50,236 research outputs found

    Evolving creative portrait painter programs using Darwinian techniques with an automatic fitness function

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    We experiment with computer creativity by employing and modifying techniques from evolutionary computation to create a related family of abstract portrait painter programs. In evolutionary art, most systems evolve paintings by allowing the artist to selectively breed the artwork \u27by hand\u27 from a selection of the currently evolved population. Our system differs in that it uses an automatic \u27creative fitness function\u27 which allows the evolutionary process to run without stopping for \u27creative human intervention\u27. A recent type of Genetic Programming (GP) is used called Cartesian GP, which has several features that allow our system to favour creative solutions over optimized solutions

    Emergent Rhythmic Structures as Cultural Phenomena Driven by Social Pressure in a Society of Artificial Agents

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    This thesis studies rhythm from an evolutionary computation perspective. Rhythm is the most fundamental dimension of music and can be used as a ground to describe the evolution of music. More specifically, the main goal of the thesis is to investigate how complex rhythmic structures evolve, subject to the cultural transmission between individuals in a society. The study is developed by means of computer modelling and simulations informed by evolutionary computation and artificial life (A-Life). In this process, self-organisation plays a fundamental role. The evolutionary process is steered by the evaluation of rhythmic complexity and by the exposure to rhythmic material. In this thesis, composers and musicologists will find the description of a system named A-Rhythm, which explores the emerged behaviours in a community of artificial autonomous agents that interact in a virtual environment. The interaction between the agents takes the form of imitation games. A set of necessary criteria was established for the construction of a compositional system in which cultural transmission is observed. These criteria allowed the comparison with related work in the field of evolutionary computation and music. In the development of the system, rhythmic representation is discussed. The proposed representation enabled the development of complexity and similarity based measures, and the recombination of rhythms in a creative manner. A-Rhythm produced results in the form of simulation data which were evaluated in terms of the coherence of repertoires of the agents. The data shows how rhythmic sequences are changed and sustained in the population, displaying synchronic and diachronic diversity. Finally, this tool was used as a generative mechanism for composition and several examples are presented.Leverhulme Trus

    Cultural Evolution as Distributed Computation

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    The speed and transformative power of human cultural evolution is evident from the change it has wrought on our planet. This chapter proposes a human computation program aimed at (1) distinguishing algorithmic from non-algorithmic components of cultural evolution, (2) computationally modeling the algorithmic components, and amassing human solutions to the non-algorithmic (generally, creative) components, and (3) combining them to develop human-machine hybrids with previously unforeseen computational power that can be used to solve real problems. Drawing on recent insights into the origins of evolutionary processes from biology and complexity theory, human minds are modeled as self-organizing, interacting, autopoietic networks that evolve through a Lamarckian (non-Darwinian) process of communal exchange. Existing computational models as well as directions for future research are discussed.Comment: 13 pages Gabora, L. (2013). Cultural evolution as distributed human computation. In P. Michelucci (Ed.) Handbook of Human Computation. Berlin: Springe

    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

    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
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