# Thing I Learned Today: Particle Swarm Optimization

by Brian Shourd on January 7, 2013

Tags: coding, haskell

Edit: As sometimes happens when I try to learn a thing quickly, I made a mistake here. I could correct it and pretend that it never happened, but that wouldn’t be very honest with myself now would it? In the mean time, I did write a PSO library for haskell, and I called it Calypso. Please check it out if you are interested. I may get around to re-explaining PSO some day, and I’ll post the link here when I do.

Today I learned about Particle Swarm Optimization, a technique for finding minimums/maximums of certain types of functions. If you have heard of Genetic Algorithms, Particle Swarm Optimization is another method to solve similar classes of problems (although the two work very differently). Both are called metaheuristics, and they seem to work well, though their effectiveness has not been mathematically proven.

To understand it, I highly suggest the original paper by James Kennedy and Russell Eberhart: Particle Swarm Optimization. The paper is only 7 pages and is quite readable. Go do it now.

However, if you didn’t read it, here’s a quick summary. Suppose that we want to minimize the function `f (x,y) = x^2 + y^2`. This is a function from a pair of real numbers to a single real number. So we consider a bunch of particles flying around the plane. Each one has a location and a velocity, which are updated in stages, and we think about them flying around to find the best location for the swarm (where “best” means “minimizes the function `f`”).

How do they do that? Each particle knows the best location that it has ever visited, and the best location that the entire swarm has discovered, and flys towards them, with a bit of randomization to allow them to overfly/underfly, thus discovering new candidate best points.

More precisely, here is some code for how a particle is updated:

``````import System.Random
-- Used as location and velocity values
type Point = (Double, Double)

data Particle = Particle
Point       -- position of particle
Point       -- velocity of particle
Candidate   -- best position this particle has found
deriving (Eq, Show)

-- Add two points as vectors
pAdd :: Point -> Point -> Point
pAdd (x1,y1) (x2,y2) = (x1+x2, y1+y2)

-- Subtract two points as vectors
pSubtract :: Point -> Point -> Point
pSubtract (x1,y1) (x2,y2) = (x1-x2, y1-y2)

-- Scale a point as a vector
pScale :: Double -> Point -> Point
pScale a (x,y) = (a * x, a * y)

-- A candidate solution with location and score at that location
type Candidate = (Point, Double)

-- Update a single particle by a single step
updateParticle :: Particle -> Candidate -> (Point -> Double) -> StdGen -> (Particle, StdGen)
updateParticle (Particle pos vel best) gBest f gen = (Particle pos' vel' best', gen'') where
-- New position is the old position plus the new velocity
pos' = pAdd pos vel'

-- We need two random numbers
(r1, gen') = randomR (0,1) gen :: (Double, StdGen)
(r2, gen'') = randomR (0,1) gen' :: (Double, StdGen)

-- The vector representing the motion from current location
-- to the best locations
dp = pSubtract (fst best) pos
dg = pSubtract (fst gBest) pos

-- New velocity is a weighted average of local and global bests,
-- affected by current velocity
vel' = vel `pAdd` (r1 `pScale` dp) `pAdd` (r2 `pScale` dg)

-- Update local best if we've found a better one
best' = case (compare (snd best) (f pos')) of
LT -> best
_  -> (pos', f pos')``````

All that remains is to define and update an entire swarm of these things. Before we do, though, notice that we haven’t really used any properties of `(Double, Double)` other than the fact that we can add, subtract, and multiply `Point`s by scalars (these are, roughly speaking, the exact requirements that make the collection of all `Point`s a Vector Space). In order to create `Particle`s with zero velocities (as when we initialize a swarm), we also need a `pZero` function (another property of vector spaces).

So we should be able to abstract this away into a typeclass, which changes our code slightly. Here it is, updated.

``````-- Represents the position and velocity of a particle
-- The four functions are necessary in order
-- to use Points to represent positions and velocities
-- of particles (so we can update a position based on
-- its velocity, update its velocity semi-randomly, etc.)
class (Eq a, Show a) => PSOVect a where
pAdd :: a -> a -> a
pScale :: Double -> a -> a
pSubtract :: a -> a -> a
pZero :: a
pSubtract v1 v2 = pAdd v1 \$ pScale (-1) v2

-- A candidate for a global minimum. Stores both the
-- location of the possible minimum, and the value of
-- the function to minimize at that point.
data PSOCand a = PSOCand {
pt :: a,
val :: Double
} deriving (Show, Eq)

-- Better/worse candidates are determined by their values
instance (PSOVect a) => Ord (PSOCand a) where
compare = compare `on` val

-- Particles know their location, velocity, and the
-- best location/value they've visited. Individual
-- particles do not know the global minimum, but the
-- Swarm they belong to does
data Particle a = Particle {
pos :: a,       -- position of particle
vel :: a,       -- velocity of particle
pBest :: PSOCand a  -- best position this particle has found
} deriving (Eq, Show)

-- Compare points based on their best value
instance (PSOVect a) => Ord (Particle a) where
compare = compare `on` (val . pBest)``````

Then we can make `Point` an instance of this typeclass.

``````type Point = (Double, Double)

-- Make it a PSOVect, to use in the algorithm
instance PSOVect Point where
pAdd (x1, y1) (x2, y2) = (x1 + x2, y1 + y2)
pScale r (x,y) = (r * x, r * y)
pZero = (0,0)

-- Let us randomly generate points, in order to randomly
-- create a Swarm
instance Random Point where
random g = ((x, y), g'') where
(x, g')  = random g
(y, g'') = random g'
randomR ((a1, b1), (a2, b2)) g = ((x, y), g'') where
(x, g')  = randomR (a1, a2) g
(y, g'') = randomR (b1, b2) g'``````

However, it should be clear that we could also make, e.g., `Float`, `[Double]`, or `(Double, Double, Float)` an instance of the `PSOVect` typeclass if we wanted. We could even have some discrete components like `(Int,Double)` an instance using rounding in the `pScale` function. I’m fairly sure that Particle Swarm Optimization will still be an effective method under such conditions.

With these definitions, what should a swarm look like? It needs to hold a collection of particles, the function that these particles wish to minimize, and the global best `PSOCand`.

``````-- A Swarm keeps track of all the particles in the swarm,
-- the function that the swarm seeks to minimize, and the
-- best location/value found so far
data Swarm a = Swarm {
parts :: [Particle a],  -- particles in the swarm
gBest :: PSOCand a,     -- best position found
func :: a -> Double,    -- funtion to minimize
}

instance (PSOVect a) => Show (Swarm a) where
show (Swarm ps b _ _ _) = (show \$ map pBest \$ ps) ++ (show b)``````

And then some simple functions to initialize a `Swarm` and update a `Swarm`.

``````-- Create a swarm in initial state based on the
-- positions of the particles and the grading
-- function. Initial velocities are all zero.
createSwarm :: (PSOVect a) => [a] -> (a -> Double) -> Swarm a
createSwarm ps f = Swarm qs b f where
qs = map (createParticle f) ps
b = pBest . minimum \$ qs
createParticle f' p = Particle p pZero (PSOCand p (f' p))

-- Update the swarm one step, updating every
-- particle's position and velocity, and the
-- best values found so far
updateSwarm :: (PSOVect a) => Swarm a -> StdGen -> (Swarm a, StdGen)
updateSwarm s@(Swarm ps b f) g = (Swarm qs b' f, g') where
(qs, g', b') = foldl' helper ([], g, b) ps
helper (acc, gen, best) p = (p':acc, gen', min best (pBest p')) where
(p',gen') = updateParticle p s gen``````

The `updateSwarm` function deserves some comment. Initially, it seems that the proper way to update the swarm is to first map `updateParticle` over all the particles, then look for the new global best. There are two problems with this, however. The first is that we thread a `StdGen` through `updateParticle`, meaning we can’t actually use `map`. There are ways around this, of course. The second reason is that it is ineffecient to traverse the entire list of particles twice. Both of these can be solved by using the slightly less natural `fold` instead of `map`.

At least, my naive knowledge of Haskell led me to make this choice.

That’s it! Our program should now run, and we have a somewhat general framework for performing PSOs.

There are, however, two ways to make this even better. Normally, the velocity of a particle is updated with some parameters - a inertia parameter, and two parameters relating the tendancy of particles to seek global or local values more fervently. In the original paper, these are all constants, and indeed are all 1. However, in later papers, and in particular in Parameter Selection in Particle Swarm Optimization by Yuhui Shi and Russell C. Eberhart, these become functions which change with “time”. That is, these parameters are actually functions which depend on the number of steps we’ve taken.

Some new typeclasses, some changes to `Swarm` and `updateParticle`, and we’re on our way.

``````-- Holds the parameters used to update particle
-- velocities, see "Parameter Selection in Particle
-- Swarm Optimization" by Yuhui Shi and
-- Russell C. Eberhart
data PSOParams = PSOParamsStatic
Double  -- inertia weight
Double  -- tendancy toward local
Double  -- tendancy toward global
| PSOParamsDynamic
(Integer -> Double)
(Integer -> Double)
(Integer -> Double)

-- The original parameters given in the 1995 paper
-- "Particle Swarm Optimization" by James Kennedy
-- and Russell Eberhart
defaultPSOParams :: PSOParams
defaultPSOParams = PSOParamsStatic 1 2 2

-- A Swarm keeps track of all the particles in the swarm,
-- the function that the swarm seeks to minimize, and the
-- best location/value found so far
data Swarm a = Swarm {
parts :: [Particle a],  -- particles in the swarm
gBest :: PSOCand a,     -- best position found
func :: a -> Double,    -- funtion to minimize
params :: PSOParams,    -- parameters
iteration :: Integer    -- current iteration
}

instance (PSOVect a) => Show (Swarm a) where
show (Swarm ps b _ _ _) = (show \$ map pBest \$ ps) ++ (show b)

-- Create a swarm in initial state based on the
-- positions of the particles and the grading
-- function. Initial velocities are all zero.
createSwarm :: (PSOVect a) => [a] -> (a -> Double) -> PSOParams-> Swarm a
createSwarm ps f pars = Swarm qs b f pars 0 where
qs = map (createParticle f) ps
b = pBest . minimum \$ qs
createParticle f' p = Particle p pZero (PSOCand p (f' p))

-- Update the swarm one step, updating every
-- particle's position and velocity, and the
-- best values found so far
updateSwarm :: (PSOVect a) => Swarm a -> StdGen -> (Swarm a, StdGen)
updateSwarm s@(Swarm ps b f pars i) g = (Swarm qs b' f pars (i+1), g') where
(qs, g', b') = foldl' helper ([], g, b) ps
helper (acc, gen, best) p = (p':acc, gen', min best (pBest p')) where
(p',gen') = updateParticle p s gen

-- Update a particle one step. Called by updateSwarm
-- and requires the swarm that the particle belongs
-- to as a parameter
updateParticle :: (PSOVect a) => Particle a -> Swarm a -> StdGen -> (Particle a, StdGen)
updateParticle (Particle p v bp) (Swarm ps b f pars i) g = (Particle p' v' bp', g'') where
p' = pAdd p v'
(r1, g') = randomR (0,1) g :: (Double, StdGen)
(r2, g'') = randomR (0,1) g' :: (Double, StdGen)
dp = pSubtract (pt bp) p
dg = pSubtract (pt b) p
v' = newVel pars
newVel (PSOParamsStatic omega c1 c2) = pAdd (pScale omega v) \$
pAdd (pScale (c1 * r1) dp) \$
(pScale (c2 * r2) dg)
newVel (PSOParamsDynamic omega c1 c2) = pAdd (pScale (omega i) v) \$
pAdd (pScale ((c1 i) * r1) dp) \$
(pScale ((c2 i) * r2) dg)
bp' = min bp \$ PSOCand p' (f p')``````

Now we are really ready for anything, so let’s make a simple module and put our code to the test. I’ve gone ahead and put this code up on Github: haskell-ParticleSwarmOptimization. It may have changed since I wrote the above, but those are the basics of PSO.

Actually, there’s lots more to say, but at this point I’ve written about the “thing I learned today” for upwards of two weeks. Time to print!