65,240 research outputs found
Multi-agent evolutionary systems for the generation of complex virtual worlds
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
Evolution of swarming behavior is shaped by how predators attack
Animal grouping behaviors have been widely studied due to their implications
for understanding social intelligence, collective cognition, and potential
applications in engineering, artificial intelligence, and robotics. An
important biological aspect of these studies is discerning which selection
pressures favor the evolution of grouping behavior. In the past decade,
researchers have begun using evolutionary computation to study the evolutionary
effects of these selection pressures in predator-prey models. The selfish herd
hypothesis states that concentrated groups arise because prey selfishly attempt
to place their conspecifics between themselves and the predator, thus causing
an endless cycle of movement toward the center of the group. Using an
evolutionary model of a predator-prey system, we show that how predators attack
is critical to the evolution of the selfish herd. Following this discovery, we
show that density-dependent predation provides an abstraction of Hamilton's
original formulation of ``domains of danger.'' Finally, we verify that
density-dependent predation provides a sufficient selective advantage for prey
to evolve the selfish herd in response to predation by coevolving predators.
Thus, our work corroborates Hamilton's selfish herd hypothesis in a digital
evolutionary model, refines the assumptions of the selfish herd hypothesis, and
generalizes the domain of danger concept to density-dependent predation.Comment: 25 pages, 11 figures, 5 tables, including 2 Supplementary Figures.
Version to appear in "Artificial Life
Editor’s Note
The research works presented in this issue are based on various topics of interest, among which are included: bayesian networks, evolutionary algorithms, virtual reality, web advertising, 3D technologies, traffic expression, Smart Cities, computational sustainability, computer vision, image recognition, deep neural networks, graphical models, mobile devices, human/complex system interactions, multi-agent systems, Physics inspired behaviours, etc
Multi-agent evolutionary systems for the generation of complex virtual worlds
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
Enaction-Based Artificial Intelligence: Toward Coevolution with Humans in the Loop
This article deals with the links between the enaction paradigm and
artificial intelligence. Enaction is considered a metaphor for artificial
intelligence, as a number of the notions which it deals with are deemed
incompatible with the phenomenal field of the virtual. After explaining this
stance, we shall review previous works regarding this issue in terms of
artifical life and robotics. We shall focus on the lack of recognition of
co-evolution at the heart of these approaches. We propose to explicitly
integrate the evolution of the environment into our approach in order to refine
the ontogenesis of the artificial system, and to compare it with the enaction
paradigm. The growing complexity of the ontogenetic mechanisms to be activated
can therefore be compensated by an interactive guidance system emanating from
the environment. This proposition does not however resolve that of the
relevance of the meaning created by the machine (sense-making). Such
reflections lead us to integrate human interaction into this environment in
order to construct relevant meaning in terms of participative artificial
intelligence. This raises a number of questions with regards to setting up an
enactive interaction. The article concludes by exploring a number of issues,
thereby enabling us to associate current approaches with the principles of
morphogenesis, guidance, the phenomenology of interactions and the use of
minimal enactive interfaces in setting up experiments which will deal with the
problem of artificial intelligence in a variety of enaction-based ways
Modeling Evolutionary Dynamics of Lurking in Social Networks
Lurking is a complex user-behavioral phenomenon that occurs in all
large-scale online communities and social networks. It generally refers to the
behavior characterizing users that benefit from the information produced by
others in the community without actively contributing back to the production of
social content. The amount and evolution of lurkers may strongly affect an
online social environment, therefore understanding the lurking dynamics and
identifying strategies to curb this trend are relevant problems. In this
regard, we introduce the Lurker Game, i.e., a model for analyzing the
transitions from a lurking to a non-lurking (i.e., active) user role, and vice
versa, in terms of evolutionary game theory. We evaluate the proposed Lurker
Game by arranging agents on complex networks and analyzing the system
evolution, seeking relations between the network topology and the final
equilibrium of the game. Results suggest that the Lurker Game is suitable to
model the lurking dynamics, showing how the adoption of rewarding mechanisms
combined with the modeling of hypothetical heterogeneity of users' interests
may lead users in an online community towards a cooperative behavior.Comment: 13 pages, 5 figures. Accepted at CompleNet 201
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