A heuristic method to determine traffic bottlenecks based on ant colony: A case study of Iran

2018 ◽  
Vol 6 (4) ◽  
pp. 716-721 ◽  
Author(s):  
Alireza Mahpour ◽  
Amir Mohammadian Amiri ◽  
Milad Deldar ◽  
Mahmoud Saffarzadeh ◽  
Amin Nazifi
Keyword(s):  
2020 ◽  
Vol 26 (11) ◽  
pp. 2427-2447
Author(s):  
S.N. Yashin ◽  
E.V. Koshelev ◽  
S.A. Borisov

Subject. This article discusses the issues related to the creation of a technology of modeling and optimization of economic, financial, information, and logistics cluster-cluster cooperation within a federal district. Objectives. The article aims to propose a model for determining the optimal center of industrial agglomeration for innovation and industry clusters located in a federal district. Methods. For the study, we used the ant colony optimization algorithm. Results. The article proposes an original model of cluster-cluster cooperation, showing the best version of industrial agglomeration, the cities of Samara, Ulyanovsk, and Dimitrovgrad, for the Volga Federal District as a case study. Conclusions. If the industrial agglomeration center is located in these three cities, the cutting of the overall transportation costs and natural population decline in the Volga Federal District will make it possible to qualitatively improve the foresight of evolution of the large innovation system of the district under study.


2010 ◽  
Vol 26-28 ◽  
pp. 620-624 ◽  
Author(s):  
Zhan Wei Du ◽  
Yong Jian Yang ◽  
Yong Xiong Sun ◽  
Chi Jun Zhang ◽  
Tuan Liang Li

This paper presents a modified Ant Colony Algorithm(ACA) called route-update ant colony algorithm(RUACA). The research attention is focused on improving the computational efficiency in the TSP problem. A new impact factor is introduced and proved to be effective for reducing the convergence time in the RUACA performance. In order to assess the RUACA performance, a simply supported data set of cities, which was taken as the source data in previous research using traditional ACA and genetic algorithm(GA), is chosen as a benchmark case study. Comparing with the ACA and GA results, it is shown that the presented RUACA has successfully solved the TSP problem. The results of the proposed algorithm are found to be satisfactory.


2010 ◽  
Vol 13 (1) ◽  
pp. 17-30
Author(s):  
Luan Hong Pham ◽  
Nhan Thanh Duong

Time-cost optimization problem is one of the most important aspects of construction project management. In order to maximize the return, construction planners would strive to optimize the project duration and cost concurrently. Over the years, many researches have been conducted to model the time-cost relationships; the modeling techniques range from the heuristic method and mathematical approach to genetic algorithm. In this paper, an evolutionary-based optimization algorithm known as ant colony optimization (ACO) is applied to solve the multi-objective time-cost problem. By incorporating with the modified adaptive weight approach (MAWA), the proposed model will find out the most feasible solutions. The concept of the ACO-TCO model is developed by a computer program in the Visual Basic platforms. An example was analyzed to illustrate the capabilities of the proposed model and to compare against GA-based TCO model. The results indicate that ant colony system approach is able to generate better solutions without making the most of computational resources which can provide a useful means to support construction planners and managers in efficiently making better time-cost decisions.


2020 ◽  
Vol 10 (24) ◽  
pp. 8803
Author(s):  
Luis Salvador-Ullauri ◽  
Patricia Acosta-Vargas ◽  
Mario Gonzalez ◽  
Sergio Luján-Mora

Nowadays, serious games have become a beneficial resource in the learning process; they are part of our culture and promote social inclusion. Designing accessible serious games is a complete challenge, even more for non-experts. Most existing serious games do not meet accessibility standards because of a lack of methods that include standards and help create more accessible serious games. For this reason, our research presents a heuristic method with three modifications to Giorgio Brajnik’s barrier walkthrough method and based on the Web Content Accessibility Guidelines 2.1 (WCAG 2.1). We defined 28 barriers for the users with low vision and the related impact and persistence variables by defining severity ranges to evaluate accessibility. This method allows measuring the accessibility of web-based serious games; the method proposed in this article can be a good help for non-experts. As a case study, this heuristic method was applied to 40 web-based serious games. The evaluators concluded that serious games should apply WCAG 2.1 to achieve an adequate and inclusive accessibility level. However, this study has limitations; the heuristic method depends on the evaluators’ experience. This work can contribute to studies related to accessibility heuristics in serious games; it can also help construct a software tool that applies WCAG 2.1 and helps experts and non-experts evaluate accessibility in serious games.


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