparse solver. We propose a system, the Continuator, that bridges the gap between two classes of traditionally incompatible musical systems: (1) interactive musical systems, limited in their ability to generate stylistically consistent material, and (2) music imitation systems, which are fundamentally not interactive. Our purpose is to allow musicians to extend their technical ability with stylistically consistent, automatically learnt material. This goal requires the ability for the system to build operational representations of musical styles in a real time context. Our approach is based on a Markov model of musical styles augmented to account for musical issues such as management of rhythm, beat, harmony, and imprecision. The resulting system is able to learn and generate music in any style, either in standalone mode, as continuations of musician’s input, or as interactive improvisation back up. Lastly, the very design of the system makes possible new modes of musical collaborative playing. We describe the architectu... This paper presents a fast direct solver for 3D discretized linear systems using the supernodal multifrontal method together with low-rank approximations. For linear systems arising from certain partial differential equations (PDEs) such as elliptic equations, during the Gaussian elimination of the matrices with Nested Dissection ordering, the fill-in of L and U factors loses its sparsity and contains dense blocks with low-rank property. Off-diagonal blocks can be efficiently approximated with low-rank matrices; diagonal blocks approximated with semiseparable structures called hierarchically semiseparable (HSS) representations. Matrix operations in the multifrontal method are performed in low-rank arithmetic. We present efficient way to organize the HSS structured operations along the elimination. To compress dense blocks into low-rank or HSS structures, we use effective cross approximation (CA) approach. We also use idea of adaptive balancing between robust arithmetic for computing the small dense blocks and low-rank matrix operations for handling with compressed ones while performing the Gaussian elimination. This new proposed solver can be essentially parallelized both on architecture with shared and distributed memory and can be used as effective preconditioner. To check efficient of our solver we compare it with Intel MKL PARDISO - the high performance direct solver. Memory and performance tests demonstrate up to 3 times performance and memory gain for the 3D problems with more than (10^6 ) unknowns. Therefore, proposed multifrontal HSS solver can solve large problems, which cannot be resolved by direct solvers because of large memory consumptions. In this paper we develop a fast direct solver for large discretized linear systems using the supernodal multifrontal method together with low-rank approximations. For linear systems arising from certain partial differential equations such as elliptic equations, during the Gaussian elimination of the matrices with proper ordering, the fill-in has a low-rank property: all off-diagonal blocks have small numerical ranks with proper definition of off-diagonal blocks. Matrices with this low-rank property can be efficiently approximated with semiseparable structures called hierarchically semiseparable (HSS) representations. We reveal the above low-rank property by ordering the variables with nested dissection and eliminating them with the multifrontal method. All matrix operations in the multifrontal method are performed in HSS forms. We present efficient ways to organize the HSS structured operations along the elimination. Some fast HSS matrix operations using tree structures are proposed. This new structured multifrontal method has nearly linear complexity and a linear storage requirement. Thus, we call it a superfast multifrontal method. It is especially suitable for large sparse problems and also has natural adaptability to parallel computations and great potential to provide effective preconditioners. Numerical results demonstrate the efficiency. Synthetic data has proved increasingly useful in both training and testing machine learning models such as neural networks. The major problem in synthetic data generation is producing meaningful data that is not simply random but reflects properties of real-world data or covers particular cases of interest. In this paper, we show how a probabilistic programming language can be used to guide data synthesis by encoding domain knowledge about what data is useful. Specifically, we focus on data sets arising from "scenes", configurations of physical objects; for example, images of cars on a road. We design a domain-specific language, Scenic, for describing "scenarios" that are distributions over scenes. The syntax of Scenic makes it easy to specify complex relationships between the positions and orientations of objects. As a probabilistic programming language, Scenic allows assigning distributions to features of the scene, as well as declaratively imposing hard and soft constraints over the scene. A Scenic scenario thereby implicitly defines a distribution over scenes, and we formulate the problem of sampling from this distribution as "scene improvisation". We implement an improviser for Scenic scenarios and apply it in a case study generating synthetic data sets for a convolutional neural network designed to detect cars in road images. Our experiments demonstrate the usefulness of our approach by using Scenic to analyze and improve the performance of the network in various scenarios. We present a pattern recognition approach to the task of identifying performers from their interpretative styles. We investigate how professional musicians express their view of the musical content of musical pieces and how to use this information in order to automatically identify performers. We apply sound analysis techniques based on spectral models for extracting deviation patterns of parameters such as pitch, timing, amplitude and timbre characterising both the internal structure of notes and the musical context in which they appear. We describe successful performer identification case studies involving monophonic audio recordings of both score-guided and commercial improvised performances. Covering arrays can be applied to the testing of software, hardware and advanced materials, and to the effects of hormone interaction on gene expression. In this paper we develop constraint programming models of the problem of finding an optimal covering array. Our models exploit global constraints, multiple viewpoints and symmetry-breaking constraints. We show that compound variables, representing tuples of variables in our original model, allow the constraints of this problem to be represented more easily and hence propagate better. With our best integrated model, we are able to either prove the optimality of existing bounds or find new optimal solutions, for arrays of moderate size. Local search on a SAT-encoding of the model is able to find improved solutions and bounds for larger problems. Recently, many meta-heuristic algorithms have been proposed to serve as the basis of a t-way test generation strategy (where t indicates the interaction strength) including Genetic Algorithms (GA), Ant Colony Optimization (ACO), Simulated Annealing (SA), Cuckoo Search (CS), Particle Swarm Optimization (PSO), and Harmony Search (HS). Although useful, meta-heuristic algorithms that make up these strategies often require specific domain knowledge in order to allow effective tuning before good quality solutions can be obtained. Hyper-heuristics provide an alternative methodology to meta-heuristics which permit adaptive selection and or generation of meta-heuristics automatically during the search process. This paper describes our experience with four hyper-heuristic selection and acceptance mechanisms namely Exponential Monte Carlo with counter (EMCQ), Choice Function (CF), Improvement Selection Rules (ISR), and newly developed Fuzzy Inference Selection (FIS), using the t-way test generation problem as a case study. Based on the experimental results, we offer insights on why each strategy differs in terms of its performance. Improvise is a fully-implemented system in which users build and browse multiview visualizations interactively using a simple shared-object coordination mechanism coupled with a flexible, expression-based visual abstraction language. By coupling visual abstraction with coordination, users gain precise control over how navigation and selection in the visualization affects the appearance of data in individual views. As a result, it is practical to build visualizations with more views and richer coordination in Improvise than in other visualization systems. Building and browsing activities are integrated in a single, live user interface that lets users alter visualizations quickly and incrementally during data exploration Speech emotion recognition is an important and challenging task in the realm of human-computer interaction. Prior work proposed a variety of models and feature sets for training a system. In this work, we conduct extensive experiments using an attentive convolutional neural network with multi-view learning objective function. We compare system performance using different lengths of the input signal, different types of acoustic features and different types of emotion speech (improvised scripted). Our experimental results on the Interactive Emotional Motion Capture (IEMOCAP) database reveal that the recognition performance strongly depends on the type of speech data independent of the choice of input features. Furthermore, we achieved state-of-the-art results on the improvised speech data of IEMOCAP. In this paper we present a fast direct solver for certain classes of dense structured linear systems that works by first converting the given dense system to a larger system of block sparse equations and then uses standard sparse direct solvers. The kind of matrix structures that we consider are induced by numerical low rank in the off-diagonal blocks of the matrix and are related to the structures exploited by the fast multipole method (FMM) of Greengard and Rokhlin. The special structure that we exploit in this paper is captured by what we term the hierarchically semiseparable (HSS) representation of a matrix. Numerical experiments indicate that the method is probably backward stable. We present a description of two small audio visual immersive installations. The main framework is an interactive structure that enables multiple participants to generate jazz improvisations, loosely speaking. The first uses a Bayesian Network to respond to sung or played pitches with machine pitches, in a kind of constrained harmonic way. The second uses Bayesian Networks and Hidden Markov Models to track human motion, play reactive chords, and to respond to pitches both aurally and visually. Abstract This paper proposes a novel population-based optimization algorithm called Sine Cosine Algorithm (SCA) for solving optimization problems. The SCA creates multiple initial random candidate solutions and requires them to fluctuate outwards or towards the best solution using a mathematical model based on sine and cosine functions. Several random and adaptive variables also are integrated to this algorithm to emphasize exploration and exploitation of the search space in different milestones of optimization. The performance of SCA is benchmarked in three test phases. Firstly, a set of well-known test cases including unimodal, multi-modal, and composite functions are employed to test exploration, exploitation, local optima avoidance, and convergence of SCA. Secondly, several performance metrics (search history, trajectory, average fitness of solutions, and the best solution during optimization) are used to qualitatively observe and confirm the performance of SCA on shifted two-dimensional test functions. Finally, the cross-section of an aircraft's wing is optimized by SCA as a real challenging case study to verify and demonstrate the performance of this algorithm in practice. The results of test functions and performance metrics prove that the algorithm proposed is able to explore different regions of a search space, avoid local optima, converge towards the global optimum, and exploit promising regions of a search space during optimization effectively. The SCA algorithm obtains a smooth shape for the airfoil with a very low drag, which demonstrates that this algorithm can highly be effective in solving real problems with constrained and unknown search spaces. Note that the source codes of the SCA algorithm are publicly available at http: www.alimirjalili.com SCA.html . A trend in software testing is reducing the size of a test suite while preserving its overall quality. Given a test suite and a set of requirements covered by the suite, test suite reduction aims at selecting a subset of test cases that cover the same set of requirements. Even though this problem has received considerable attention, finding the smallest subset of test cases is still challenging and commonly-used approaches address this problem only with approximated solutions. When executing a single test case requires much manual effort (e.g., hours of preparation), finding the minimal subset is needed to reduce the testing costs. In this paper, we introduce a radically new approach to test suite reduction, called FLOWER, based on a search among network maximum flows. From a given test suite and the requirements covered by the suite, FLOWER forms a flow network (with specific constraints) that is then traversed to find its maximum flows. FLOWER leverages the Ford-Fulkerson method to compute maximum flows and Constraint Programming techniques to search among optimal flows. FLOWER is an exact method that computes a minimum-sized test suite, preserving the coverage of requirements. The experimental results show that FLOWER outperforms a non-optimized implementation of the Integer Linear Programming approach by 15-3000 times in terms of the time needed to find an optimal solution, and a simple greedy approach by 5-15 in terms of the size of reduced test suite. Ontology mapping seeks to find semantic correspondences between similar elements of different ontologies. It is a key challenge to achieve semantic interoperability in building the Semantic Web. This paper proposes a new generic and adaptive ontology mapping approach, called the PRIOR+, based on propagation theory, information retrieval techniques and artificial intelligence. The approach consists of three major modules, i.e., the IR-based similarity generator, the adaptive similarity filter and weighted similarity aggregator, and the neural network based constraint satisfaction solver. The approach first measures both linguistic and structural similarity of ontologies in a vector space model, and then aggregates them using an adaptive method based on their harmonies, which is defined as an estimator of performance of similarity. Finally to improve mapping accuracy the interactive activation and competition neural network is activated, if necessary, to search for a solution that can satisfy ontology constraints. The experimental results show that harmony is a good estimator of f-measure; the harmony based adaptive aggregation outperforms other aggregation methods; neural network approach significantly boosts the performance in most cases. Our approach is competitive with top-ranked systems on benchmark tests at OAEI campaign 2007, and performs the best on real cases in OAEI benchmark tests. Large music collections, ranging from thousands to millions of tracks, are unsuited to manual searching, motivating the development of automatic search methods. When different musicians perform the same underlying song or piece, these are known as cover' versions. We describe a system that attempts to identify such a relationship between music audio recordings. To overcome variability in tempo, we use beat tracking to describe each piece with one feature vector per beat. To deal with variation in instrumentation, we use 12-dimensional chroma' feature vectors that collect spectral energy supporting each semitone of the octave. To compare two recordings, we simply cross-correlate the entire beat-by-chroma representation for two tracks and look for sharp peaks indicating good local alignment between the pieces. Evaluation on several databases indicate good performance, including best performance on an independent international evaluation, where the system achieved a mean reciprocal ranking of 0.49 for true cover versions among top-10 returns. We present a Model-Predictive Control (MPC) system for online synthesis of interactive and physically valid character motion. Our system enables a complex (36-DOF) 3D human character model to balance in a given pose, dodge projectiles, and improvise a get up strategy if forced to lose balance, all in a dynamic and unpredictable environment. Such contact-rich, predictive and reactive motions have previously only been generated offline or using a handcrafted state machine or a dataset of reference motions, which our system does not require. For each animation frame, our system generates trajectories of character control parameters for the near future --- a few seconds --- using Sequential Monte Carlo sampling. Our main technical contribution is a multimodal, tree-based sampler that simultaneously explores multiple different near-term control strategies represented as parameter splines. The strategies represented by each sample are evaluated in parallel using a causal physics engine. The best strategy, as determined by an objective function measuring goal achievement, fluidity of motion, etc., is used as the control signal for the current frame, but maintaining multiple hypotheses is crucial for adapting to dynamically changing environments.