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A Seminar Report1

This document is a seminar report on soft computing submitted by Mr. Ganesh Arunrao Raut. It discusses artificial neural networks, fuzzy logic, genetic algorithms and their applications. The report provides an introduction to soft computing and its importance in solving complex real-world problems. It then describes artificial neural networks, their structure and functioning inspired by biological neural networks. Fuzzy logic and how it mimics human reasoning is also summarized. Genetic algorithms, which are inspired by biological evolution, are briefly covered as well.

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usha waje-pendse
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0% found this document useful (0 votes)
93 views

A Seminar Report1

This document is a seminar report on soft computing submitted by Mr. Ganesh Arunrao Raut. It discusses artificial neural networks, fuzzy logic, genetic algorithms and their applications. The report provides an introduction to soft computing and its importance in solving complex real-world problems. It then describes artificial neural networks, their structure and functioning inspired by biological neural networks. Fuzzy logic and how it mimics human reasoning is also summarized. Genetic algorithms, which are inspired by biological evolution, are briefly covered as well.

Uploaded by

usha waje-pendse
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 21

A Seminar Report

On
“SOFT COMPUTING”
Submitted in partial fulfilment of the requirement for degree of
BACHELOR OF TECHNOLOGY
(ARTIFICIAL INTELLIGENCE AND DATA SCIENCE)
Submitted by
Mr. GANESH ARUNRAO RAUT (2130421995009)
Under the guidance of
Dr. U S WANKHEDE
Head of Department,
Electrical And Mechatronics Department

Department of
Artificial Intelligence And Data Science Engineering,
Government College of Engineering, Ratnagiri.
(Affiliated to Dr. Babasaheb Ambedkar Technological University, Lonere)

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CERTIFICATE
This is to certify that,

Mr. Ganesh Arunrao Raut (2130421995009)


Currently studying in B.TECH Artificial Intelligence And Data Science, has successfully
completed his seminar entitled “SOFT COMPUTING”, under the guidance of Dr. U S
Wankhede and the honourable head of Department Prof. U L Deshpande during an
Academic Year 2021-22

Dr. U S Wankhede Prof. U L Deshpande

Guide, Head Of Department,

Head Of Department, Artificial Intelligence And Data Science

Electrical And Mechatronics Department, Govt. College Of Engineering, Ratnagiri

Govt. College Of Engineering, Ratnagiri

EXTERNAL EXAMINER Dr. S N Khante

PRINCIPAL,

Govt. College Of Engineering, Ratnagiri

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ACKNOWLEDGEMENT
I with great pleasure present this seminar entitled “ SOFT COMPUTING” for partial
fulfilment of Bachelor of technology in Artificial Intelligence And Data Science
Engineering.

The success of this seminar has come through combined efforts put in by me and seminar
guide Dr. U S Wankhede. I am especially thankful to Dr. U S Wankhede, for his
valuable guidance.

I am very grateful to Prof. U L Deshpande, for giving me this invaluable opportunity to


carry out this work.

I also extend my sincere thanks to Dr. S N Khante, Principal, Government College of


Engineering, Ratnagiri for providing institutional facilities and extending all kinds of
cooperation. Last but not the least, I thank all those who directly and indirectly
contributed to complete this seminar work.

Mr. Ganesh Arunrao Raut (2130421995009)

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ABSTRACT

In real world, we have many problems which we have had no way to solve analytically, or
problems which could be solved theoretically but actually impossible due to its necessity of
huge resources and/or enormous time required for computation. For these problems,
methods inspired by nature sometimes work very efficiently and effectively. Although the
solutions obtained by these methods do not always equal to the mathematically strict
solutions, a near optimal solution is sometimes enough in most practical purposes. These
biologically inspired methods are called Soft Computing, and here in this report, we can
study
(1) Neural Networks,
(2) Evolutionary Computations,
(3) Fuzzy Logics as three representative methods of Soft Computing.
(4) Genetic Algorithm

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CONTENTS

Sr. No. Particulars Page No.

1 CERTIFICATE 2

2 ACKNOWLEDGEMENT 3

3 ABSTRACT 4

4 CONTENTS 5

5 INTRODUCTION 6-7

6 ARTIFICIAL NEURAL NETWORK 8-10

7 FUZZY LOGIC 11-13

8 GENETIC ALGORITHM 13-16

9 APPLICATIONS OF SOFT COMPUTING 17

10 FUTURE SCOPE 18-19

11 CONCLUSION 20

12 REFERENCE 21

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INTRODUCTION

Soft computing is the reverse of hard (conventional) computing. It refers to a group


of computational techniques that are based on artificial intelligence (AI) and natural
selection. It provides cost-effective solutions to the complex real-life problems for which
hard computing solution does not exist.

Zadeh coined the term of soft computing in 1992. The objective of soft computing is to
provide precise approximation and quick solutions for complex real-life problems.

Today, computing and computers are used in all disciplines of science and technology and
as well in social sciences and humanities. Computing and computers are used to find exact
solutions of scientific problems on the basis of two-valued logic and classical mathematics.
However, not all problems can be resolved with methods of usual mathematics. As Lotfi A.
Zadeh, the founder of the theory of Fuzzy Sets, mentioned many times over the last decades,
humans are able to resolve tasks of high complexity without measurements or computations.
In conclusion, he stated that “thinking machines” – i.e. computers as they were named in
their starting period – do not “think” as humans do. The “Summer Research Project on
Artificial Intelligence” that was organized by John McCarthy in 1955 initiated the research
program of Artificial Intelligence (AI). In the proposal to this project was written that AI
research will “proceed on the basis of the conjecture that every aspect of learning or any
other feature of intelligence can in principle be so precisely described that a machine can be
made to simulate it” [1]. The proximate development AI research is a story of several
successes but has yet lagged behind expectations. AI became a field of research to build
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computers and computer programs that act “intelligently” although no human being controls
those systems. AI techniques became methods to compute with numbers and find exact
solutions. However, not all problems can be resolved with these methods. On the other hand,
humans are able to resolve such tasks very well. Therefore, Zadeh focused from the mid-
1980s on “Making Computers Think like People” [2]. For this purpose, the machine’s ability
“to compute with numbers”— that is named here as “hard computing” – has to be
supplemented by an additional ability more similar to human thinking, that is named here
as “soft computing”. In the 1980s Zadeh explained “what might be referred to as soft
computing — and, in particular, fuzzy logic — to mimic the ability of the human mind to
effectively employ modes of reasoning that are approximate rather than exact” and he
explicated: “In traditional — hard — computing, the prime desiderata are precision,
certainty, and rigor. By contrast, the point of departure in soft computing is the thesis that
precision and certainty carry a cost and that computation, reasoning, and decision making
should exploit – wherever possible – the tolerance for imprecision and uncertainty. [...]
Somewhat later, neural network techniques combined with fuzzy logic began to be
employed in a wide variety of consumer products, endowing such products with the
capability to adapt and learn from experience. [...] Underlying this evolution was an
acceleration in the employment of soft computing – and especially fuzzy logic – in the
conception and design of intelligent systems that can exploit the tolerance for imprecision
and uncertainty, learn from experience, and adapt to changes in the operation conditions.”
[2] The segments of SC came into existence – largely independent of each other – in the
second half of the 20th century. They have the common property of imitating structures or
behavior in nature in order to optimize certain processes of problem solving where problems
either cannot be resolved with the help of classical mathematics or can only be solved with
great difficulty: Fuzzy sets and probabilistic reasoning simulate human reasoning and
communication; Artificial neural networks are geared to the structure of living brains;
Genetic and evolutionary computation and programming are geared to biological evolution.
In the following sections we will present brief surveys of the three above-named segments
of SC and in the concluding section we will give a short outlook on the future of Soft
Computing.

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ARTIFICIAL NEURAL NETWORK (ANN)

Artificial neural networks (ANNs), usually simply called neural networks (NNs)
or, more simply yet, neural nets, are computing systems inspired by the biological neural
networks that constitute animal brains.
An ANN is based on a collection of connected units or nodes called artificial neurons, which
loosely model the neurons in a biological brain. Each connection, like the synapses in a
biological brain, can transmit a signal to other neurons. An artificial neuron receives signals
then processes them and can signal neurons connected to it. The "signal" at a connection is
a real number, and the output of each neuron is computed by some non-linear function of the
sum of its inputs. The connections are called edges. Neurons and edges typically have
a weight that adjusts as learning proceeds. The weight increases or decreases the strength of
the signal at a connection. Neurons may have a threshold such that a signal is sent only if the
aggregate signal crosses that threshold. Typically, neurons are aggregated into layers.
Different layers may perform different transformations on their inputs. Signals travel from
the first layer (the input layer), to the last layer (the output layer), possibly after traversing
the layers multiple times.
Neural networks learn (or are trained) by processing examples, each of which contains a
known "input" and "result," forming probability-weighted associations between the two,
which are stored within the data structure of the net itself. The training of a neural network
from a given example is usually conducted by determining the difference between the
processed output of the network (often a prediction) and a target output. This difference is
the error. The network then adjusts its weighted associations according to a learning rule and
using this error value. Successive adjustments will cause the neural network to produce
output which is increasingly similar to the target output. After a sufficient number of these
adjustments the training can be terminated based upon certain criteria. This is known
as supervised learning.
Such systems "learn" to perform tasks by considering examples, generally without being
programmed with task-specific rules. For example, in image recognition, they might learn
to identify images that contain cats by analyzing example images that have been
manually labeled as "cat" or "no cat" and using the results to identify cats in other images.
They do this without any prior knowledge of cats, for example, that they have fur, tails,
whiskers, and cat-like faces. Instead, they automatically generate identifying characteristics
from the examples that they process.

Learning paradigms:-
1)Supervised learning
Supervised learning uses a set of paired inputs and desired outputs. The learning task is to
produce the desired output for each input. In this case the cost function is related to
eliminating incorrect deductions.[3] A commonly used cost is the mean-squared error, which

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tries to minimize the average squared error between the network's output and the desired
output. Tasks suited for supervised learning are pattern recognition (also known as
classification) and regression (also known as function approximation). Supervised learning
is also applicable to sequential data (e.g., for hand writing, speech and gesture recognition).
This can be thought of as learning with a "teacher", in the form of a function that provides
continuous feedback on the quality of solutions obtained thus far.
2)Unsupervised learning
In unsupervised learning, input data is given along with the cost function, some function of
the data and the network's output. The cost function is dependent on the task (the model
domain) and any a priori assumptions (the implicit properties of the model, its parameters
and the observed variables). As a trivial example, consider the model where is a constant
and the cost . Minimizing this cost produces a value of that is equal to the mean of the data.
The cost function can be much more complicated. Its form depends on the application: for
example, in compression it could be related to the mutual information between and ,
whereas in statistical modeling, it could be related to the posterior probability of the model
given the data (note that in both of those examples those quantities would be maximized
rather than minimized). Tasks that fall within the paradigm of unsupervised learning are in
general estimation problems; the applications include clustering, the estimation of statistical
distribution, compression and filtering.
3)Reinforcement learning
In applications such as playing video games, an actor takes a string of actions, receiving a
generally unpredictable response from the environment after each one. The goal is to win
the game, i.e., generate the most positive (lowest cost) responses. In reinforcement learning,
the aim is to weight the network (devise a policy) to perform actions that minimize long-
term (expected cumulative) cost. At each point in time the agent performs an action and the
environment generates an observation and an instantaneous cost, according to some (usually
unknown) rules. The rules and the long-term cost usually only can be estimated. At any
juncture, the agent decides whether to explore new actions to uncover their costs or to exploit
prior learning to proceed more quickly.
Formally the environment is modeled as a Markov decision process (MDP) with states and
actions . Because the state transitions are not known, probability distributions are used
instead: the instantaneous cost distribution , the observation distribution and the transition
distribution , while a policy is defined as the conditional distribution over actions given the
observations. Taken together, the two define a Markov chain (MC). The aim is to discover
the lowest-cost MC.

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ANNs serve as the learning component in such applications. Dynamic programming coupled
with ANNs (giving neurodynamic programming) has been applied to problems such as those
involved in vehicle routine video games, natural resource
management and medicine because of ANNs ability to mitigate losses of accuracy even
when reducing the discretization grid density for numerically approximating the solution of
control problems. Tasks that fall within the paradigm of reinforcement learning are control
problems, games and other sequential decision making tasks.

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FUZZY LOGIC

The 'Fuzzy' word means the things that are not clear or are vague. Sometimes, we cannot
decide in real life that the given problem or statement is either true or false. At that time,
this concept provides many values between the true and false and gives the flexibility to find
the best solution to that problem.

Example of Fuzzy Logic as comparing to Boolean Logic

Fuzzy logic contains the multiple logical values and these values are the truth values of a
variable or problem between 0 and 1. This concept was introduced by Lofti
Zadeh in 1965 based on the Fuzzy Set Theory. This concept provides the possibilities
which are not given by computers, but similar to the range of possibilities generated by
humans.

In the Boolean system, only two possibilities (0 and 1) exist, where 1 denotes the absolute
truth value and 0 denotes the absolute false value. But in the fuzzy system, there are multiple
possibilities present between the 0 and 1, which are partially false and partially true.

The Fuzzy logic can be implemented in systems such as micro-controllers, workstation-


based or large network-based systems for achieving the definite output. It can also be
implemented in both hardware or software.

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Characteristics of Fuzzy Logic

Following are the characteristics of fuzzy logic:

1. This concept is flexible and we can easily understand and implement it.
2. It is used for helping the minimization of the logics created by the human.
3. It is the best method for finding the solution of those problems which are suitable for
approximate or uncertain reasoning.
4. It always offers two values, which denote the two possible solutions for a problem
and statement.

Architecture of a Fuzzy Logic System

In the architecture of the Fuzzy Logic system, each component plays an important role. The
architecture consists of the different four components which are given below.

1. Rule Base
2. Fuzzification
3. Inference Engine
4. Defuzzification

Following diagram shows the architecture or process of a Fuzzy Logic system:

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1. Rule Base

Rule Base is a component used for storing the set of rules and the If-Then conditions given
by the experts are used for controlling the decision-making systems. There are so many
updates that come in the Fuzzy theory recently, which offers effective methods for
designing and tuning of fuzzy controllers. These updates or developments decreases the
number of fuzzy set of rules.

2. Fuzzification

Fuzzification is a module or component for transforming the system inputs, i.e., it converts
the crisp number into fuzzy steps. The crisp numbers are those inputs which are measured
by the sensors and then fuzzification passed them into the control systems for further
processing. This component divides the input signals into following five states in any Fuzzy
Logic system:

o Large Positive (LP)


o Medium Positive (MP)
o Small (S)
o Medium Negative (MN)
o Large negative (LN)

3. Inference Engine

This component is a main component in any Fuzzy Logic system (FLS), because all the
information is processed in the Inference Engine. It allows users to find the matching degree
between the current fuzzy input and the rules. After the matching degree, this system
determines which rule is to be added according to the given input field. When all rules are
fired, then they are combined for developing the control actions.

4. Defuzzification

Defuzzification is a module or component, which takes the fuzzy set inputs generated by
the Inference Engine, and then transforms them into a crisp value. It is the last step in the
process of a fuzzy logic system. The crisp value is a type of value which is acceptable by
the user. Various techniques are present to do this, but the user has to select the best one for
reducing the errors.

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GENETIC ALGORITHM

Genetic algorithm (GAs) are a class of search algorithms designed on the natural evolution
process. Genetic Algorithms are based on the principles of survival of the fittest.

A Genetic Algorithm method inspired in the world of Biology, particularly, the Evolution
Theory by Charles Darwin, is taken as the basis of its working. John Holland introduced
the Genetic Algorithm in 1975. Genetic Algorithms are utilized to tackle optimization
problems by copying the evolutionary behavior of species. From an initial random
population of solutions, this population is advanced through selection, mutation, and
crossover operators, inspired in natural evolution. By implementing the given set of
operations, the population goes through an iterative procedure in which it reaches various
states, and each one is called generation. As a result of this procedure, the population is
expected to reach a generation in which it contains a decent solution to the problem. In the
Genetic Algorithm, the solution of the problem is coded as a string of bits or real
numbers.

They have been shown in practice to be very efficient at functional optimization. It is used
in searching for huge and sophisticated spaces. Genetic algorithms (GAs) are algorithms
that are used for optimization and machine learning based on various features of biological
evolution.

Difference between traditional and genetic approach:

Traditional Algorithm Genetic Algorithm

It selects the next point in the It selects the next population by


series by a deterministic computation, which utilizes random
computation. number generators.

It creates an individual point at It creates a population of points at


each iteration. The sequence of every iteration. The best point in the
points approaches an optimal population approaches an optimal
solution. solution.

Advancement in each iteration is Concurrence in each iteration is a


problem specific. problem independent.

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An algorithm is a progression of steps for solving a problem. A genetic algorithm is a
problem-solving technique that uses genetics as its model of problem-solving. It is a search
method to find approximate solutions to optimization and search issues. One can easily
distinguish between a traditional and a genetic algorithm.

Advantages of Genetic Algorithm:

❖ The genetic algorithm concept is easy to understand.


❖ The genetic algorithm supports multi-objective optimization.
❖ A genetic algorithm is suitable for noisy environments.
❖ The genetic algorithm is robust with respect to local minima/maxima.
❖ The genetic algorithm utilizes probabilistic transition rules.
❖ The genetic algorithm utilizes payoff (objective function) information, not
derivatives.
❖ The genetic algorithm works well on mixed discrete functions.

Limitations of Genetic Algorithm:

Although Genetic algorithms have demonstrated to be a quick and powerful problem-


solving approach, some limitations are found embedded in it. Some of these limitations are
given below:

The first, and most significant, consideration in making a genetic algorithm is characterizing
representation of the problem. The language used to determine candidate solutions must be
robust. It must be able to endure random changes such that fatal errors don't mistake.

One significant obstacle of genetic algorithms is the coding of the fitness (evaluation)
function so that a higher fitness can be achieved, and better solutions for the problem are
produced. A wrong decision of the fitness function may lead to significant consequences.
For example, it is unable to find the solution for a problem and returning the wrong solution
to the problem.

Along with making a decent choice of the fitness function, different parameters of a Genetic
Algorithm like population size, mutation, and crossover rate must be chosen effectively.
Small population size will not give enough solution to the genetic algorithm to produce
precise results. A frequency of genetic change or poor selection scheme will result in
disrupting the beneficial schema.

It is not recommended to utilize Genetic algorithms for analytical problems. Though Genetic
algorithms can find exact solutions to these sorts of problems, traditional analytic techniques
can find the same solutions in a short time with few computational data.

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Applications of Genetic Algorithm:

Genetic Algorithm in Robotics:

Robotics is one of the most discussed fields in the computer industry today. It is used in
various industries in order to increase profitability efficiency and accuracy. As the
environment in which robots work with the time change, it becomes very tough for
developers to figure out each possible behavior of the robot in order to cope with the
changes. This is the place where the Genetic Algorithm places a vital role. Hence a suitable
method is required, which will lead the robot to its objective and will make it adaptive to
new situations as it encounters them. Genetic Algorithms are adaptive search techniques
that are used to learn high-performance knowledge structures.

Genetic Algorithm in Financial Planning:

Models for tactical asset distribution and international equity methodologies have been
enhanced with the use of Gas. Genetic algorithms are extremely efficient for financial
modeling applications as they are driven by adjustments that can be used to improve the
efficiency of predictions and return over the benchmark set. In addition, these methods are
robust, permitting a greater range of extensions and constraints, which may not be
accommodated in traditional techniques.

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APPLICATIONS OF SOFT COMPUTING

There are several applications of soft computing where it is used. Some of them are listed
below:

o It is widely used in gaming products like Poker and Checker.


o In kitchen appliances, such as Microwave and Rice cooker.
o In most used home appliances - Washing Machine, Heater, Refrigerator, and
AC as well.
o Apart from all these usages, it is also used in Robotics work (Emotional per Robot
form).
o Image processing and Data compression are also popular applications of soft
computing.
o Used for handwriting recognition.

As we already said that, soft computing provides the solution to real-time problems and
here you can see that. Besides these applications, there are many other applications of soft
computing.

Need of soft computing

Sometimes, conventional computing or analytical models does not provide a solution to


some real-world problems. In that case, we require other technique like soft computing to
obtain an approximate solution.

o Hard computing is used for solving mathematical problems that need a precise
answer. It fails to provide solutions for some real-life problems. Thereby for real-life
problems whose precise solution does not exist, soft computing helps.
o When conventional mathematical and analytical models fail, soft computing helps,
e.g., You can map even the human mind using soft computing.
o Analytical models can be used for solving mathematical problems and valid for ideal
cases. But the real-world problems do not have an ideal case; these exist in a non-
ideal environment.
o Soft computing is not only limited to theory; it also gives insights into real-life
problems.
o Like all the above reasons, Soft computing helps to map the human mind, which
cannot be possible with conventional mathematical and analytical models.

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FUTURE SCOPE

Soft Computing provides rapid dissemination of important results in soft computing


foundations, methodologies and applications. It encourages the integration of soft
computing theoretical and practical results into both everyday and advanced applications.
The journal aims to connect the ideas and techniques of soft computing with other
disciplines.

Soft Computing is dedicated to system solutions based on soft computing paradigms. It


provides rapid dissemination of important results in soft computing, a fusion of research in
evolutionary algorithms, genetic programming, swarm intelligence, neural science, neural
net systems, fuzzy set theory, fuzzy systems, Bayesian networks, chaos theory, chaotic
systems.

By linking the ideas and techniques of soft computing with other disciplines, the journal
serves as a unifying platform that fosters comparisons, extensions, and new applications.
As a result, the journal is an international forum for all scientists engaged in research and
development in this fast growing field.

Soft Computing - Section Foundations

The Section Foundations welcomes original and significant contributions to the


mathematical and logical foundations of soft computing, and related areas.

The Section is a forum that aims at promoting, circulating, and stimulating the research on
mathematical foundations of soft computing intended in a broad sense as a method for
dealing with non crisp information, for instance characterized by the presence of
vagueness, imprecisions, high complexity, or uncertainty.

Relevant topics include, but are not limited to,

• Algebra and algebraic logic,


• Computational paradigms and computational complexity
• Description logic, temporal logic, dynamic logic, and modal logic
• Domain theory and type theory
• Fuzzy logic, fuzzy set theory, and many-valued logic
• Substructural logic
• Probability logic, belief functions, etc.

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Soft Computing – Section Methodologies and Applications

The Section M&A aims at promoting and stimulating the research in the field of the
development of enhanced computational systems based on innovative or consolidated soft
computing methodologies such as Fuzzy Logic, Neural Networks and Evolutionary
Algorithms. Under this perspective, particular attention is given to hybrid and agent-based
systems i.e., computational frameworks that use different soft computing approaches in a
synergic way in order to face the intrinsic complexities characterizing real environments
and exploit imprecise and vague information which strongly characterizes real-world
scenarios. As consequence, this journal section seeks original research contributions with a
focus on applications belonging but not limited to following areas:

• computer networks,
• data mining,
• image and video processing,
• intelligence agents,
• machine learning,
• pattern recognition,
• robotics,
• web intelligence.

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CONCLUSION

The use of Soft Computing techniques in different fields help in making well informed
decisions easily and quickly. They are used to make the systems intelligent by making use
of complex algorithms. These techniques can be used in almost all the fields as discussed in
the paper. Their use is growing at a very fast rate and in the coming years its impact could
be seen clearly.

Soft computing is an alternative computing methodology based on a consortium of NN, FL,


and GA. It offers the superiority of humanlike problem solving in Al-oriented applications
where a fast approximate solution to a vaguely formulated problem is the prime concern and
exact solutions may be intractable by traditional computing. Various alternative synergistic
combinations of the soft computing components exist.

The case study of a machine vision problem amply demonstrates the power of soft
computing in perceptual tasks. As the knowledge-based approach used by
traditional AI approaches saturation, Al-oriented problem solving will increasingly rely on
soft computing. Many vision-related problems can benefit from the fuzzification of the
digital image and image processing operators. Design and analysis of fuzzy morphological
algorithms for vision is an open research area. In the near future, soft computing-based
mobile intelligent agents will become a reality for the management of computer and
communication systems. These agents will tackle the perceptual and Al-oriented tasks in a
heterogeneous distributed environment, while numeric intensive tasks will be handled
conventionally.

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REFERENCE

1) J. McCarthy et al.: A Proposal for the Dartmouth Summer Research Project on


Artificial Intelligence, 1955.
2) L. A. Zadeh: Making Computers Think like People, IEEE Spectrum, vol. 8, 1984,
pp. 26-32.
3) Ojha, Varun Kumar; Abraham, Ajith; Snášel, Václav (1 April 2017).
"Metaheuristic design of feedforward neural networks: A review of two decades of
research". Engineering Applications of Artificial Intelligence. 60: 97–116.
4) https://www.javatpoint.com/fuzzy-logic
5) https://www.javatpoint.com/artificial-neural-network-genetic-algorithm

6) Jainab Zareena, Performance on Soft Computing Techniques, International Journal


of Innovative Technology and Exploring Engineering, Vol. 8, Issue 7, May 2019.

7) Gilliar Meng and Heba Saddeh, Applications of Machine Learning and Soft
Computing techniques in real world, International Journal of Computer
Applications and Information Technology, Vol.12, Issue 1, pp.298-302, March
2020.

8) Zahra Pezeshki and Sayed Majid Mazinani, Comparison of artificial neural


networks, fuzzy logic and neuro fuzzy for predicting optimization of building
thermal consumption: a survey, Artificial Intelligence Review, Vol. 52, Issue 1,
pp.495-525, June 2019.

9) Morteza Husainy Yar, Vahid Rahmati and Hamid Reza Dalili Oskouei, A survey
on evolutionary computation: Methods and their applications in Engineering,
Modern Applied Science, Vol.10, Issue 11, pp.131- 139, Aug 2019.

10) Asim Iftikhar, Shahrulniza Musa, Muhammad Alam and M.S. Mazliham, A
survey of soft computing applications in global software development, IEEE
Conference on Innovative Research and Development, Bangkok, pp.1-4, May
2018.

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