896 research outputs found

    Evolving Aesthetic Maps for a Real Time Strategy Game

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    Artículo publicado en congreso SEED'2013 (I Spanish Symposium on Entertainment Computing), Septiembre 2013, Madrid.This paper presents a procedural content generator method that have been able to generate aesthetic maps for a real-time strategy game. The maps has been characterized based on several of their properties in order to de ne a similarity function between scenarios. This function has guided a multi-objective evolution strategy during the process of generating and evolving scenarios that are similar to other aesthetic maps while being di erent to a set of non-aesthetic scenarios. The solutions have been checked using a support-vector machine classi er and a self-organizing map obtaining successful results (generated maps have been classi ed as aesthetic maps)

    Computational composition strategies in audiovisual laptop performance

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    We live in a cultural environment in which computer based musical performances have become ubiquitous. Particularly the use of laptops as instruments is a thriving practice in many genres and subcultures. The opportunity to command the most intricate level of control on the smallest of time scales in music composition and computer graphics introduces a number of complexities and dilemmas for the performer working with algorithms. Writing computer code to create audiovisuals offers abundant opportunities for discovering new ways of expression in live performance while simultaneously introducing challenges and presenting the user with difficult choices. There are a host of computational strategies that can be employed in live situations to assist the performer, including artificially intelligent performance agents who operate according to predefined algorithmic rules. This thesis describes four software systems for real time multimodal improvisation and composition in which a number of computational strategies for audiovisual laptop performances is explored and which were used in creation of a portfolio of accompanying audiovisual compositions

    AI Methods in Algorithmic Composition: A Comprehensive Survey

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    Algorithmic composition is the partial or total automation of the process of music composition by using computers. Since the 1950s, different computational techniques related to Artificial Intelligence have been used for algorithmic composition, including grammatical representations, probabilistic methods, neural networks, symbolic rule-based systems, constraint programming and evolutionary algorithms. This survey aims to be a comprehensive account of research on algorithmic composition, presenting a thorough view of the field for researchers in Artificial Intelligence.This study was partially supported by a grant for the MELOMICS project (IPT-300000-2010-010) from the Spanish Ministerio de Ciencia e Innovación, and a grant for the CAUCE project (TSI-090302-2011-8) from the Spanish Ministerio de Industria, Turismo y Comercio. The first author was supported by a grant for the GENEX project (P09-TIC- 5123) from the Consejería de Innovación y Ciencia de Andalucía

    Procedural Content Generation for Real-Time Strategy Games

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    Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production. On the central tasks in the development of a videogame is content generation, namely the definition of maps, terrains, non-player characters (NPCs) and other graphical, musical and AI-related components of the game. Such generation is costly due to its complexity, the great amount of work required and the need of specialized manpower. Hence the relevance of optimizing the process and alleviating costs. In this sense, procedural content generation (PCG) comes in handy as a means of reducing costs by using algorithmic techniques to automatically generate some game contents. PCG also provides advantages in terms of player experience since the contents generated are typically not fixed but can vary in different playing sessions, and can even adapt to the player herself. For this purpose, the underlying algorithmic technique used for PCG must be also flexible and adaptable. This is the case of computational intelligence in general and evolutionary algorithms in particular. In this work we shall provide an overview of the use of evolutionary intelligence for PCG, with special emphasis on its use within the context of real-time strategy games. We shall show how these techniques can address both playability and aesthetics, as well as improving the game AI

    Data-based melody generation through multi-objective evolutionary computation

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    Genetic-based composition algorithms are able to explore an immense space of possibilities, but the main difficulty has always been the implementation of the selection process. In this work, sets of melodies are utilized for training a machine learning approach to compute fitness, based on different metrics. The fitness of a candidate is provided by combining the metrics, but their values can range through different orders of magnitude and evolve in different ways, which makes it hard to combine these criteria. In order to solve this problem, a multi-objective fitness approach is proposed, in which the best individuals are those in the Pareto front of the multi-dimensional fitness space. Melodic trees are also proposed as a data structure for chromosomic representation of melodies and genetic operators are adapted to them. Some experiments have been carried out using a graphical interface prototype that allows one to explore the creative capabilities of the proposed system. An Online Supplement is provided and can be accessed at http://dx.doi.org/10.1080/17459737.2016.1188171, where the reader can find some technical details, information about the data used, generated melodies, and additional information about the developed prototype and its performance.This work was supported by the Spanish Ministerio de Educación, Cultura y Deporte [FPU fellowship AP2012-0939]; and the Spanish Ministerio de Economía y Competitividad project TIMuL supported by UE FEDER funds [No. TIN2013–48152–C2–1–R]

    The Biometric Evolution of Sound and Space

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    Auditoria in the late 20th and 21st centuries have evolved into a series of spatial conventions that are an established and accepted norm. The relationship between space and music now exists in a decoupled condition, and music is no longer reliant on volumetric and material conditions to define its form (Glantz 2000). This thesis looks at a series of novel approaches to investigate how the links between music and space can be reconnected though evolutionary computation, parametric modelling, virtual acoustics and biometric sensing. The thesis describes in detail the experiments undertaken in developing methodologies in linking music, space and the body. The thesis will show how it is possible to develop new form finding and musical generation tools that allow new room shapes and acoustic measures to inform how new acoustic and musical forms can be developed unconsciously and objectively by a listener, in response to sound and site

    Evolutionary Computing and Second generation Wavelet Transform optimization: Current State of the Art

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    The Evolutionary Computation techniques are exposed to number of domains to achieve optimization. One of those domains is second generation wavelet transformations for image compression. Various types of Lifting Schemes are being introduced in recent literature. Since the growth in Lifting Schemes is in an incremental way and new types of Lifting Schemes are appearing continually. In this context, developing flexible and adaptive optimization approaches is a severe challenge. Evolutionary Computing based lifting scheme optimization techniques are a valuable technology to achieve better results in image compression. However, despite the variety of such methods described in the literature in recent years, security tools incorporating anomaly detection functionalities are just starting to appear, and several important problems remain to be solved. In this paper, we present a review of the most well-known EC approaches for optimizing Secondary level Wavelet transformations

    Fitness in Evolutionary Art and Music: A Taxonomy and Future Prospects

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    This paper is concerned with the idea of fitness in art and music systems that are based on evolutionary computation. A taxonomy is presented of the ways in which fitness is used in such systems, with two dimensions: what the fitness function is applied to, and the basis by which the function is constructed. A large collection of papers are classified using this taxonomy. The paper then discusses a number of ideas that have not been used for fitness evaluation in evolutionary art and which might be valuable in future developments: memory, scaffolding, connotation and web search

    Fitness and novelty in evolutionary art

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    In this paper the effects of introducing novelty search in evolutionary art are explored. Our algorithm combines fitness and novelty metrics to frame image evolution as a multi-objective optimisation problem, promoting the creation of images that are both suitable and diverse. The method is illustrated by using two evolutionary art engines for the evolution of figurative objects and context free design grammars. The results demonstrate the ability of the algorithm to obtain a larger set of fit images compared to traditional fitness-based evolution, regardless of the engine used
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