38,104 research outputs found

    Automated Game Design Learning

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    While general game playing is an active field of research, the learning of game design has tended to be either a secondary goal of such research or it has been solely the domain of humans. We propose a field of research, Automated Game Design Learning (AGDL), with the direct purpose of learning game designs directly through interaction with games in the mode that most people experience games: via play. We detail existing work that touches the edges of this field, describe current successful projects in AGDL and the theoretical foundations that enable them, point to promising applications enabled by AGDL, and discuss next steps for this exciting area of study. The key moves of AGDL are to use game programs as the ultimate source of truth about their own design, and to make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201

    Structured Review of the Evidence for Effects of Code Duplication on Software Quality

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    This report presents the detailed steps and results of a structured review of code clone literature. The aim of the review is to investigate the evidence for the claim that code duplication has a negative effect on code changeability. This report contains only the details of the review for which there is not enough place to include them in the companion paper published at a conference (Hordijk, Ponisio et al. 2009 - Harmfulness of Code Duplication - A Structured Review of the Evidence)

    On Reverse Engineering in the Cognitive and Brain Sciences

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    Various research initiatives try to utilize the operational principles of organisms and brains to develop alternative, biologically inspired computing paradigms and artificial cognitive systems. This paper reviews key features of the standard method applied to complexity in the cognitive and brain sciences, i.e. decompositional analysis or reverse engineering. The indisputable complexity of brain and mind raise the issue of whether they can be understood by applying the standard method. Actually, recent findings in the experimental and theoretical fields, question central assumptions and hypotheses made for reverse engineering. Using the modeling relation as analyzed by Robert Rosen, the scientific analysis method itself is made a subject of discussion. It is concluded that the fundamental assumption of cognitive science, i.e. complex cognitive systems can be analyzed, understood and duplicated by reverse engineering, must be abandoned. Implications for investigations of organisms and behavior as well as for engineering artificial cognitive systems are discussed.Comment: 19 pages, 5 figure

    Incorporating characteristics of human creativity into an evolutionary art algorithm (journal article)

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    A perceived limitation of evolutionary art and design algorithms is that they rely on human intervention; the artist selects the most aesthetically pleasing variants of one generation to produce the next. This paper discusses how computer generated art and design can become more creatively human-like with respect to both process and outcome. As an example of a step in this direction, we present an algorithm that overcomes the above limitation by employing an automatic fitness function. The goal is to evolve abstract portraits of Darwin, using our 2nd generation fitness function which rewards genomes that not just produce a likeness of Darwin but exhibit certain strategies characteristic of human artists. We note that in human creativity, change is less choosing amongst randomly generated variants and more capitalizing on the associative structure of a conceptual network to hone in on a vision. We discuss how to achieve this fluidity algorithmically

    Outlook Magazine, Winter 2016

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    https://digitalcommons.wustl.edu/outlook/1200/thumbnail.jp

    Aerospace medicine and biology. A continuing bibliography with indexes, supplement 224

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    This bibliography lists 127 reports, articles, and other documents introduced into the NASA scientific and technical information system in September 1981

    Code extraction algorithms which unify slicing and concept assignment

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    One approach to reverse engineering is to partially automate subcomponent extraction, improvement and subsequent recombination. Two previously proposed automated techniques for supporting this activity are slicing and concept assignment. However, neither is directly applicable in isolation; slicing criteria (sets of program variables) are simply too low level in many cases, while concept assignment typically fails to produce executable subcomponents. This paper introduces a unification of slicing and concept assignment which exploits their combined advantages, while overcoming their individual weaknesses. Our 'concept slices' are extracted using high level criteria, while producing executable subprograms. The paper introduces three ways of combining slicing, and concept assignment and algorithms for each. The application of the concept slicing algorithms is illustrated with a case study from a large financial organisation
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