23,478 research outputs found

    Why simulating evolutionary processes is just as interesting as applying them

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    Evolutionary algorithms are very efficient tools to find a near-optimum solution in many cases. Until now they have been mostly used to find results but in this article we argue that evolutionary algorithms can also be used to simulate the evolution of complex systems. We model complex systems as networks in which agents are connected by edges if they interact with each other. It is known that many networks of this kind exhibit stable properties despite the dynamic pro-cesses they are subject to. We show here how evolutionary processes on complex systems can be modeled with a new kind of evolutionary algorithm which we have presented in [8]. We will show that some evolutionary processes within this framework yield networks with stable properties in rea-sonable time. An understanding of what kind of evolution-ary processes will produce what kind of network properties in what time is vital to transfer evolutionary processes to technical ad-hoc networks in order to improve their flexibil-ity and stability in quickly changing environments

    Incorporating characteristics of human creativity into an evolutionary art algorithm

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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

    History friendly simulations for modelling industrial dynamics

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    simulation, models, industrial dynamics

    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

    Learning in a Landscape: Simulation-building as Reflexive Intervention

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    This article makes a dual contribution to scholarship in science and technology studies (STS) on simulation-building. It both documents a specific simulation-building project, and demonstrates a concrete contribution to interdisciplinary work of STS insights. The article analyses the struggles that arise in the course of determining what counts as theory, as model and even as a simulation. Such debates are especially decisive when working across disciplinary boundaries, and their resolution is an important part of the work involved in building simulations. In particular, we show how ontological arguments about the value of simulations tend to determine the direction of simulation-building. This dynamic makes it difficult to maintain an interest in the heterogeneity of simulations and a view of simulations as unfolding scientific objects. As an outcome of our analysis of the process and reflections about interdisciplinary work around simulations, we propose a chart, as a tool to facilitate discussions about simulations. This chart can be a means to create common ground among actors in a simulation-building project, and a support for discussions that address other features of simulations besides their ontological status. Rather than foregrounding the chart's classificatory potential, we stress its (past and potential) role in discussing and reflecting on simulation-building as interdisciplinary endeavor. This chart is a concrete instance of the kinds of contributions that STS can make to better, more reflexive practice of simulation-building.Comment: 37 page

    The Doomsday Simulation Argument. Or why isn't the end nigh, and you're not living in a simulation.

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    According to the Carter-Leslie Doomsday Argument, we should assign a high probability to the hypothesis that the human species will go extinct very soon. The argument is based on the application of Bayes’s theo-rem and a certain indifference principle with respect to the temporal location of our observed birth rank within the totality of birth ranks of all humans who will ever have lived. According to Bostrom’s Simulation Argument, which appeals to a weaker indifference principle than the Doomsday Argument, at least one of the following three propositions must be true: (1) the human species is very likely to go extinct before reaching a posthuman stage, (2) it is very unlikely that some posthuman civili-zation will run a significant number of ancestor simula-tions, (3) it is almost sure that we are living in a com-puter simulation. According to my Doomsday Simulation Argument, both of the following propositions must be true: (1) it is almost sure that the human species will not go extinct before reaching a posthuman stage, (2) it is almost sure that we are not living in a computer simulation

    A framework for the simulation of structural software evolution

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    This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ 2008 ACM.As functionality is added to an aging piece of software, its original design and structure will tend to erode. This can lead to high coupling, low cohesion and other undesirable effects associated with spaghetti architectures. The underlying forces that cause such degradation have been the subject of much research. However, progress in this field is slow, as its complexity makes it difficult to isolate the causal flows leading to these effects. This is further complicated by the difficulty of generating enough empirical data, in sufficient quantity, and attributing such data to specific points in the causal chain. This article describes a framework for simulating the structural evolution of software. A complete simulation model is built by incrementally adding modules to the framework, each of which contributes an individual evolutionary effect. These effects are then combined to form a multifaceted simulation that evolves a fictitious code base in a manner approximating real-world behavior. We describe the underlying principles and structures of our framework from a theoretical and user perspective; a validation of a simple set of evolutionary parameters is then provided and three empirical software studies generated from open-source software (OSS) are used to support claims and generated results. The research illustrates how simulation can be used to investigate a complex and under-researched area of the development cycle. It also shows the value of incorporating certain human traits into a simulation—factors that, in real-world system development, can significantly influence evolutionary structures
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