947 research outputs found

    상상 모델: 구성 패턴 생성 네트워크의 다양성 탐색을 통한 이미지 제작

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    학위논문 (석사)-- 서울대학교 대학원 : 공과대학 컴퓨터공학부, 2019. 2. 문병로.Divergent Search methods are devised to resolve the problem falling into a trap of local optima, an arch-enemy of stochastic optimization algorithms. Novelty Search and Surprise Search, inter alia, use the concept of {\it behavior} and explore behavior space defined by it, maintaining evolutionary divergence and they have shown great performance in this respect. Moreover, coupling novelty and surprise concept was designed based on ideas that those two algorithms search behavioral space in a different way. The combination of two algorithms can be viewed as multiobjective optimization algorithm, and this approach enhanced the performance than using one divergent search method only. Since several divergent search methods have outperformed existing stochastic optimization algorithms in recent studies of robotics, it has been applied to many other domains, such as robot morphology, artificial life and generating images. Particularly, the Innovation Engines applied Novelty Search to image generating method so as to create novel and interesting images. In this paper, we propose Imagination Model that adopts Novelty-Surprise Search which is the combination of Novelty and Surprise Search instead of pure Novelty Search, as an extension of Innovation Engine. Evolutionary algorithms using Novelty Search, Surprise Search, Novelty-Surprise Search are compared via well-trained deep neural networks defining the behaviors of individuals in terms of creating interesting images. Results of experiments indicate that Novelty-Surprise Search outperforms Novelty Search and Surprise Search even in image domainit searches and explores vast behavioral space more extensively than each search algorithm on its own.다양성 검색 방법은 확률적 최적화 알고리즘의 주적인 지역 최적해의 함정에 빠지는 문제를 해결하기 위해 고안되었다. 그중에서도 참신함 탐색과 놀라움 탐색은 {\it 행동}이라는 개념과 그 개념이 정의하는 행동 공간을 탐색하며 진화적 다양성을 유지했고 이 점에 있어서 훌륭한 성능을 보여주었다. 그뿐만 아니라 두 다양성 탐색이 서로 다른 방식으로 행동 공간을 탐색하는 데에서 착안하여, 참신함과 놀라움을 결합하는 알고리즘이 설계되었다. 두 알고리즘의 조합은 다목적 최적화 알고리즘으로 간주할 수 있는데, 이 접근 방식은 둘 중 하나만의 다양성 탐색 방법을 사용할 때보다 성능이 개선됨을 다양한 연구에서 보여주었다. 이처럼 여러 다양성 탐색이 기존의 확률적 최적화 알고리즘을 뛰어 넘는 성능을 보였기 때문에, 로봇 형태학, 인공생명, 이미지 생성처럼 다양한 분야에 응용되어왔다. 특히, 혁신 엔진은 새로우면서도 흥미로운 이미지를 창조하기 위해 이미지 생성 방법에 참신함 탐색을 적용했다. 이에 더해 우리는 이 논문에서 상상 모델을 제안한다. 이 상상 모델은 혁신 엔진의 확장으로서 순수한 참신함 탐색 대신 참신함 탐색과 놀라움 탐색을 결합한 참신함-놀라움 탐색을 도입한다. 참신함 탐색, 놀라움 탐색 그리고 참신함-놀라움 탐색을 사용한 진화 연산을 이미지 생성에 관한 측면에서 비교하는 실험을 진행하며, 이들은 모두 심층 인공신경망을 통해 그들이 사용하는 행동이라는 개념이 정의된다. 실험 결과를 살펴보면, 참신함-놀라움 탐색은 단순히 참신함 탐색이나 놀라움 탐색 각각을 따로따로 사용하는 것보다 더 넓은 행동 공간을 더 광범위하게 탐색하는 모습을 보여주었다. 이로부터, 다른 분야뿐 아니라 이미지 생성 영역에서도 참신함-놀라움 탐색이 참신함 탐색과 놀라움 탐색 각각을 뛰어넘는 성능을 보인다는 것을 확인하였다.Abstract i Contents iii List of Figures v List of Tables vi Chapter 1 Introduction 1 Chapter 2 Background 4 2.1 CPPN-NEAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 2.2 Novelty Search . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2.3 Surprise Search . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2.4 Combining Novelty and Surprise Score . . . . . . . . . . . . . . . . . . . 7 2.5 Innovation Engines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Chapter 3 Methods 9 3.1 Image Generator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 3.2 Behavioral Space . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 3.3 Imagination Model . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Chapter 4 Experiments 13 4.1 Fitness Measure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 4.2 Deep Neural Networks and Dataset . . . . . . . . . . . . . . . . . . . . . . 14 Chapter 5 Results 16 Chapter 6 Discussion 25 Chapter 7 Conclusion 27 Bibliography 29 요약 33Maste

    Conversational ecologies

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    This project takes a transdisciplinary approach to spatial interactivity, incorporating elements of theoretical discourse, speculative design, narrative worldbuilding, making, scientific experimentation and video. To me it is destructive to segregate bodies of knowledge, or any bodies for that matter, and it denies the synergism that is possible with transdisciplinary work. I combine scientific materiality with imagined alechemies and interweave these throughout the text with borrowed and original philosophical contemplations to more fully grapple with the shifting complexities of Conversational Ecologies. I firmly believe that due to the complex, multisensorial nature of interactivity, the discourse must exist outside of just the written. This discourse can exist simultaneously as fantasy and reality–as long as it engages the senses and encourages people to reconsider their ecological positionalities. This theoretical, textual body acts as both a beginning for these experiments, and as a site to re-incorporate what I learn ‘in the field.

    Connotation in Computational Creativity

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    Computational creativity is the application of computers to perform tasks that would be regarded as creative if performed by humans. One approach to computational creativity is to regard it as a search process, where some conceptual space is searched, and perhaps transformed, to find an outcome that would be regarded as creative. Typically, such search processes have been guided by one or more objective functions that judge how creative each solution is on one or more dimensions. This paper introduces a contrasting approach, which is search based on the idea of connotations. Rather than exploring a space constructed solely of potential outcomes, a larger space is explored consisting of such outcomes together with other relevant information. This allows us to define search processes that include a more exploratory process, out of which an outcome emerges via density of connotations. Both the general principles behind this and some specific ideas are explored

    Co-operative coevolution for computational creativity: a case study In videogame design

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    The term procedural content generation (PCG) refers to writing software which can synthesise content for a game (or other media such as film) without further intervention from a designer. PCG has become a rich area of research in recent years, finding new ways to apply artificial intelligence to generate high-quality game content such as levels, weapons or puzzles for games. Such research is generally constrained to a single type of content, however, with the assumption that the remainder of the game's design will be fixed by an external designer. Generating many aspects of a game's design simultaneously, perhaps ultimately generating the entirety of a game's design, using PCG is not a well-explored idea. The notion of automated game design is not well-established, and is not seen as a task distinct from simply performing lots of PCG tasks at the same time. In particular, the high-level design tasks guiding the creative direction of a game are all but completely absent in PCG literature, because it is rare that a designer wishes to hand over such responsibility to a PCG system. We present here ANGELINA, an automated game designer that has developed games using a multi-faceted approach to content generation underpinned by a co-operative co-evolutionary approach which breaks down a game design into several distinct tasks, each of which controlled by an evolutionary subsystem within ANGELINA. We will show that this approach works well to automate game design, can be ported across many game engines and game genres, and can be enhanced and extended using novel computational creativity techniques to give the system a heightened sense of autonomy and independence.Open Acces

    Branching Boogaloo: Botanical Adventures in Multi-Mediated Morphologies

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    FormaLeaf is a software interface for exploring leaf morphology using parallel string rewriting grammars called L-systems. Scanned images of dicotyledonous angiosperm leaves removed from plants around Bard’s campus are displayed on the left and analyzed using the computer vision library OpenCV. Morphometrical information and terminological labels are reported in a side-panel. “Slider mode” allows the user to control the structural template and growth parameters of the generated L-system leaf displayed on the right. “Vision mode” shows the input and generated leaves as the computer ‘sees’ them. “Search mode” attempts to automatically produce a formally defined graphical representation of the input by evaluating the visual similarity of a generated pool of candidate leaves. The system seeks to derive a possible internal structural configuration for venation based purely off a visual analysis of external shape. The iterations of the generated L-system leaves when viewed in succession appear as a hypothetical development sequence. FormaLeaf was written in Processing

    Seeing as sensing : the structuring of bodily experience in modern pictorial art

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    Two main arguments are developed in this thesis: first is the claim that our ability to make and understand representational pictures has a natural basis in our capacity to see. In this respect, I have drawn on the ideas of the visual scientist, David Marr and on the theory of representation expounded by John Willats. Second, I argue that the view articulated by these theorists forms a theoretical backdrop for, but does not satisfactorily explain, how pictures may heighten our sense of bodily presence. A central aim of this thesis is therefore to show how this mode of expression is also non-arbitrarily linked to the process of seeing by virtue of its relationship with our visuomotor capacities. In order to give substance to these ideas, I have attempted to weave together knowledge of art history with neuropsychological evidence and phenomenological philosophy. In applying this view to the work of particular artists, I have largely focussed on the oeuvre of Cézanne and the Cubists. However, the general form of this argument is intended to have wider implications, indicating the development of a stylistic tendency in modern art and showing how it differs from that of the Renaissance tradition. In conclusion, my thesis expresses the view that vision – and hence representation – can be divided along two separate lines: one related to a conceptual form of seeing and the other related to a bodily form of perception. The "crisis of representation" in the late nineteenth century is therefore considered indicative of a rejection of the former mode of visuality. Instead, modern artists are said to re-structure the viewing experience so that it shows the reliance of sight on the body, thus permitting the beholder a more active and constitutive role in the perception of art

    How we talk(ed) about it:Ways of speaking about computational architecture

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    Cognitive Principles of Schematisation for Wayfinding Assistance

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    People often need assistance to successfully perform wayfinding tasks in unfamiliar environments. Nowadays, a huge variety of wayfinding assistance systems exists. All these systems intend to present the needed information for a certain wayfinding situation in an adequate presentation. Some wayfinding assistance systems utilize findings for the field of cognitive sciences to develop and design cognitive ergonomic approaches. These approaches aim to be systems with which the users can effortless interact with and which present needed information in a way the user can acquire the information naturally. Therefore it is necessary to determinate the information needs of the user in a certain wayfinding task and to investigate how this information is processed and conceptualised by the wayfinder to be able to present it adequately. Cognitive motivated schematic maps are an example which employ this knowledge and emphasise relevant information and present it in an easily readable way. In my thesis I present a transfer approach to reuse the knowledge of well-grounded knowledge of schematisation techniques from one externalisation such as maps to another externalization such as virtual environments. A analysis of the informational need of the specific wayfinding task route following is done one the hand of a functional decomposition as well as a deep analysis of representation-theoretic consideration of the external representations maps and virtual environments. Concluding from these results, guidelines for transferring schematisation principles between different representation types are proposed. Specifically, this thesis chose the exemplary transfer of the schematisation technique wayfinding choremes from a map presentation into a virtual environment to present the theoretic requirements for a successful transfer. Wayfinding choremes are abstract mental concepts of turning action which are accessible as graphical externalisation integrated into route maps. These wayfinding choremes maps emphasis the turning action along the route by displaying the angular information as prototypes of 45° or 90°. This schematisation technique enhances wayfinding performance by supporting the matching processes between the map representation and the internal mental representation of the user. I embed the concept of wayfinding choremes into a virtual environment and present a study to test if the transferred schematisation technique also enhance the wayfinding performance. The empirical investigations present a successful transfer of the concept of the wayfinding choremes. Depending on the complexity of the route the embedded schematization enhance the wayfinding performance of participants who try to follow a route from memory. Participants who trained and recall the route in a schematised virtual environment make fewer errors than the participants of the unmodified virtual world. This thesis sets an example of the close research circle of cognitive behavioural studies to representation-theoretical considerations to applications of wayfinding assistance and their evaluations back to new conclusions in cognitive science. It contributes an interdisciplinary comprehensive inspection of the interplay of environmental factors and mental processes on the example of angular information and mental distortion of this information

    Cognitive Principles of Schematisation for Wayfinding Assistance

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    People often need assistance to successfully perform wayfinding tasks in unfamiliar environments. Nowadays, a huge variety of wayfinding assistance systems exists. All these systems intend to present the needed information for a certain wayfinding situation in an adequate presentation. Some wayfinding assistance systems utilize findings for the field of cognitive sciences to develop and design cognitive ergonomic approaches. These approaches aim to be systems with which the users can effortless interact with and which present needed information in a way the user can acquire the information naturally. Therefore it is necessary to determinate the information needs of the user in a certain wayfinding task and to investigate how this information is processed and conceptualised by the wayfinder to be able to present it adequately. Cognitive motivated schematic maps are an example which employ this knowledge and emphasise relevant information and present it in an easily readable way. In my thesis I present a transfer approach to reuse the knowledge of well-grounded knowledge of schematisation techniques from one externalisation such as maps to another externalization such as virtual environments. A analysis of the informational need of the specific wayfinding task route following is done one the hand of a functional decomposition as well as a deep analysis of representation-theoretic consideration of the external representations maps and virtual environments. Concluding from these results, guidelines for transferring schematisation principles between different representation types are proposed. Specifically, this thesis chose the exemplary transfer of the schematisation technique wayfinding choremes from a map presentation into a virtual environment to present the theoretic requirements for a successful transfer. Wayfinding choremes are abstract mental concepts of turning action which are accessible as graphical externalisation integrated into route maps. These wayfinding choremes maps emphasis the turning action along the route by displaying the angular information as prototypes of 45° or 90°. This schematisation technique enhances wayfinding performance by supporting the matching processes between the map representation and the internal mental representation of the user. I embed the concept of wayfinding choremes into a virtual environment and present a study to test if the transferred schematisation technique also enhance the wayfinding performance. The empirical investigations present a successful transfer of the concept of the wayfinding choremes. Depending on the complexity of the route the embedded schematization enhance the wayfinding performance of participants who try to follow a route from memory. Participants who trained and recall the route in a schematised virtual environment make fewer errors than the participants of the unmodified virtual world. This thesis sets an example of the close research circle of cognitive behavioural studies to representation-theoretical considerations to applications of wayfinding assistance and their evaluations back to new conclusions in cognitive science. It contributes an interdisciplinary comprehensive inspection of the interplay of environmental factors and mental processes on the example of angular information and mental distortion of this information
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