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Home > Simulated annealing


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Simulated annealing (SA) is a generic probabilistic heuristic approach for the global optimization problem, namely locating a good approximation to the global optimum of a given function in a large search space. It was independently invented by S. Kirkpatrick, C. D. Gelatt and M. P. Vecchi in 1983, and by V. Cerny in 1985.

The name and inspiration come from annealing in metallurgy, a technique involving heating and controlled cooling of a material to increase the size of its crystals and reduce their defects. The heat causes the atoms to become unstuck from their initial positions (a local minimum of the internal energy) and wander randomly through states of higher energy; the slow cooling gives them more chances of finding configurations with lower internal energy than the initial one.

1 Overview

In the simulated annealing (SA) method, each point s of the search space is compared to a state of some physical system, and the function E(s) to be minimized is interpreted as the internal energy of the system in that state. Therefore the goal is to bring the system, from an arbitrary initial state, to a state with the minimum possible energy.

1.1 The basic iteration

At each step, the SA heuristic considers some neighbours' of the current state s, and probabilistically decides between moving the system to state s' or staying put in state s. The probabilities are chosen so that the system ultimately tends to move to states of lower energy. Typically this step is repeated until the system reaches a state which is good enough for the application, or until a given computation budget has been exhausted.

1.2 The neighbours of a state

The neighbours of each state are specified by the user, usually in an application-specific way. For example, in the traveling salesman problem, each state is typically defined as a particular tour (a permutation of the cities to be visited); then one could define two tours to be neighbours if and only if one can be converted to the other by interchanging a pair of adjacent cities.

1.3 Transition probabilities

The probability of making the transition to the new state s' is a function PE, T) of the energy difference δE = E(s' ) - E(s) between the two states, and of a global time-varying parameter T called the temperature.

One essential feature of the SA method is that the transition probability P is defined to be nonzero even when δE is positive, meaning that the system may move to the new state even when it is worse (has a higher energy) than the current one. It is this feature that prevents the method from becoming stuck in a false minimum — a state whose energy is far from being minimum, but is still less than that of any neighbour.

On the other hand, the function P is such that, as the temperature T goes to zero, PE, T) tends to 1 if δE is negative, and to 0 if δE is positive. Therefore, for sufficiently small values T, the system will increasingly favor moves that go "downhill" (to lower energy values), and avoid those that go "uphill". In particular, when T is 0, the procedure reduces to the greedy heuristic — which makes the move if and only if it goes downhill.

Obviously, the effect of the state energies on the system's evolution depend crucially on the temperature. Roughly speaking, the evolution is sensitive only to coarser energy variations when T is large, and to finer variations then T is small.

1.4 The annealing schedule

Another essential feature of the SA method is that the temperature is gradually reduced as the simulation proceeds. Initially, T is set to a high value (or infinity), and it is decreased at each step according to some annealing schedule — which may be specified by the user, but must end with T=0 towards the end of the allotted time budget. In this way, the system is expected to wander initially towards a broad region of the search space containing good solutions, ignoring small featues of the energy function; then drift towards low-energy regions that become narrower and narrower; and finally move downhill according to the steepest descent heuristic.



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