Carlos Cotta

dblp:47/924 · also Carlos Cotta Porras · DBLP profile ↗
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78ranked-venue papers
21as first author
4since 2021 · last 2026
0000-0001-8478-7549ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 70 · 19 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 13 · 3 first-author · 4 since 2021Systems, architecture and hardware · 5Human-computer interaction and ubiquitous computing · 2 · 1 first-authorSoftware engineering, systems software and programming languages · 1Theory of computation · 1 · 1 first-author
YearPublicationVenuePosition
2026 Hybrid Modeling for Predicting the Evolution of Premalignant Cervical Squamous Lesions via Intelligent Agents and Deep Neural Networks
Andrés Bueno-Crespo, Ana Ortiz-González, José Martínez-Más, Carlos Cotta
EvoApplications (1)4
2025 Evaluating the Impact of Hysteretic Phenomena and Implementation Choices on Energy Consumption in Evolutionary Algorithms
Carlos Cotta, Jesús Martínez-Cruz
EvoApplications (2)1
2023 Epoch-Based Application of Problem-Aware Operators in a Multiobjective Memetic Algorithm for Portfolio Optimization
Feijoo Colomine Duran, Carlos Cotta, Antonio J. Fernández 0001
EvoApplications@EvoStar2
2022 Resilient Bioinspired Algorithms: A Computer System Design Perspective
Carlos Cotta, Gustavo Olague
EvoApplications1
2020 Optimizing Hearthstone agents using an evolutionary algorithm
Pablo García-Sánchez, Alberto Paolo Tonda, Antonio J. Fernández 0001, Carlos Cotta
Knowl. Based Syst.4
2019 New perspectives on the optimal placement of detectors for suicide bombers using metaheuristics
Carlos Cotta, José E. Gallardo
Nat. Comput.1
2018 Dynamic Models of Partially Connected Topologies for Population-Based Metaheuristics
abstract
This paper investigates the emergent properties of a self-organized dynamic network for structured population-based metaheuristics. The system displays complex and emergent behavior whose most visible trait is the self-organization of the population into dynamic clusters. Furthermore, relevant variables that describe the system display 1/f noise, which is a characteristic of many complex systems. These properties were previously detected with a time-invariant population (i.e., individuals with fixed fitness vales). In this work, the investigation is extended to dynamic populations (time-varying fitness values), a scenario that models more accurately the behavior of population-based metaheuristics. Several types of fitness variation rules were tested. The experiments show that dynamic populations also display the self-organizing properties and the behavioral patterns of the stationary fitness version, as long as the intensity of the changes is kept below a certain level.
Carlos M. Fernandes 0001, Agostinho C. Rosa, Juan Luis Jiménez Laredo, Juan Julián Merelo Guervós, Carlos Cotta
CEC5
2018 Analyzing Resilience to Computational Glitches in Island-Based Evolutionary Algorithms
Rafael Nogueras, Carlos Cotta
PPSN (1)2
2018 Bioinspired Algorithms in Complex Ephemeral Environments
David Camacho, Carlos Cotta, Juan Julián Merelo Guervós, Francisco Fernández de Vega
Future Gener. Comput. Syst.2
2018 From ephemeral computing to deep bioinspired algorithms: New trends and applications
David Camacho, Raúl Lara-Cabrera, Juan Julián Merelo Guervós, Pedro A. Castillo, Carlos Cotta, Antonio J. Fernández 0001, Francisco Fernández de Vega, Francisco Chávez de la O
Future Gener. Comput. Syst.5
2017 Self-healing strategies for memetic algorithms in unstable and ephemeral computational environments
abstract
Optimization algorithms deployed on unstable computational environments must be resilient to the volatility of computing nodes. Different fault-tolerance mechanisms have been proposed for this purpose. We focus on the use of island-based multimemetic algorithms, namely memetic algorithms which explicitly represent and evolve memes alongside solutions, endowed with self-scaling capabilities. These strategies dynamically resize populations in order to react to system fluctuations. In this context, we study the joint use of different self-healing strategies, aimed to compensating the harm that the loss of computing nodes produces. Firstly, we consider the use of probabilistic models in order to self-sample the current population when it has to be resized, thus minimizing distortions in the convergence of the population and the progress of the search. Then, we complement the previous approach with the use of rewiring strategies intended to keep a rich connectivity in the system along time. We perform an extensive empirical assessment of those strategies on three different problems, considering a simulated computational environment featuring diverse degrees of instability. It is shown that these self-healing strategies provide a performance improvement and interact synergistically with each other, in particular in scenarios with large volatility.
Rafael Nogueras, Carlos Cotta
Nat. Comput.2
2016 A Study of the Performance of Self-★ Memetic Algorithms on Heterogeneous Ephemeral Environments
Rafael Nogueras, Carlos Cotta
PPSN2
2016 A Cross-Platform Assessment of Energy Consumption in Evolutionary Algorithms - Towards Energy-Aware Bioinspired Algorithms
Francisco Fernández de Vega, Francisco Chávez de la O, Josefa Díaz, Juan Ángel García Martínez, Pedro A. Castillo, Juan Julián Merelo Guervós, Carlos Cotta
PPSN7
2016 Competitive Algorithms for Coevolving Both Game Content and AI. A Case Study: Planet Wars
abstract
The classical approach of competitive coevolution (CC) applied in games tries to exploit an arms race between coevolving populations that belong to the same species (or at least to the same biotic niche), namely strategies, rules, tracks for racing, or any other. This paper proposes the coevolution of entities belonging to different realms (namely biotic and abiotic) via a competitive approach. More precisely, we aim to coevolutionarily optimize both virtual players and game content. From a general perspective, our proposal can be viewed as a method of procedural content generation combined with a technique for generating game AI. This approach can not only help game designers in game creation but also generate content personalized to both specific players' profiles and game designer's objectives (e.g., create content that favors novice players over skillful players). As a case study we use Planet Wars, the real-time strategy (RTS) game associated with the 2010 Google AI Challenge contest, and demonstrate (via an empirical study) the validity of our approach.
Mariela Nogueira, Carlos Cotta, Antonio J. Fernández 0001
IEEE Trans. Comput. Intell. AI Games2
2015 Self-Balancing Multimemetic Algorithms in Dynamic Scale-Free Networks
Rafael Nogueras, Carlos Cotta
EvoApplications2
2015 A GRASP-based memetic algorithm with path relinking for the far from most string problem
José E. Gallardo, Carlos Cotta
Eng. Appl. Artif. Intell.2
2015 Studying Fault-Tolerance in Island-Based Evolutionary and Multimemetic Algorithms
Rafael Nogueras, Carlos Cotta
J. Grid Comput.2
2014 A self-adaptive evolutionary approach to the evolution of aesthetic maps for a RTS game
abstract
Procedural content generation (PCG) is a research field on the rise, with numerous papers devoted to this topic. This paper presents a PCG method based on a self-adaptive evolution strategy for the automatic generation of maps for the real-time strategy (RTS) game Planet Wars. These maps are generated in order to fulfill the aesthetic preferences of the user, as implied by her assessment of a collection of maps used as training set A topological approach is used for the characterization of the maps and their subsequent evaluation: the sphere-of-influence graph (SIG) of each map is built, several graph-theoretic measures are computed on it, and a feature selection method is utilized to determine adequate subsets of measures to capture the class of the map. A multiobjective evolutionary algorithm is subsequently employed to evolve maps, using these feature sets in order to measure distance to good (aesthetic) and bad (non-aesthetic) maps in the training set. The so-obtained results are visually analyzed and compared to the target maps using a Kohonen network.
Raúl Lara-Cabrera, Carlos Cotta, Antonio J. Fernández 0001
IEEE Congress on Evolutionary Computation2
2014 Dynamic and Partially Connected Ring Topologies for Evolutionary Algorithms with Structured Populations
Carlos M. Fernandes 0001, Juan Luis Jiménez Laredo, Juan Julián Merelo Guervós, Carlos Cotta, Agostinho C. Rosa
EvoApplications4
2014 Shuffle and Mate: A Dynamic Model for Spatially Structured Evolutionary Algorithms
Carlos M. Fernandes 0001, Juan Luis Jiménez Laredo, Juan Julián Merelo Guervós, Carlos Cotta, Rafael Nogueras, Agostinho C. Rosa
PPSN4
2014 A Study on Multimemetic Estimation of Distribution Algorithms
Rafael Nogueras, Carlos Cotta
PPSN2
2014 An Analysis of Migration Strategies in Island-Based Multimemetic Algorithms
Rafael Nogueras, Carlos Cotta
PPSN2
2014 Virtual player design using self-learning via competitive coevolutionary algorithms
Mariela Nogueira, Carlos Cotta, Antonio J. Fernández 0001
Nat. Comput.2
2014 On balance and dynamism in procedural content generation with self-adaptive evolutionary algorithms
Raúl Lara-Cabrera, Carlos Cotta, Antonio J. Fernández 0001
Nat. Comput.2
2013 A study on time-varying partially connected topologies for the particle swarm
abstract
This paper presents a study on the effects of dynamic and partially connected 2-dimensional topologies on the performance of the particle swarm optimization (PSO). The swarm is positioned on 2-dimensional grids of nodes and the particles move through the nodes according to a simple rule. Meanwhile, the von Neumann neighborhood is used to decide which particles influence each individual. Structures with growing size are tested on a classical benchmark and compared to several configurations such as lbest, gbest and the standard von Neumann configuration. The results show that the partially connected grids with von Neumann neighborhood structure performs more consistently when compared to lbest, gbest and the standard von Neumann topology.
Carlos M. Fernandes 0001, Agostinho C. Rosa, Juan Luis Jiménez Laredo, Carlos Cotta, Juan Julián Merelo Guervós
IEEE Congress on Evolutionary Computation4
2013 A search for scalable evolutionary solutions to the game of MasterMind
abstract
MasterMind is a puzzle in which a hidden string of symbols must be discovered by producing query strings which are compared with the hidden one; the result of this comparison (in terms of number of correct positions and colors) is fed back to the player that is trying to crack the code (codebreaker). Methods for solving this puzzle are usually compared in terms of the number of query strings (guesses) made and the total time needed to produce those strings. In this paper we focus on the latter by trying to find a combination of parameters that is, first, uniform and independent of the problem size, and second, adequate to find a fast solution that is, at the same time, good enough. The key to this combination of parameters will be the consistent set size, that is, the maximum number of combinations that are sought before being scored and played as a guess. Having found in previous papers that the consistent set size has an influence on speed, we will concentrate on small sizes and test them through two different scoring methods from literature: most parts and entropy to find out the influence of that parameter on the outcome and which method scales better. With this we try to find out which method and size yield the best results an are effectively able to? find solutions for sizes not approached so far in a reasonable time.
Juan Julián Merelo Guervós, Antonio Mora García, Pedro A. Castillo, Carlos Cotta, Mario García Valdez
IEEE Congress on Evolutionary Computation4
2013 A Procedural Balanced Map Generator with Self-adaptive Complexity for the Real-Time Strategy Game Planet Wars
Raúl Lara-Cabrera, Carlos Cotta, Antonio J. Fernández 0001
EvoApplications2
2013 Analyzing Meme Propagation in Multimemetic Algorithms: Initial Investigations
Rafael Nogueras, Carlos Cotta
FedCSIS2
2013 Performance and Scalability of Particle Swarms with Dynamic and Partially Connected Grid Topologies
Carlos M. Fernandes 0001, Agostinho C. Rosa, Juan Luis Jiménez Laredo, Carlos Cotta, Juan Julián Merelo Guervós
IJCCI4
2013 On user-centric memetic algorithms
Ana Reyes Badillo, Juan Jesús Ruiz, Carlos Cotta, Antonio J. Fernández 0001
Soft Comput.3
2012 Scaling in distributed evolutionary algorithms with persistent population
abstract
This work presents the experimental results obtained with a distributed computing system created by mapping an evolutionary algorithm to the CouchDB object store. The framework decouples the population from the evolutionary algorithm and -through the API that CouchDB provides- allows the distributed and asynchronous operation of clients written in different programming languages. In this paper we present tests which prove that the novel algorithm design still performs as good as a canonical evolutionary algorithm and discover what are the main issues concerning it, what kind of speedups should we expect, and how all this affects the fundamental evolutionary algorithms concepts.
Juan Julián Merelo Guervós, Antonio Mora García, J. Albert Cruz, Anna Esparcia-Alcázar, Carlos Cotta
IEEE Congress on Evolutionary Computation5
2012 A Comparative Study of Multi-objective Evolutionary Algorithms to Optimize the Selection of Investment Portfolios with Cardinality Constraints
Feijoo Colomine Duran, Carlos Cotta, Antonio J. Fernández 0001
EvoApplications2
2012 On Modeling, Evaluating and Increasing Players' Satisfaction Quantitatively: Steps towards a Taxonomy
Mariela Nogueira, Carlos Cotta, Antonio J. Fernández 0001
EvoApplications2
2012 Automatic evolution of programs for procedural generation of terrains for video games - Accessibility and edge length constraints
Miguel Frade, Francisco Fernández de Vega, Carlos Cotta
Soft Comput.3
2012 Special issue on evolutionary music
Francisco Fernández de Vega, Carlos Cotta, Eduardo Reck Miranda
Soft Comput.2
2011 Optimizing worst-case scenario in evolutionary solutions to the MasterMind puzzle
abstract
The MasterMind puzzle is an interesting problem to be approached via evolutionary algorithms, since it is at the same time a constrained and a dynamic problem, and has eventually a single solution. In previous papers we have presented and evaluated different evolutionary algorithms to this game and shown how their behavior scales with size, looking mainly at the game-playing performance. In this paper we fine-tune the parameters of the evolutionary algorithms so that the worst case number of evaluations, and thus the average and median, are improved, resulting in a better solution in a more reliably predictable time.
Juan Julián Merelo Guervós, Antonio Mora García, Carlos Cotta
IEEE Congress on Evolutionary Computation3
2011 Improving and Scaling Evolutionary Approaches to the MasterMind Problem
Juan Julián Merelo Guervós, Carlos Cotta, Antonio Mora García
EvoApplications (1)2
2010 Evolution of artificial terrains for video games based on obstacles edge length
abstract
Several methods have been developed to generate terrains under constraints to control terrain features, but most of them use strict restrictions. However, there are situations were more flexible restrictions are sufficient, such as ensuring that terrains have enough accessible area, which is an important trait for video games. Many terrains, generated with Genetic Terrain Program technique, based only on the desired accessibility parameters presented a single large non-accessible area. In an attempt to solve this problem a new fitness function, based on obstacles edge length, is presented on this paper. Results showed that the new metric suits our goal and also produces many terrains with novelty and aesthetic appeal. Terrains produced this way are already being used on Chapas video game.
Miguel Frade, Francisco Fernández de Vega, Carlos Cotta
IEEE Congress on Evolutionary Computation3
2010 Keeping the Ball Rolling: Teaching Strategies using Wikipedia - An Argument in Favor of its Use in Computer Science Courses
Carlos Cotta
CSEDU (1)1
2010 Evolution of Artificial Terrains for Video Games Based on Accessibility
Miguel Frade, Francisco Fernández de Vega, Carlos Cotta
EvoApplications (1)3
2010 A Memetic Cooperative Optimization Schema and Its Application to the Tool Switching Problem
Jhon Edgar Amaya, Carlos Cotta, Antonio J. Fernández 0001
PPSN (1)2
2010 Asymptotic Analysis of Computational Multi-Agent Systems
Aleksander Byrski, Robert Schaefer, Maciej Smolka, Carlos Cotta
PPSN (1)4
2010 Entropy-Driven Evolutionary Approaches to the Mastermind Problem
Carlos Cotta, Juan Julián Merelo Guervós, Antonio Mora García, Thomas Philip Runarsson
PPSN (2)1
2009 Finding Balanced Incomplete Block Designs with Metaheuristics
David Rodríguez Rueda, Carlos Cotta, Antonio J. Fernández 0001
EvoCOP2
2009 Genotypic differences and migration policies in an island model
abstract
In this paper we compare different policies to select individuals to migrate in an island model. Our thesis is that choosing individuals in a way that exploits differences between populations can enhance diversity, and improve the system performance. This has lead us to propose a family of policies that we call multikulti, in which nodes exchange individuals different "enough" among them. In this paper we present a policy according to which the receiver node chooses the most different individual among the sample received from the sending node. This sample is randomly built but only using individuals with a fitness above a threshold. This threshold is previously established by the receiving node. We have tested our system in two problems previously used in the evaluation of parallel systems, presenting different degree of difficulty. The multikulti policy presented herein has been proved to be more robust than other usual migration policies, such as sending the best or a random individual.
Lourdes Araujo, Juan Julián Merelo Guervós, Antonio Mora García, Carlos Cotta
GECCO4
2009 Solving Weighted Constraint Satisfaction Problems with Memetic/Exact Hybrid Algorithms
abstract
A weighted constraint satisfaction problem (WCSP) is a constraint satisfaction problem in which preferences among solutions can be expressed. Bucket elimination is a complete technique commonly used to solve this kind of constraint satisfaction problem. When the memory required to apply bucket elimination is too high, a heuristic method based on it (denominated mini-buckets) can be used to calculate bounds for the optimal solution. Nevertheless, the curse of dimensionality makes these techniques impractical on large scale problems. In response to this situation, we present a memetic algorithm for WCSPs in which bucket elimination is used as a mechanism for recombining solutions, providing the best possible child from the parental set. Subsequently, a multi-level model in which this exact/metaheuristic hybrid is further hybridized with branch-and-bound techniques and mini-buckets is studied. As a case study, we have applied these algorithms to the resolution of the maximum density still life problem, a hard constraint optimization problem based on Conway's game of life. The resulting algorithm consistently finds optimal patterns for up to date solved instances in less time than current approaches. Moreover, it is shown that this proposal provides new best known solutions for very large instances.
José E. Gallardo, Carlos Cotta, Antonio J. Fernández 0001
J. Artif. Intell. Res.2
2008 Influence of parameters on the performance of a MOACO algorithm for solving the bi-criteria military path-finding problem
abstract
This paper presents a statistical parameter analysis of the ant colony optimization algorithm that was implemented to solve the bi-criteria military path-finding problem. Three parameters have been studied using analysis of variance (ANOVA) in order to identify their influence in the results and the most suitable values for them: number of ants, number of iterations and exploration/exploitation factor. In addition, a mean analysis has been performed in order to complete the conclusions obtained. The study has yielded optimal values for the parameters under study, and some internal relationships between them have been identified.
Antonio Mora García, Juan Julián Merelo Guervós, Pedro A. Castillo, Juan Luis Jiménez Laredo, Carlos Cotta
IEEE Congress on Evolutionary Computation5
2008 Testing the Intermediate Disturbance Hypothesis: Effect of Asynchronous Population Incorporation on Multi-Deme Evolutionary Algorithms
Juan Julián Merelo Guervós, Antonio Mora García, Pedro A. Castillo, Juan Luis Jiménez Laredo, Lourdes Araujo, Ken Sharman, Anna Esparcia-Alcázar, Eva Alfaro-Cid, Carlos Cotta
PPSN9
2007 A Probabilistic Beam Search Approach to the Shortest Common Supersequence Problem
Christian Blum 0001, Carlos Cotta, Antonio J. Fernández 0001, José E. Gallardo
EvoCOP2
2007 A memetic algorithm for the low autocorrelation binary sequence problem
abstract
Finding binary sequences with low auto correlation is a very hard problem with many practical applications. In this paper we analyze several meta heuristic approaches to tackle the construction of this kind of sequences. We focus on two different local search strategies, steepest descent local search (SDLS) and tabu search (TS), and their use both as stand-alone techniques and embedded within a memetic algorithm (MA). Plain evolutionary algorithms are shown to perform worse than stand-alone local search strategies. However, a MA endowed with TS turns out to be a state-of-the-art algorithm: it consistently finds optimal sequences in considerably less time than previous approaches reported in the literature.
José E. Gallardo, Carlos Cotta, Antonio J. Fernández 0001
GECCO2
2007 Who is the best connected EC researcher?
abstract
No abstract available.
Juan Julián Merelo Guervós, Carlos Cotta
GECCO2
2007 On the Hybridization of Memetic Algorithms With Branch-and-Bound Techniques
abstract
Branch-and-bound (BnB) and memetic algorithms represent two very different approaches for tackling combinatorial optimization problems. However, these approaches are compatible. In this correspondence, a hybrid model that combines these two techniques is considered. To be precise, it is based on the interleaved execution of both approaches. Since the requirements of time and memory in BnB techniques are generally conflicting, a truncated exact search, namely, beam search, has opted to be carried out. Therefore, the resulting hybrid algorithm has a heuristic nature. The multidimensional 0-1 knapsack problem and the shortest common supersequence problem have been chosen as benchmarks. As will be shown, the hybrid algorithm can produce better results in both problems at the same computational cost, especially for large problem instances.
José E. Gallardo, Carlos Cotta, Antonio J. Fernández 0001
IEEE Trans. Syst. Man Cybern. Part B2
2006 A Memetic Algorithm with Bucket Elimination for the Still Life Problem
José E. Gallardo, Carlos Cotta, Antonio J. Fernández 0001
EvoCOP2
2006 A Memetic Approach to Golomb Rulers
Carlos Cotta, Iván Dotú, Antonio J. Fernández 0001, Pascal Van Hentenryck
PPSN1
2006 A Multi-level Memetic/Exact Hybrid Algorithm for the Still Life Problem
José E. Gallardo, Carlos Cotta, Antonio J. Fernández 0001
PPSN2
2006 An Evolutionary Approach to the Inference of Phylogenetic Networks
Juan Diego Trujillo, Carlos Cotta
PPSN2
2006 Efficient parallel LAN/WAN algorithms for optimization. The mallba project
Enrique Alba 0001, Francisco Almeida, Maria J. Blesa, Carlos Cotta, Manuel Díaz, Isabel Dorta, Joaquim Gabarró, Coromoto León, Gabriel Luque, Jordi Petit
Parallel Comput.4
2005 A hybrid model of evolutionary algorithms and branch-and-bound for combinatorial optimization problems
abstract
Branch-and-bound and evolutionary algorithms represent two very different approaches for tackling combinatorial optimization problems. These approaches are not incompatible though. In this paper, we consider a hybrid model that combines these two techniques. To be precise, it is based on the interleaved execution of both approaches, and has a heuristic nature. The multidimensional 0-1 knapsack problem has been chosen as benchmark. As it is shown, the hybrid algorithm can produce better results at the same computational cost, especially for larger problem instances.
José E. Gallardo, Carlos Cotta, Antonio J. Fernández 0001
Congress on Evolutionary Computation2
2005 On the Application of Evolutionary Algorithms to the Consensus Tree Problem
Carlos Cotta
EvoCOP1
2005 Analyzing Fitness Landscapes for the Optimal Golomb Ruler Problem
Carlos Cotta, Antonio J. Fernández 0001
EvoCOP1
2004 Scatter Search and Memetic Approaches to the Error Correcting Code Problem
Carlos Cotta
EvoCOP1
2004 A Hybrid GRASP - Evolutionary Algorithm Approach to Golomb Ruler Search
Carlos Cotta, Antonio J. Fernández 0001
PPSN1
2004 A Primer on the Evolution of Equivalence Classes of Bayesian-Network Structures
Jorge Muruzábal, Carlos Cotta
PPSN2
2004 Reverse engineering of temporal Boolean networks from noisy data using evolutionary algorithms
Carlos Cotta, José M. Troya
Neurocomputing1
2003 A study on allelic recombination
abstract
Allelic representations are based on characterizing points of the search space as variable-size feature sets. Recombination processes are studied here from the point of view of this kind of representations. We focus on the structure of the information units manipulated during the process, and in the algorithmic aspects of this manipulation. In this sense, we provide a generic algorithmic template whose sufficiency is established. Moreover, the syntactic properties of the information units manipulated are analyzed and exemplified. This is done within the framework of forma analysis.
Carlos Cotta
IEEE Congress on Evolutionary Computation1
2003 Embedding Branch and Bound within Evolutionary Algorithms
Carlos Cotta, José M. Troya
Appl. Intell.1
2003 The k-FEATURE SET problem is W[2]-complete
Carlos Cotta, Pablo Moscato
J. Comput. Syst. Sci.1
2002 MALLBA: A Library of Skeletons for Combinatorial Optimisation (Research Note)
Enrique Alba 0001, Francisco Almeida, Maria J. Blesa, J. Cabeza, Carlos Cotta, Manuel Díaz, Isabel Dorta, Joaquim Gabarró, Coromoto León, J. Luna, Luz Marina Moreno, C. Pablos, Jordi Petit, Angélica Rojas, Fatos Xhafa
Euro-Par5
2002 Inferring Phylogenetic Trees Using Evolutionary Algorithms
Carlos Cotta, Pablo Moscato
PPSN1
2002 Towards a More Efficient Evolutionary Induction of Bayesian Networks
Carlos Cotta, Jorge Muruzábal
PPSN1
2000 Some Probabilistic Modelling Ideas for Boolean Classification in Genetic Programming
Jorge Muruzábal, Carlos Cotta, Amelia Fernández
EuroGP2
2000 Using Dynastic Exploring Recombination to Promote Diversity in Genetic Search
Carlos Cotta, José M. Troya
PPSN1
1999 Numerical and real time analysis of parallel distributed GAs with structured and panmictic populations
abstract
Parallel genetic algorithms (PGAs) have been traditionally used to overcome the intense use of CPU and memory that serial GAs need to solve complex problems. Non-parallel GAs can be classified into two classes: panmictic and structured-population algorithms. The difference relies on whether any individual in the population can mate with any other one or not. In this work they both are considered as two reproductive loop types executed in the islands of a parallel distributed GA. Our aim is to extend the existing studies on more conventional sequential islands to other kinds of evolution. A key issue in such a distributed PGA is the migration policy. The paper investigates the influence of the migration frequency and the migrant selection in a ring of islands performing either steady-state or cellular GAs. The study uses different problem types, namely deceptive, multimodal, NP-complete, and epistatic search landscapes, in order to provide a wide spectrum of problem difficulty to sustain the results. Large isolation values and random selection of the migrants are shown to provide a better success rate and a lower number of visited points. Also, some differences are pointed out in the behavior of panmictic and structured populations. Finally, the results show the advantages of an asynchronous migration step in the distributed GA.
Enrique Alba 0001, Carlos Cotta, José M. Troya
CEC2
1999 Stochastic reverse hill climbing and iterated local search
abstract
This paper analyzes the detection of stagnation states in iterated local search algorithms. This is done considering elements such as the population size, the length of the encoding and the number of observed non-improving iterations. This analysis isolates the features of the target problem within one parameter for which three different estimations are given: two static a priori estimations and a dynamic approach. In the latter case, a stochastic reverse hill climbing algorithm is used to extract information from the fitness landscape. The applicability of these estimations is studied and exemplified on different problems.
Carlos Cotta, Enrique Alba 0001, José M. Troya
CEC1
1999 Entropic and Real-Time Analysis of the Search with Panmictic, Structured, and Parallel Distributed Genetic Algorithms
Enrique Alba 0001, Carlos Cotta, José M. Troya
GECCO2
1999 Improving the Scalability of Dynastically Optimal Forma Recombination by Tuning the Granularity of the Representation
Carlos Cotta, Enrique Alba 0001, José M. Troya
GECCO1
1998 Utilizing Dynastically Optimal Forma Recombination in Hybrid Genetic Algorithms
Carlos Cotta, Enrique Alba 0001, José M. Troya
PPSN1
1998 Genetic Forma Recombination in Permutation Flowshop Problems
abstract
This paper analyzes different representations for permutation flowshop problems. This is done using forma analysis to assess the quality of these representations with respect to makespan optimization. Classical recombination operators are studied and empirically evaluated in this context. It is shown that the best operators work on representations in which absolute positions of tasks are relevant. Subsequently, some new operators operating on these representations are proposed. These new operators are designed to exhibit specific properties regarding implicit mutation and forma transmission. Their performance is shown to be competitive with traditional operators.
Carlos Cotta, José M. Troya
Evol. Comput.1