206 research outputs found

    A service oriented architecture for engineering design

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    Decision making in engineering design can be effectively addressed by using genetic algorithms to solve multi-objective problems. These multi-objective genetic algorithms (MOGAs) are well suited to implementation in a Service Oriented Architecture. Often the evaluation process of the MOGA is compute-intensive due to the use of a complex computer model to represent the real-world system. The emerging paradigm of Grid Computing offers a potential solution to the compute-intensive nature of this objective function evaluation, by allowing access to large amounts of compute resources in a distributed manner. This paper presents a grid-enabled framework for multi-objective optimisation using genetic algorithms (MOGA-G) to aid decision making in engineering design

    Genetic algorithms for the generation of models with micropopulations

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    Proceedings of: EvoWorkshops 2003: EvoBIO, EvoCOP, EvoIASP, EvoMUSART, EvoROB, and EvoSTIM Essex, UK, April 14–16, 2003The present article puts forward a method for an interactive model generation through the use of Genetic Algorithms applied to small populations. Micropopulations actually worsen the problem of the premature convergence of the algorithm, since genetic diversity is very limited. In addition, some key factors, which modify the changing likelihood of alleles, cause the likelihood of premature convergence to decrease. The present technique has been applied to the design of 3D models, starting from generic and standard pieces, using objective searches and searches with no defined objective

    Evolved Art with Transparent, Overlapping, and Geometric Shapes

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    In this work, an evolutionary art project is presented where images are approximated by transparent, overlapping and geometric shapes of different types, e.g., polygons, circles, lines. Genotypes representing features and order of the geometric shapes are evolved with a fitness function that has the corresponding pixels of an input image as a target goal. A genotype-to-phenotype mapping is therefore applied to render images, as the chosen genetic representation is indirect, i.e., genotypes do not include pixels but a combination of shapes with their properties. Different combinations of shapes, quantity of shapes, mutation types and populations are tested. The goal of the work herein is twofold: (1) to approximate images as precisely as possible with evolved indirect encodings, (2) to produce visually appealing results and novel artistic styles.Comment: Proceedings of the Norwegian AI Symposium 2019 (NAIS 2019), Trondheim, Norwa

    Evolution of Music by Public Choice

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    Music evolves as composers, performers, and consumers favor some musical variants over others. To investigate the role of consumer selection, we constructed a Darwinian music engine consisting of a population of short audio loops that sexually reproduce and mutate. This population evolved for 2,513 generations under the selective influence of 6,931 consumers who rated the loops’ aesthetic qualities. We found that the loops quickly evolved into music attributable, in part, to the evolution of aesthetically pleasing chords and rhythms. Later, however, evolution slowed. Applying the Price equation, a general description of evolutionary processes, we found that this stasis was mostly attributable to a decrease in the fidelity of transmission. Our experiment shows how cultural dynamics can be explained in terms of competing evolutionary forces

    Incorporating characteristics of human creativity into an evolutionary art algorithm

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    A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically

    An experimental comparative study for interactive evolutionary computation problems

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    Proceeding of: EvoWorkshops 2006: EvoBIO, EvoCOMNET, EvoHOT, EvoIASP, EvoINTERACTION, EvoMUSART, and EvoSTOC, Budapest, Hungary, April 10-12, 2006This paper presents an objective experimental comparative study between four algorithms: the Genetic Algorithm, the Fitness Prediction Genetic Algorithm, the Population Based Incremental Learning algorithm and the purposed method based on the Chromosome Appearance Probability Matrix. The comparative is done with a non subjective evaluation function. The main objective is to validate the efficiency of several methods in Interactive Evolutionary Computation environments. The most important constraint of working within those environments is the user interaction, which affects the results adding time restrictions for the experimentation stage and subjectivity to the validation. The experiments done in this paper replace user interaction with several approaches avoiding user limitations. So far, the results show the efficiency of the purposed algorithm in terms of quality of solutions and convergence speed, two known keys to decrease the user fatigue.This article has been financed by the Spanish founded research MCyT project OPLINK, Ref: TIN2006-08818-C04-02

    A Method for the Perceptual Optimization of Complex Visualizations

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    A common problem in visualization applications is the display of one surface overlying another. Unfortunately, it is extremely difficult to do this clearly and effectively. Stereoscopic viewing can help, but in order for us to be able to see both surfaces simultaneously, they must be textured, and the top surface must be made partially transparent. There is also abundant evidence that all textures are not equal in helping to reveal surface shape, but there are no general guidelines describing the best set of textures to be used in this way. What makes the problem difficult to perceptually optimize is that there are a great many variables involved. Both foreground and background textures must be specified in terms of their component colors, texture element shapes, distributions, and sizes. Also to be specified is the degree of transparency for the foreground texture components. Here we report on a novel approach to creating perceptually optimal solutions to complex visualization problems and we apply it to the overlapping surface problem as a test case. Our approach is a three-stage process. In the first stage we create a parameterized method for specifying a foreground and background pair of textures. In the second stage a genetic algorithm is applied to a population of texture pairs using subject judgments as a selection criterion. Over many trials effective texture pairs evolve. The third stage involves characterizing and generalizing the examples of effective textures. We detail this process and present some early results

    On the Optimization of Visualizations of Complex Phenomena

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    The problem of perceptually optimizing complex visualizations is a difficult one, involving perceptual as well as aesthetic issues. In our experience, controlled experiments are quite limited in their ability to uncover interrelationships among visualization parameters, and thus may not be the most useful way to develop rules-of-thumb or theory to guide the production of high-quality visualizations. In this paper, we propose a new experimental approach to optimizing visualization quality that integrates some of the strong points of controlled experiments with methods more suited to investigating complex highly-coupled phenomena. We use human-in-the-loop experiments to search through visualization parameter space, generating large databases of rated visualization solutions. This is followed by data mining to extract results such as exemplar visualizations, guidelines for producing visualizations, and hypotheses about strategies leading to strong visualizations. The approach can easily address both perceptual and aesthetic concerns, and can handle complex parameter interactions. We suggest a genetic algorithm as a valuable way of guiding the human-in-the-loop search through visualization parameter space. We describe our methods for using clustering, histogramming, principal component analysis, and neural networks for data mining. The experimental approach is illustrated with a study of the problem of optimal texturing for viewing layered surfaces so that both surfaces are maximally observable

    Incorporating characteristics of human creativity into an evolutionary art algorithm (journal article)

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    A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically
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