435 research outputs found
Towards a human eye behavior model by applying Data Mining Techniques on Gaze Information from IEC
In this paper, we firstly present what is Interactive Evolutionary
Computation (IEC) and rapidly how we have combined this artificial intelligence
technique with an eye-tracker for visual optimization. Next, in order to
correctly parameterize our application, we present results from applying data
mining techniques on gaze information coming from experiments conducted on
about 80 human individuals
Paired Comparisons-based Interactive Differential Evolution
We propose Interactive Differential Evolution (IDE) based on paired
comparisons for reducing user fatigue and evaluate its convergence speed in
comparison with Interactive Genetic Algorithms (IGA) and tournament IGA. User
interface and convergence performance are two big keys for reducing Interactive
Evolutionary Computation (IEC) user fatigue. Unlike IGA and conventional IDE,
users of the proposed IDE and tournament IGA do not need to compare whole
individuals each other but compare pairs of individuals, which largely
decreases user fatigue. In this paper, we design a pseudo-IEC user and evaluate
another factor, IEC convergence performance, using IEC simulators and show that
our proposed IDE converges significantly faster than IGA and tournament IGA,
i.e. our proposed one is superior to others from both user interface and
convergence performance points of view
Deep interactive evolution
This paper describes an approach that combines generative adversarial
networks (GANs) with interactive evolutionary computation (IEC). While GANs can
be trained to produce lifelike images, they are normally sampled randomly from
the learned distribution, providing limited control over the resulting output.
On the other hand, interactive evolution has shown promise in creating various
artifacts such as images, music and 3D objects, but traditionally relies on a
hand-designed evolvable representation of the target domain. The main insight
in this paper is that a GAN trained on a specific target domain can act as a
compact and robust genotype-to-phenotype mapping (i.e. most produced phenotypes
do resemble valid domain artifacts). Once such a GAN is trained, the latent
vector given as input to the GAN's generator network can be put under
evolutionary control, allowing controllable and high-quality image generation.
In this paper, we demonstrate the advantage of this novel approach through a
user study in which participants were able to evolve images that strongly
resemble specific target images.Comment: 16 pages, 5 figures, Published at EvoMUSART EvoStar 201
The Emergence of Canalization and Evolvability in an Open-Ended, Interactive Evolutionary System
Natural evolution has produced a tremendous diversity of functional
organisms. Many believe an essential component of this process was the
evolution of evolvability, whereby evolution speeds up its ability to innovate
by generating a more adaptive pool of offspring. One hypothesized mechanism for
evolvability is developmental canalization, wherein certain dimensions of
variation become more likely to be traversed and others are prevented from
being explored (e.g. offspring tend to have similarly sized legs, and mutations
affect the length of both legs, not each leg individually). While ubiquitous in
nature, canalization almost never evolves in computational simulations of
evolution. Not only does that deprive us of in silico models in which to study
the evolution of evolvability, but it also raises the question of which
conditions give rise to this form of evolvability. Answering this question
would shed light on why such evolvability emerged naturally and could
accelerate engineering efforts to harness evolution to solve important
engineering challenges. In this paper we reveal a unique system in which
canalization did emerge in computational evolution. We document that genomes
entrench certain dimensions of variation that were frequently explored during
their evolutionary history. The genetic representation of these organisms also
evolved to be highly modular and hierarchical, and we show that these
organizational properties correlate with increased fitness. Interestingly, the
type of computational evolutionary experiment that produced this evolvability
was very different from traditional digital evolution in that there was no
objective, suggesting that open-ended, divergent evolutionary processes may be
necessary for the evolution of evolvability.Comment: SI can be found at: http://www.evolvingai.org/files/SI_0.zi
Evolutionary Computation
This book presents several recent advances on Evolutionary Computation, specially evolution-based optimization methods and hybrid algorithms for several applications, from optimization and learning to pattern recognition and bioinformatics. This book also presents new algorithms based on several analogies and metafores, where one of them is based on philosophy, specifically on the philosophy of praxis and dialectics. In this book it is also presented interesting applications on bioinformatics, specially the use of particle swarms to discover gene expression patterns in DNA microarrays. Therefore, this book features representative work on the field of evolutionary computation and applied sciences. The intended audience is graduate, undergraduate, researchers, and anyone who wishes to become familiar with the latest research work on this field
Interactive Evolutionary Algorithms for Image Enhancement and Creation
Image enhancement and creation, particularly for aesthetic purposes, are tasks for which the use of interactive evolutionary algorithms would seem to be well suited. Previous work has concentrated on the development of various aspects of the interactive evolutionary algorithms and their application to various image enhancement and creation problems. Robust evaluation of algorithmic design options in interactive evolutionary algorithms and the comparison of interactive evolutionary algorithms to alternative approaches to achieving the same goals is generally less well addressed.
The work presented in this thesis is primarily concerned with different interactive evolutionary algorithms, search spaces, and operators for setting the input values required by image processing and image creation tasks. A secondary concern is determining when the use of the interactive evolutionary algorithm approach to image enhancement problems is warranted and how it compares with alternative approaches. Various interactive evolutionary algorithms were implemented and compared in a number of specifically devised experiments using tasks of varying complexity. A novel aspect of this thesis, with regards to other work in the study of interactive evolutionary algorithms, was that statistical analysis of the data gathered from the experiments was performed. This analysis demonstrated, contrary to popular assumption, that the choice of algorithm parameters, operators, search spaces, and even the underlying evolutionary algorithm has little effect on the quality of the resulting images or the time it takes to develop them. It was found that the interaction methods chosen when implementing the user interface of the interactive evolutionary algorithms had a greater influence on the performances of the algorithms
Human Machine Interaction
In this book, the reader will find a set of papers divided into two sections. The first section presents different proposals focused on the human-machine interaction development process. The second section is devoted to different aspects of interaction, with a special emphasis on the physical interaction
Parameter Search for Aesthetic Design and Composition
PhDThis thesis is about algorithmic creation in the arts – where an artist, designer or composer uses
a formal generative process to assist in crafting forms and patterns – and approaches to finding
effective input parameter values to these generative processes for aesthetic ends.
Framed in three practical studies, approaches to navigating the aesthetic possibilities of generative
processes in sound and visuals are presented, and strategies for eliciting the preferences
of the consumers of the generated output are explored.
The first study presents a musical interface that enables navigation of the possibilities of a
stochastic generative process with respect to measures of subjective predictability. Through a
mobile phone version of the application, aesthetic preferences are crowd-sourced.
The second study presents an eye-tracking based framework for the exploration of the possibilities
afforded by generative designs; the interaction between the viewers’ gaze patterns and
the system engendering a fluid navigation of the state-space of the visual forms.
The third study presents a crowd-sourced interactive evolutionary system, where populations
of abstract colour images are shaped by thousands of preference selections from users worldwide
For each study, the results of analyses eliciting the attributes of the generated outputs – and
their associated parameter values – that are most preferred by the consumers/users of these systems
are presented.
Placed in a historical and theoretical context, a refined perspective on the complex interrelationships
between generative processes, input parameters and perceived aesthetic value is
presented.
Contributions to knowledge include identified trends in objective aesthetic preferences in
colour combinations and their arrangements, theoretical insights relating perceptual mechanisms
to generative system design and analysis, strategies for effectively leveraging evolutionary computation
in an empirical aesthetic context, and a novel eye-tracking based framework for the
exploration of visual generative designs.Engineering and Physical Sciences Research Council (EPSRC)
as part of the Doctoral Training Centre in Media and Arts Technology at Queen Mary University
of London (ref: EP/G03723X/1)
- …