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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Heuristic approach to the game of darts by using Genetic Algorithm and Ant Colony Optimization.</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Kamil Ksia ̨z ̇ek</institution>
          ,
          <addr-line>Wojciech Masarczyk</addr-line>
        </aff>
      </contrib-group>
      <fpage>33</fpage>
      <lpage>38</lpage>
      <abstract>
        <p>-A paper illustrates the use of two metaheuristics: Genetic Algorithm and Ant Colony Optimization in darts play. The goal of the game is to hit on the centre of the dartboard. Both the creation of physical model and the optimization of the problem (based on heuristic algorithms) are presented in details. Two approaches are discussed and compared with respect to the results.</p>
      </abstract>
      <kwd-group>
        <kwd>metaheuristics</kwd>
        <kwd>genetic algorithm</kwd>
        <kwd>Ant Colony Optimization</kwd>
        <kwd>darts</kwd>
        <kwd>physical model</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>Heuristic algorithms are versatile method to solve many
problems in which, for various reasons it is difficult to find
a solution. These methods do not guarantee obtaining the
optimal solution, but found with their help solutions are
usually accurate enough and sufficient to deal with analyzed
problems.</p>
      <p>
        The word ’heuristic’ comes from the Greek ’heurisko’
(it means: I find) [18] These are rules which help to find
(discover) best approximation of solution. Various applications
of these methods show that evolutionary computation can help
in decision support systems. Heuristic methods are efficient
in image processing [13], [15] but also voice recognition
[10], while devoted combinations of artificial intelligence
approaches are implemented together with other solutions into
complex systems [8] and robotics [17]. The paper presents use
of two population heuristics in darts play. Darts is a game in
which darts are thrown at a dartboard fixed to a wall [1].
Generally, the accuracy of hitting into the appropriate pole
of the dartboard is the main goal of the game. Appropriate
speed and angle of throw is necessary to obtain success.
In the paper the main goal is to demonstrate how to use
heuristics in order to choose the parameters mentioned. It
will be also analyzed a situation in which the setting of the
player is not optimal, ie. when he stays not directly in front
of the dartboard. To solve the problem, the Genetic Algorithm
and Ant Colony Optimization (ACO) is applied. Evolutionary
algorithm is treated as the classical metaheuristic using genetic
Copyright c 2017 held by the authors.
where
x
g
vx
hence
(
        <xref ref-type="bibr" rid="ref1">1</xref>
        )
(
        <xref ref-type="bibr" rid="ref2">2</xref>
        )
(
        <xref ref-type="bibr" rid="ref3">3</xref>
        )
operators like mutation or crossover. ACO is a type of Swarm
Intelligence based on real ants behaviour. The results obtained
in both methods and approptiate comparison is also presented
at the end of work.
      </p>
      <p>The article is divided into several sections. In section 2.
it will be explained physical model playing darts. Genetic
Algorithm, genetic operators like mutation and crossover,
selection and other details connected with this topic will be
analyzed in section 3. In section 4. there is described second
metaheuristic: Ant Colony Optimization. In the last section,
the results of both methods will be compared.</p>
    </sec>
    <sec id="sec-2">
      <title>II. PHYSICAL MODEL</title>
      <p>In dart game player is obliged to collect fixed sum of
points that are signed to his account only if a thrown dart hits
an appropriate part of the dartboard. Considering this short
description of rules it seems obvious that accuracy of throw
plays main role in dart game. In the presented approach the
model simulates trajectory of a throw based on three variables:
speed, and angles; speed is initial speed of a dart, angle
lies between vertical and horizontal components of velocity
and describes angle between horizontal and side velocity as
shown on Fig. 1.</p>
      <p>Friction force was skipped because its role is negligible - it is
assumed that competitions take place in closed spaces. Dart is
treated as a point. General formula to determine trajectory of
a thrown dart is:
y = x tan( )</p>
      <p>g
2 v2
x
x2;
distance,
standard gravity (about 9.80665 ms ),
horizontal speed.</p>
      <p>
        Distance obtained by a dart may be expressed as:
x = vx t;
y(t) = vx t tan( )
g t2
2
The formula (
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) describes height of a dart dependent on time
while the rest of unknowns are treated as parameters. In order
to describe the curvature of dart’s trajectory the following
formula can be used:
c = vz t;
(
        <xref ref-type="bibr" rid="ref4">4</xref>
        )
where
vz initial side speed of the dart (shown on Fig. 1),
t time.
      </p>
      <p>Fig. 2 presents view of Fig. 1 on plane y = 0. There are shown
dependencies between vx and vz.</p>
      <p>
        To estimate the accuracy of a throw we need to know when
exactly a dart hits the wall. According to official rules of a
dart game the distance between dartboard and players has to
be exactly 2.37m. Once it is assumed that player may stand
not perfectly in front of the dartboard the whole horizontal
distance will be as followed:
x = pd2 + r2;
(
        <xref ref-type="bibr" rid="ref5">5</xref>
        )
      </p>
      <p>end
where
d vertical distance from a perfect position (2.37m),
r difference between optimum position and actual
position of a player.</p>
      <p>
        The last step is introduction of (
        <xref ref-type="bibr" rid="ref5">5</xref>
        ) into equation (
        <xref ref-type="bibr" rid="ref1">1</xref>
        ) and on the
basis of it, to determine the vertical position of the dart. Both
vertical and horizontal distance from center of the dartboard
will be used to judge the value of fitness function.
      </p>
    </sec>
    <sec id="sec-3">
      <title>III. GENETIC ALGORITHM</title>
      <sec id="sec-3-1">
        <title>A. History</title>
        <p>Genetic Algorithm is a multi-agent algorithm based on idea
of evolution that leads to survival only the best genotypes
in whole population. Genetic algorithms have grown in
popularity through the work of John Holland, especially by his
book [2]. Until Genetic Algorithm Conference in Pittsburgh
(Pennsylvania), the research was mainly theoretical, however
after that more and more applications has been introduced.
Evolutionary methods are one of the most popular and they
begin to play significant role of classical heuristics. This makes
that the action of heuristics of different types are compared
with the work of GA.</p>
      </sec>
      <sec id="sec-3-2">
        <title>B. Description</title>
        <p>The main body of the Genetic Algorithm consists of
modules that might be modified up to needs of user. Three basic
modules of an algorithm are:</p>
        <p>Selection
Genetic Operators
– Mutation
– Crossover</p>
        <p>Succession</p>
        <p>General structure of GA is presented below in a form of
pseudocode.</p>
        <p>h] Pseudocode of Genetic Algorithm
Input: number of genotypes in population: m, number
of iteration: I, boundary of the domain, coefficients:
probability of crossover pc, probability of mutation pm
Output: coordinates of minimum, value of fitness function</p>
      </sec>
      <sec id="sec-3-3">
        <title>Initialisation:</title>
        <p>Creating the initial population P1 = fx1; x2; :::; xmg
Searching xbest in initial population P1; xopt = xbest.</p>
      </sec>
      <sec id="sec-3-4">
        <title>Calculations:</title>
        <p>i = 1
while i &lt; I do</p>
        <p>Pi = Selection(Pi)
Oi = Genetic Operators(Pi)
Pi+1 = Succcession(Oi, Pi)
Searching xbest in Pi+1.</p>
        <p>j
if xbest is better than xopt then</p>
        <p>j
xopt = xbest</p>
        <p>
          j
end if
i++
end while
At the beginning, the algorithm randomly generates genotypes.
In presented case each genotype consists of three genes: speed,
and . Every genotype is separately graded by fitness
function:
(vx; ; ) = jpd2 + (d tan )2
1
tan(90
+ jpd2 + (d tan )2 tan
+ 0:5 g d2+(vdxt2an )2 (p
h)j,
)
sj +
(
          <xref ref-type="bibr" rid="ref6">6</xref>
          )
where
s distance from perfect position,
vx speed of dart,
h height of throw.
g standard gravity
d vertical distance from a perfect position (2.37m)
p height of a center of a dartboard (1.73m)
perfect position a thrower is standing exactly on the
center in front of a dartboard
        </p>
        <p>Selection module picks two genotypes selected randomly
and compares their fitness functions. The better one is picked
to temporary population. Whole procedure is repeated until
new population has m genotypes in it. This classical approach
is called Tournament Selection.</p>
        <p>Mutation is an genetic operation which works on single
genotype and probability of its occurrence is usually smaller
than 10%. The following formula presents mechanism of
averaging mutation:</p>
        <p>y = xik + r
where
xik
r
the i th genotype of k th population,
vector random generated with normal distribution
N (0; 1)</p>
        <p>
          Crossover process takes two parental genotypes from
temporary population to evolve them into one new genotype
by mixing their genes. There also exist modifications where
e.g. each gene is mixed separately with different genotypes,
however to keep this procedure simple and transparent the first
approach was implemented:
y = xik + U(0;1)(xjk
xik)
where
xik the i th genotype of k th population,
U(0;1) number randomly generated from uniform
distribution U (0; 1),
(
          <xref ref-type="bibr" rid="ref7">7</xref>
          )
(
          <xref ref-type="bibr" rid="ref8">8</xref>
          )
        </p>
        <p>Elitism Succession relies that the population Pi+1 is formed
by picking m best solutions from set Pi [ Oi, where Oi is
a set of offsprings solutions coming from genetic operators.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>IV. ANT COLONY OPTIMIZATION</title>
      <sec id="sec-4-1">
        <title>A. History</title>
        <p>Ant Colony Optimization is biologically inspired
multiagent algorithm. The base of this algorithm was invented
by Marco Dorigo [4] - he used it to solve combinatorial
problem (more specifically, travelling salesman problem). The
approach presented in the paper was developed by M. Duran
Toksari [7] - he applied Ant Colony Algorithm in continuous
problem. It is not the only proposition of ACO for solving
continuous problem. Other modification of this algorithm
based on different approach was analyzed by K. Socha and
M. Dorigo [11]. The idea of Ant System Algorithm is based
on behaviour of real ant colony. In the presented case ants
are solutions (optimum of a function). Ants during search can
communicate with each other by using chemical substance
called pheromone. On more attractive roads ants leave more
quantity of pheromone so next ants know which path is more
promising. Furthermore, pheromone is evaporating from
nonused paths. It means that pheromone is impulse to search. On
the following iterations search area is narrowed so ants try
to find more accurate solution and they abandon unpromising
roads.</p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Description</title>
        <p>h] Pseudocode of Ant Colony
Optimization
Input: number of ants: m, number of iteration inside: I,
number of iteration outside: n, boundary of the domain,
initial parameters: , , coefficients: , !
Output: coordinates of minimum, value of fitness function</p>
      </sec>
      <sec id="sec-4-3">
        <title>Initialisation:</title>
        <p>Creating the initial colony of ants. C1 = fx11; x21; :::; x1mg
Searching xbest in initial colony; xopt = xbest.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Calculations:</title>
        <p>i = 1
while i &lt; n do
j = 1
while j &lt; I do</p>
        <p>Moving the nest of ants - defining new territory of
ant colony.</p>
        <p>Searching xbest in present colony.</p>
        <p>j
if xbest is better than xopt then</p>
        <p>j
xopt = xbest</p>
        <p>j
end if
end while</p>
        <p>Defining new search area (narrowing of the territory).
end while
end</p>
        <p>
          After fixing input parameters, the algorithm is generating m
ants in form:
xik =
xik;1; xik;2; :::; xik;S ;
(
          <xref ref-type="bibr" rid="ref9">9</xref>
          )
where
k number of ant, k = 1; :::; m,
S number of dimensions.
        </p>
        <p>i number of iteration
Then is necessary to find the best ant in population in
current iteration: xbest (it is best solution until this iteration).</p>
        <p>
          Additionaly, it is assumed xopt = xbest. The next step is
(
          <xref ref-type="bibr" rid="ref10">10</xref>
          )
(
          <xref ref-type="bibr" rid="ref11">11</xref>
          )
(
          <xref ref-type="bibr" rid="ref12">12</xref>
          )
attempt to find a better place for the nest, what is realized
by formula:
        </p>
        <p>8k xjk = xopt + dx;
where
dx = dx1; dx2; :::; dxS vector of pseudorandom value,
dxi 2 [ j ; j ] in the case of angles,
dxi 2 [ j ; j ] in the case of speed,</p>
        <p>j ; j - parameters of ACO procedure,
j number of iteration.</p>
        <p>This part of program is intended to exploration the domain.
Now it should be checked if colony found better place to the
nest. If at least one point has better value of fitness function
(xjbest is better than xopt), then the nest is moving (xopt =
xbest). Last step is decreasing the length of jump (searched
j
domain will be smaller).</p>
        <p>j =
j = !
j 1;
j 1;
2 (0; 1)
2 (0; 1)
In this case is responsible for reduction of domain during
finding angles: and . ! is in charge of narrowing
neighbourhood in search of speed. Then calculations are continued
in smaller domain. The parameters and ! should be chosen
carefully. If the domain is wide, and ! could be greater
than 0.5. If a territory for ants is relatively narrow, or !
may be close to 0.1. In multi-dimensional problems it may
define other parameter for every coordinate.</p>
        <p>V. RESULTS</p>
        <p>
          The purpose of this paper is presenting heuristic approach
to the game of darts. Two algorithms have been tested: Genetic
Algorithm and And Colony Optimization. It was done for the
same input data and results were compared in Tab I, obviously
both algorithms had exactly the same fitness function (
          <xref ref-type="bibr" rid="ref6">6</xref>
          ). The
stopping criterium was number of iterations. In the case of
Genetic Algorithm it was 50 iterations for all measurements
while researches by using of Ant Colony Optimization was
done by 20 internal iterations and 30 external iterations.
Generally Ant Colony Optimization algorithm provides higher
precision results (in two tested positions of thrower results
was better by using Genetic Algorithm font is bold in
better scores). It was explored different distances from center
position and height of thrower. In every case it was obtained
great approximation of perfect throw. Graphic interpretation
of our results is presented on the Fig. 6-7, what can be treated
as warranty that given results are right data.
        </p>
        <p>In the physical model it was applied Manhattan metrics
[12] in order to describe the distance between center of a
dartboard and the point where dart hits. Due to the fact that
heuristic algorithms give only approximate results it is unlikely
to obtain fitness function equal to 0, however presented results,
especially from Ant Colony Optimization are close enough to
claim that presented algorithms solve this problem really well.</p>
        <p>Heuristic algorithms are one of the best option in problems
hard to optimization. The simple idea and in consequence
implementation makes that these methods are often used by
researchers in many fields. It is possible to find results with
high precision by using these methods.</p>
        <p>The calculations, which results were presented, were
designed to study the mechanism and capabilities of both
heuristics. All solutions are on satisfactory level what proves that
both the mathematical model and optimization procedure have
been chosen correctly. One can use heuristic algorithms to
solving other real problems, perhaps another game or some
more complicated models.</p>
      </sec>
    </sec>
  </body>
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