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Nature Inspired Algorithm In these days of globalization and modernization, scientists are inspired by natural system, especially the

social colonies in discovering new algorithms. A computer science area which focuses on creating machines, called intelligent agent and living systems, that uses humans intelligence behaviours, is called The Artificial Intelligence (Ai). Artificial intelligence research uses tools and insights from many fields. The Social colonies behaviours inspired algorithms are applied in artificial intelligence to study the phenomena of living systems. This summary review presents an overview of three important algorithms that helps in this study, which are Particle Swarm Optimization (PSO), Ant Colony Optimization (ACO) and Artificial Bee Colony (ABC). These algorithms are biologically inspired method. An approach to a convenient solution is evolved from a set of potential solutions. They are also optimization method that finds the global optimum value of a real-valued function defined in a given space. The main idea: Individual may have an opinion that is part of a belief space shared by every individual, opinion state based on knowledge of the environment, previous history state, and previous state of neighbourhood. Neighbourhood is defined in many ways; the social network, rules of interaction and the population adapt their scheme of belief.

Particle Swarm Optimization (PSO) In 1995, James Kennedy and Russell C. Eberhart was the first to describe the Particle Swarm Optimization based on stochastic optimization method. It was inspired by flocking birds and schooling fishes. Social influences and social learning enables a persons cognitive consistency, by talking to each other peoples solve problems, changing their belief, attitude and behaviour. Particle swarm may stimulate this kind of optimization. A problem is given and its fitness function. Its defined a social network by setting to each individual a neighbourhood. Then a population of individuals is randomly initialized and is set to be the problem solutions. These individuals are called candidate solutions and are known as particles. Then it is set an algorithm to improve these candidate solutions. With the help of the fitness function the particle evaluate the fitness of the candidate solutions and remember the location where they had the best solution. The individuals best solution is called the particle best or the local best called pbest and its location is the best location so far called lbest. When a particle takes all the population as its topological neighbours, the best value is a global best and is called gbest. Each particle makes this information available to their neighbours, being able to see where their neighbours have had success. Movements through the search space are guided by these successes. At the end the population is converging on a solution of a problem better than that of non-swarm approach using the same methods The swarm is made of particles in multidimensional space that have a position and a velocity. These particles move through the space and have two essential reasoning capabilities: their memory of their own best position and knowledge of the global or their neighbourhood's best. In a maximization optimization problem, "best" is meaning the position with the biggest objective value. In a swarm, the members communicate there good positions one to each other and adjust their own position and velocity based on these good positions. Although a relatively new paradigm, PSO has been applied to a variety of tasks, such as the training of artificial neural networks and for finite element updating. Recently, PSO has been applied in combination with grammatical evolution to create a hybrid optimization paradigm called "grammatical swarms".

Ant Colony Optimization (ACO) In 1992, Marco Dorigo has introduced the ant colony optimization. Its a population-based method that can be used to find approximate solutions to difficult optimization problems. Its inspired by the behaviour of ants in finding paths from the colony to food. Ants move randomly, and upon finding food, they return to their colony while laying down pheromone trails. If other ants found the path, they will not traveling at random, instead they will follow the trail, returning and reinforcing it if they find food, eventually. Pheromone trails will get evaporated after some time, and its strength of

attraction is reduced. The more time it takes for an ant to travel down the path and back again, the more time the pheromones have before it gets evaporated. Therefore, on a short path the density of the will pheromone remains high. Pheromone evaporation is advantageous because it avoids the convergence to a locally optimal solution. If there were no evaporation, the paths chosen by the first ants would tend to be excessively attractive to the following ones, in which case the exploration of the solution space would be constrained. In ACO, a software agent, artificial ants search for good solutions to a given optimization problem. To apply ACO, the optimization problem is transformed into the problem of finding the best path on a weighted graph. The artificial ants build solutions incrementally by moving on the graph. The solution construction process is stochastic and is biased by a pheromone model, a set of parameters associated with graph components. ACO has an advantage over simulated annealing and genetic algorithm approaches when the graph may change dynamically; the ant colony algorithm can be run continuously and adapt to changes in real time. This is of interest in network routing and urban transportation systems.

Artificial Bee Colony (ABC) In 2005, Dervis Karaboga has defined a population-based algorithm which has been motivated by the behaviour of honey bees, Artificial Bee Colony. A kind of neighbourhood search combined with random search in performs in this algorithm and can be used for both combinatorial optimisation and functional optimisation. Self-organization of bees is based on a few relatively simple rules of individual insects behaviour. Honey bees live in populous colonies and maintain an elaborate social organization. A colony of honey bees can extend itself over long distances and in multiple directions simultaneously to exploit a large number of food sources. A colony prospers by foraging towards food fields. These good fields are, in principle, flower patches with plentiful amounts of nectar or pollen that can be collected with less effort. In this case, these fields are visited by more bees, than patches with less nectar or pollen. The foraging process begins in a colony by scout bees being sent to search for promising flower patches. Scout bees will move randomly from one patch to another. A successful forager that returns to the colony attracts the attention of her sisters by means of a chemical she releases upon arrival. After attracting the other bees she begins her dance known as the waggle dance or round dance. Through this dance, scout bees transmit the following information to the other bees: the direction in which the flower patch can be found, the distance from the hive to the flower patch and its quality rating. This information helps the colony to send its bees to flower patches precisely, without using guides or maps. After the dance is finished the scout bees return together with other bees to the flower patch. Then more and more bees are sending to the specified flower patch assuring a quick and efficiently collection of food. While harvesting from a patch, the bees monitor its food level. This is necessary to decide upon the next waggle dance, which flower patch to guide the other bees to, if the patch is still good enough as a food source. In ABC system, artificial bees fly around in a multidimensional search space. Some bees fly and choose the food sources randomly without using experience. Some choose food sources depending on the experience of themselves and their nest mates, and adjust their positions. If the nectar amount of a new source is higher than that of the previous one in their memory, they memorize the new position and forget the previous one. The formulae used in the ABC algorithm are similar to those used in ACO. In the same way like ants, a forager can move from one place to another with the same probability, p. Instead of updating the pheromone bees use the wage dance for deciding where to go. Even if it is a very new algorithm, the ABC found applications in engineering fields. For instance, training neural networks for pattern recognition, forming manufacturing cells, scheduling jobs for a production machine, finding multiple feasible solutions to a preliminary design problems, data clustering, optimising the design of mechanical components, multi-objective optimisation, Tuning a fuzzy logic controller for a robot gymnast.

CONCLUSIONS After deliberating and justifying these algorithms presented, all of them share a common point and start from the same idea which is the behaviour of different social colonies of birds and fish in the case of PSO, ants in the case of ACO and bees in the case of ABC. The difference of the algorithms consists in their efficiency by applying them onto a problem. It surely depends on the problem that should be resolved. In the case of living systems all three algorithms helps for developing and studying the way in which machines can make plans, can learn, can take decisions or can perceive the others. These three algorithms they can help in creating an intelligent agent when they are combined together.

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