12,092 research outputs found

    Multi-agent evolutionary systems for the generation of complex virtual worlds

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    Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such as rendering, compositing and animation have been streamlined to accommodate increasing demands, modelling complex models is still a laborious task. This paper introduces the computational benefits of an Interactive Genetic Algorithm (IGA) to computer graphics modelling while compensating the effects of user fatigue, a common issue with Interactive Evolutionary Computation. An intelligent agent is used in conjunction with an IGA that offers the potential to reduce the effects of user fatigue by learning from the choices made by the human designer and directing the search accordingly. This workflow accelerates the layout and distribution of basic elements to form complex models. It captures the designer's intent through interaction, and encourages playful discovery

    Architectural authorship in generative design

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    The emergence of evolutionary digital design methods, relying on the creative generation of novel forms, has transformed the design process altogether and consequently the role of the architect. These methods are more than the means to aid and enhance the design process or to perfect the representation of finite architectural projects. The architectural design philosophy is gradually transcending to a hybrid of art, engineering, computer programming and biology. Within this framework, the emergence of designs relies on the architect- machine interaction and the authorship that each of the two shares. This work aims to explore the changes within the design process and to define the authorial control of a new breed of architects- programmers and architects-users on architecture and its design representation. For the investigation of these problems, this thesis is to be based on an experiment conducted by the author in order to test the interaction of architects with different digital design methods and their authorial control over the final product. Eventually, the results will be compared and evaluated in relation to the theoretic views. Ultimately, the architect will establish his authorial role

    A Biologically Informed Hylomorphism

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    Although contemporary metaphysics has recently undergone a neo-Aristotelian revival wherein dispositions, or capacities are now commonplace in empirically grounded ontologies, being routinely utilised in theories of causality and modality, a central Aristotelian concept has yet to be given serious attention – the doctrine of hylomorphism. The reason for this is clear: while the Aristotelian ontological distinction between actuality and potentiality has proven to be a fruitful conceptual framework with which to model the operation of the natural world, the distinction between form and matter has yet to similarly earn its keep. In this chapter, I offer a first step toward showing that the hylomorphic framework is up to that task. To do so, I return to the birthplace of that doctrine - the biological realm. Utilising recent advances in developmental biology, I argue that the hylomorphic framework is an empirically adequate and conceptually rich explanatory schema with which to model the nature of organism

    A generative modeling approach for benchmarking and training shallow quantum circuits

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    Hybrid quantum-classical algorithms provide ways to use noisy intermediate-scale quantum computers for practical applications. Expanding the portfolio of such techniques, we propose a quantum circuit learning algorithm that can be used to assist the characterization of quantum devices and to train shallow circuits for generative tasks. The procedure leverages quantum hardware capabilities to its fullest extent by using native gates and their qubit connectivity. We demonstrate that our approach can learn an optimal preparation of the Greenberger-Horne-Zeilinger states, also known as "cat states". We further demonstrate that our approach can efficiently prepare approximate representations of coherent thermal states, wave functions that encode Boltzmann probabilities in their amplitudes. Finally, complementing proposals to characterize the power or usefulness of near-term quantum devices, such as IBM's quantum volume, we provide a new hardware-independent metric called the qBAS score. It is based on the performance yield in a specific sampling task on one of the canonical machine learning data sets known as Bars and Stripes. We show how entanglement is a key ingredient in encoding the patterns of this data set; an ideal benchmark for testing hardware starting at four qubits and up. We provide experimental results and evaluation of this metric to probe the trade off between several architectural circuit designs and circuit depths on an ion-trap quantum computer.Comment: 16 pages, 9 figures. Minor revisions. As published in npj Quantum Informatio

    Computational tasks in robotics and factory automation

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    The design of Manufacturing Planning and Control Systems (MPCSs) — systems that negotiate with Customers and Suppliers to exchange products in return for money in order to generate profit, is discussed.\ud \ud The computational task of MPCS components are systematically specified as a starting point for the development of computational engines, as computer systems and programs, that execute the specified computation. Key issues are the overwhelming complexity and frequently changing application of MPCSs

    Spatial Evolutionary Generative Adversarial Networks

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    Generative adversary networks (GANs) suffer from training pathologies such as instability and mode collapse. These pathologies mainly arise from a lack of diversity in their adversarial interactions. Evolutionary generative adversarial networks apply the principles of evolutionary computation to mitigate these problems. We hybridize two of these approaches that promote training diversity. One, E-GAN, at each batch, injects mutation diversity by training the (replicated) generator with three independent objective functions then selecting the resulting best performing generator for the next batch. The other, Lipizzaner, injects population diversity by training a two-dimensional grid of GANs with a distributed evolutionary algorithm that includes neighbor exchanges of additional training adversaries, performance based selection and population-based hyper-parameter tuning. We propose to combine mutation and population approaches to diversity improvement. We contribute a superior evolutionary GANs training method, Mustangs, that eliminates the single loss function used across Lipizzaner's grid. Instead, each training round, a loss function is selected with equal probability, from among the three E-GAN uses. Experimental analyses on standard benchmarks, MNIST and CelebA, demonstrate that Mustangs provides a statistically faster training method resulting in more accurate networks

    On one-way cellular automata with a fixed number of cells

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    We investigate a restricted one-way cellular automaton (OCA) model where the number of cells is bounded by a constant number k, so-called kC-OCAs. In contrast to the general model, the generative capacity of the restricted model is reduced to the set of regular languages. A kC-OCA can be algorithmically converted to a deterministic finite automaton (DFA). The blow-up in the number of states is bounded by a polynomial of degree k. We can exhibit a family of unary languages which shows that this upper bound is tight in order of magnitude. We then study upper and lower bounds for the trade-off when converting DFAs to kC-OCAs. We show that there are regular languages where the use of kC-OCAs cannot reduce the number of states when compared to DFAs. We then investigate trade-offs between kC-OCAs with different numbers of cells and finally treat the problem of minimizing a given kC-OCA
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