185 research outputs found

    Tile Pattern KL-Divergence for Analysing and Evolving Game Levels

    Full text link
    This paper provides a detailed investigation of using the Kullback-Leibler (KL) Divergence as a way to compare and analyse game-levels, and hence to use the measure as the objective function of an evolutionary algorithm to evolve new levels. We describe the benefits of its asymmetry for level analysis and demonstrate how (not surprisingly) the quality of the results depends on the features used. Here we use tile-patterns of various sizes as features. When using the measure for evolution-based level generation, we demonstrate that the choice of variation operator is critical in order to provide an efficient search process, and introduce a novel convolutional mutation operator to facilitate this. We compare the results with alternative generators, including evolving in the latent space of generative adversarial networks, and Wave Function Collapse. The results clearly show the proposed method to provide competitive performance, providing reasonable quality results with very fast training and reasonably fast generation.Comment: 8 pages plus references. Proceedings of GECCO 201

    Unsupervised Domain Adaptation for Acoustic Scene Classification Using Band-Wise Statistics Matching

    Full text link
    The performance of machine learning algorithms is known to be negatively affected by possible mismatches between training (source) and test (target) data distributions. In fact, this problem emerges whenever an acoustic scene classification system which has been trained on data recorded by a given device is applied to samples acquired under different acoustic conditions or captured by mismatched recording devices. To address this issue, we propose an unsupervised domain adaptation method that consists of aligning the first- and second-order sample statistics of each frequency band of target-domain acoustic scenes to the ones of the source-domain training dataset. This model-agnostic approach is devised to adapt audio samples from unseen devices before they are fed to a pre-trained classifier, thus avoiding any further learning phase. Using the DCASE 2018 Task 1-B development dataset, we show that the proposed method outperforms the state-of-the-art unsupervised methods found in the literature in terms of both source- and target-domain classification accuracy.Comment: 5 pages, 1 figure, 3 tables, submitted to EUSIPCO 202

    COEGAN: Evaluating the Coevolution Effect in Generative Adversarial Networks

    Full text link
    Generative adversarial networks (GAN) present state-of-the-art results in the generation of samples following the distribution of the input dataset. However, GANs are difficult to train, and several aspects of the model should be previously designed by hand. Neuroevolution is a well-known technique used to provide the automatic design of network architectures which was recently expanded to deep neural networks. COEGAN is a model that uses neuroevolution and coevolution in the GAN training algorithm to provide a more stable training method and the automatic design of neural network architectures. COEGAN makes use of the adversarial aspect of the GAN components to implement coevolutionary strategies in the training algorithm. Our proposal was evaluated in the Fashion-MNIST and MNIST dataset. We compare our results with a baseline based on DCGAN and also with results from a random search algorithm. We show that our method is able to discover efficient architectures in the Fashion-MNIST and MNIST datasets. The results also suggest that COEGAN can be used as a training algorithm for GANs to avoid common issues, such as the mode collapse problem.Comment: Published in GECCO 2019. arXiv admin note: text overlap with arXiv:1912.0617
    • …
    corecore