5,293 research outputs found
The riddle of togelby
© 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.At the 2017 Artificial and Computational Intelligence in Games meeting at Dagstuhl, Julian Togelius asked how to make spaces where every way of filling in the details yielded a good game. This study examines the possibility of enriching search spaces so that they contain very high rates of interesting objects, specifically game elements. While we do not answer the full challenge of finding good games throughout the space, this study highlights a number of potential avenues. These include naturally rich spaces, a simple technique for modifying a representation to search only rich parts of a larger search space, and representations that are highly expressive and so exhibit highly restricted and consequently enriched search spaces. We treat the creation of plausible road systems, useful graphics, highly expressive room placement for maps, generation of cavern-like maps, and combinatorial puzzle spaces.Final Accepted Versio
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Incremental evolution of cellular automata for random number generation
Cellular automata (CA) have been used in pseudorandom number generation for over a decade. Recent studies show that controllable CA (CCA) can generate better random sequences than conventional one-dimensional (1-d) CA and compete with two-dimensional (2-d) CA. Yet the structural complexity of CCA is higher than that of 1-d PCA. It would be good if CCA can attain good randomness quality with the least structural complexity. In this paper, we evolve PCA/CCA to their lowest complexity level using genetic algorithms (GAs). Meanwhile, the randomness quality and output efficiency of PCA/CCA are also evolved. The evolution process involves two algorithms a multi-objective genetic algorithm (MOGA) and an algorithm for incremental evolution. A set of PCA/CCA are evolved and compared in randomness, complexity, and efficiency. The results show that without any spacing, CCA could generate good random number sequences that could pass DIEHARD. And, to obtain the same randomness quality, the structural complexity of CCA is not higher than that of 1-d CA. Furthermore, the methodology developed could be used to evolve other CA or serve as a yardstick to compare different types of CA
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An Evolutionary Approach to the Design of Controllable Cellular Automata Structure for Random Number Generation
Cellular Automata (CA) has been used in pseudorandom number generation over a decade. Recent studies show that two-dimensional (2-d) CA Pseudorandom Number Generators (PRNGs) may generate better random sequences than conventional one-dimensional (1-d) CA PRNGs, but they are more complex to implement in hardware than 1-d CA PRNGs. In this paper, we propose a new class of 1-d CA Controllable Cellular Automata (CCA) without much deviation from the structure simplicity of conventional 1-d CA. We give a general definition of CCA first and then introduce two types of CCA – CCA0 and CCA2. Our initial study on them shows that these two CCA PRNGs have better randomness quality than conventional 1-d CA PRNGs but their randomness is affected by their structures. To find good CCA0/CCA2 structures for pseudorandom number generation, we evolve them using the Evolutionary Multi-Objective Optimization (EMOO) techniques. Three different algorithms are presented in this paper. One makes use of an aggregation function; the other two are based on the Vector Evaluated Genetic Algorithm (VEGA). Evolution results show that these three algorithms all perform well. Applying a set of randomness tests on the evolved CCA PRNGs, we demonstrate that their randomness is better than that of 1-d CA PRNGs and can be comparable to that of two-dimensional CA PRNGs
Evolved Art with Transparent, Overlapping, and Geometric Shapes
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
A Family of Controllable Cellular Automata for Pseudorandom Number Generation
In this paper, we present a family of novel Pseudorandom Number Generators (PRNGs) based on Controllable Cellular Automata (CCA) ─ CCA0, CCA1, CCA2 (NCA), CCA3 (BCA), CCA4 (asymmetric NCA), CCA5, CCA6 and CCA7 PRNGs. The ENT and DIEHARD test suites are used to evaluate the randomness of these CCA PRNGs. The results show that their randomness is better than that of conventional CA and PCA PRNGs while they do not lose the structure simplicity of 1-d CA. Moreover, their randomness can be comparable to that of 2-d CA PRNGs. Furthermore, we integrate six different types of CCA PRNGs to form CCA PRNG groups to see if the randomness quality of such groups could exceed that of any individual CCA PRNG. Genetic Algorithm (GA) is used to evolve the configuration of the CCA PRNG groups. Randomness test results on the evolved CCA PRNG groups show that the randomness of the evolved groups is further improved compared with any individual CCA PRNG
Pseudorandom number generation based on controllable cellular automata
A novel Cellular Automata (CA) Controllable CA (CCA) is proposed in this paper. Further, CCA are applied in Pseudorandom Number Generation. Randomness test results on CCA Pseudorandom Number Generators (PRNGs) show that they are better than 1-d CA PRNGs and can be comparable to 2-d ones. But they do not lose the structure simplicity of 1-d CA. Further, we develop several different types of CCA PRNGs. Based on the comparison of the randomness of different CCA PRNGs, we find that their properties are decided by the actions of the controllable cells and their neighbors. These novel CCA may be applied in other applications where structure non-uniformity or asymmetry is desired
A survey of self organisation in future cellular networks
This article surveys the literature over the period of the last decade on the emerging field of self organisation as applied to wireless cellular communication networks. Self organisation has been extensively studied and applied in adhoc networks, wireless sensor networks and autonomic computer networks; however in the context of wireless cellular networks, this is the first attempt to put in perspective the various efforts in form of a tutorial/survey. We provide a comprehensive survey of the existing literature, projects and standards in self organising cellular networks. Additionally, we also aim to present a clear understanding of this active research area, identifying a clear taxonomy and guidelines for design of self organising mechanisms. We compare strength and weakness of existing solutions and highlight the key research areas for further development. This paper serves as a guide and a starting point for anyone willing to delve into research on self organisation in wireless cellular communication networks
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