174,688 research outputs found
Incorporating characteristics of human creativity into an evolutionary art algorithm (journal article)
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
Integration of biophysical connectivity in the spatial optimization of coastal ecosystem services
Ecological connectivity in coastal oceanic waters is mediated by dispersion
of the early life stages of marine organisms and conditions the structure of
biological communities and the provision of ecosystem services. Integrated
management strategies aimed at ensuring long-term service provision to society
do not currently consider the importance of dispersal and larval connectivity.
A spatial optimization model is introduced to maximise the potential provision
of ecosystem services in coastal areas by accounting for the role of dispersal
and larval connectivity. The approach combines a validated coastal circulation
model that reproduces realistic patterns of larval transport along the coast,
which ultimately conditions the biological connectivity and productivity of an
area, with additional spatial layers describing potential ecosystem services.
The spatial optimization exercise was tested along the coast of Central Chile,
a highly productive area dominated by the Humboldt Current. Results show it is
unnecessary to relocate existing management areas, as increasing no-take areas
by 10% could maximise ecosystem service provision, while improving the spatial
representativeness of protected areas and minimizing social conflicts. The
location of protected areas was underrepresented in some sections of the study
domain, principally due to the restriction of the model to rocky subtidal
habitats. Future model developments should encompass the diversity of coastal
ecosystems and human activities to inform integrative spatial management.
Nevertheless, the spatial optimization model is innovative not only for its
integrated ecosystem perspective, but also because it demonstrates that it is
possible to incorporate time-varying biophysical connectivity within the
optimization problem, thereby linking the dynamics of exploited populations
produced by the spatial management regime.Comment: 30 pages, 5 figures, 2 tables; 1 graphical abstract. In this version:
numbering of figures corrected, updated figure 2, typos corrected and
references fixe
Exploring Cities Using Agent-Based Models and GIS
Cities are faced with many problems such as urban sprawl, congestion, and segregation. They are also constantly changing. Computer modelling is becoming an increasingly important tool when examining how cities operate. Agent based models (ABM) allow for the testing of different hypotheses and theories for urban change, thus leading to a greater understanding of how cities work. This paper presents how ABMs can be developed by their integration with Geographical Information System (GIS). To highlight this, a generic ABM is presented. This is then applied to two model applications: a segregation model and a location model. Both models highlight how different theories can be incorporated into the generic model and demonstrate the importance of space in the modelling process. Cities are faced with many problems such as urban sprawl, congestion, and segregation. They are also constantly changing. Computer modelling is becoming an increasingly important tool when examining how cities operate. Agent based models (ABM) allow for the testing of different hypotheses and theories for urban change, thus leading to a greater understanding of how cities work. This paper presents how ABMs can be developed by their integration with Geographical Information System (GIS). To highlight this, a generic ABM is presented. This is then applied to two model applications: a segregation model and a location model. Both models highlight how different theories can be incorporated into the generic model and demonstrate the importance of space in the modelling process
Automated Game Design Learning
While general game playing is an active field of research, the learning of
game design has tended to be either a secondary goal of such research or it has
been solely the domain of humans. We propose a field of research, Automated
Game Design Learning (AGDL), with the direct purpose of learning game designs
directly through interaction with games in the mode that most people experience
games: via play. We detail existing work that touches the edges of this field,
describe current successful projects in AGDL and the theoretical foundations
that enable them, point to promising applications enabled by AGDL, and discuss
next steps for this exciting area of study. The key moves of AGDL are to use
game programs as the ultimate source of truth about their own design, and to
make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
Interacting Unities: An Agent-Based System
Recently architects have been inspired by Thompsonis Cartesian deformations and Waddingtonis flexible topological surface to work within a dynamic field characterized by forces. In this more active space of interactions, movement is the medium through which form evolves. This paper explores the interaction between pedestrians and their environment by regarding it as a process occurring between the two. It is hypothesized that the recurrent interaction between pedestrians and environment can lead to a structural coupling between those elements. Every time a change occurs in each one of them, as an expression of its own structural dynamics, it triggers changes to the other one. An agent-based system has been developed in order to explore that interaction, where the two interacting elements, agents (pedestrians) and environment, are autonomous units with a set of internal rules. The result is a landscape where each agent locally modifies its environment that in turn affects its movement, while the other agents respond to the new environment at a later time, indicating that the phenomenon of stigmergy is possible to take place among interactions with human analogy. It is found that it is the environmentis internal rules that determine the nature and extent of change
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