31,655 research outputs found
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
Examples Galleries Generated by Interactive Genetic Algorithms
Long paper - Session: Design esxplorationInternational audienceExamples browsing is a common designer practice in user interface design. Several design galleries can be found on Internet. However, those galleries are hand crafted and thus limited and cumbersome to build. In this paper, we claim for tools for supporting both the production and exploration of examples. We describe a running prototype based on Interactive Genetic Algorithms (IGA), and relate an early evaluation
Ergonomic Chair Design by Fusing Qualitative and Quantitative Criteria using Interactive Genetic Algorithms
This paper emphasizes the necessity of formally bringing qualitative and
quantitative criteria of ergonomic design together, and provides a novel
complementary design framework with this aim. Within this framework, different
design criteria are viewed as optimization objectives; and design solutions are
iteratively improved through the cooperative efforts of computer and user. The
framework is rooted in multi-objective optimization, genetic algorithms and
interactive user evaluation. Three different algorithms based on the framework
are developed, and tested with an ergonomic chair design problem. The parallel
and multi-objective approaches show promising results in fitness convergence,
design diversity and user satisfaction metrics
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Interactive product catalogue with user preference tracking
In the context of m-commerce, small screen size poses serious difficulty for users to browse effectively through a product catalogue, given the limited number of products that may be presented on-screen. Despite the availability of search engines, filters and recommender systems to aid users, these techniques focus on a narrow segment of product offering. The users are thus denied the opportunity to do a more expansive exploration of the products available. This paper describes a novel approach to overcome the constraints of small screen size. Through integration of a product catalogue with a recommender system, an adaptive system has been created that guides users through the process of product browsing. An original technique has been developed to cluster similar positive examples together to identify areas of interest of a user. The performance of this technique has been evaluated and the results proved to be promising
Genetic algorithms for the generation of models with micropopulations
Proceedings of: EvoWorkshops 2003: EvoBIO, EvoCOP, EvoIASP, EvoMUSART, EvoROB, and EvoSTIM Essex, UK, April 14–16, 2003The present article puts forward a method for an interactive model generation through the use of Genetic Algorithms applied to small populations. Micropopulations actually worsen the problem of the premature convergence of the algorithm, since genetic diversity is very limited. In addition, some key factors, which modify the changing likelihood of alleles, cause the likelihood of premature convergence to decrease. The present technique has been applied to the design of 3D models, starting from generic and standard pieces, using objective searches and searches with no defined objective
Prospects for computational steering of evolutionary computation
Currently, evolutionary computation (EC) typically takes place in batch mode: algorithms are run autonomously, with the user providing little or no intervention or guidance. Although it is rarely possible to specify in advance, on the basis of EC theory, the optimal evolutionary algorithm for a particular problem, it seems likely that experienced EC practitioners possess considerable tacit knowledge of how evolutionary algorithms work. In situations such as this, computational steering (ongoing, informed user intervention in the execution of an otherwise autonomous computational process) has been profitably exploited to improve performance and generate insights into computational processes. In this short paper, prospects for the computational steering of evolutionary computation are assessed, and a prototype example of computational steering applied to a coevolutionary algorithm is presented
LODE: Linking Digital Humanities Content to the Web of Data
Numerous digital humanities projects maintain their data collections in the
form of text, images, and metadata. While data may be stored in many formats,
from plain text to XML to relational databases, the use of the resource
description framework (RDF) as a standardized representation has gained
considerable traction during the last five years. Almost every digital
humanities meeting has at least one session concerned with the topic of digital
humanities, RDF, and linked data. While most existing work in linked data has
focused on improving algorithms for entity matching, the aim of the
LinkedHumanities project is to build digital humanities tools that work "out of
the box," enabling their use by humanities scholars, computer scientists,
librarians, and information scientists alike. With this paper, we report on the
Linked Open Data Enhancer (LODE) framework developed as part of the
LinkedHumanities project. With LODE we support non-technical users to enrich a
local RDF repository with high-quality data from the Linked Open Data cloud.
LODE links and enhances the local RDF repository without compromising the
quality of the data. In particular, LODE supports the user in the enhancement
and linking process by providing intuitive user-interfaces and by suggesting
high-quality linking candidates using tailored matching algorithms. We hope
that the LODE framework will be useful to digital humanities scholars
complementing other digital humanities tools
Genetic Programming for Smart Phone Personalisation
Personalisation in smart phones requires adaptability to dynamic context
based on user mobility, application usage and sensor inputs. Current
personalisation approaches, which rely on static logic that is developed a
priori, do not provide sufficient adaptability to dynamic and unexpected
context. This paper proposes genetic programming (GP), which can evolve program
logic in realtime, as an online learning method to deal with the highly dynamic
context in smart phone personalisation. We introduce the concept of
collaborative smart phone personalisation through the GP Island Model, in order
to exploit shared context among co-located phone users and reduce convergence
time. We implement these concepts on real smartphones to demonstrate the
capability of personalisation through GP and to explore the benefits of the
Island Model. Our empirical evaluations on two example applications confirm
that the Island Model can reduce convergence time by up to two-thirds over
standalone GP personalisation.Comment: 43 pages, 11 figure
The Case for a Mixed-Initiative Collaborative Neuroevolution Approach
It is clear that the current attempts at using algorithms to create
artificial neural networks have had mixed success at best when it comes to
creating large networks and/or complex behavior. This should not be unexpected,
as creating an artificial brain is essentially a design problem. Human design
ingenuity still surpasses computational design for most tasks in most domains,
including architecture, game design, and authoring literary fiction. This leads
us to ask which the best way is to combine human and machine design capacities
when it comes to designing artificial brains. Both of them have their strengths
and weaknesses; for example, humans are much too slow to manually specify
thousands of neurons, let alone the billions of neurons that go into a human
brain, but on the other hand they can rely on a vast repository of common-sense
understanding and design heuristics that can help them perform a much better
guided search in design space than an algorithm. Therefore, in this paper we
argue for a mixed-initiative approach for collaborative online brain building
and present first results towards this goal.Comment: Presented at WebAL-1: Workshop on Artificial Life and the Web 2014
(arXiv:1406.2507
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