Evolutionary Systems
Artificial Life: Grand Theft Auto V's Live Deer Webcam
Even as I begin the long process of writing about all of the games I saw and the people I spoke to at GDC, I've found a new distraction. The San Andreas Streaming Deer Cam is a live feed of a modded GTA V [official site] that "creates and follows a deer wandering through the fictional state of San Andreas". The deer "is autonomous and will wander and respond to it's surroundings, interacting with the existing GTA V artifical intelligence". Over the weekend, the deer wandered through a gunfight between two gangs, caused a traffic jam during rush hour and evaded the police. This is the best version of GTA V.
AAAI Video Highlights: Drones Navigating Forests and Robot Boat Swarms
Last Friday, we posted a bunch of videos from the AAAI Video Competition. There are lots of good videos (really, they're all good), and we didn't want to play favorites or otherwise influence your votes, so we didn't add much in the way of commentary or anything like that. But it's been almost a week, and a few of those videos are certainly worth taking a closer look at. First, we have a video accompanying "Evolution of Collective Behaviors for a Real Swarm of Aquatic Surface Robots," by Miguel Duarte, Vasco Costa, Jorge Gomes, Tiago Rodrigues, Fernando Silva, Sancho Moura Oliveira, and Anders Lyhne Christensen, from the BioMachines Lab and Institute of Telecommunications, in Lisbon, Portugal. This video is fantastic because, among other reasons, I HAD THAT EXACT SAME PLAYMOBIL PIRATE SHIP WHEN I WAS A KID.
Bio-Inspired Human Action Recognition using Hybrid Max-Product Neuro-Fuzzy Classifier and Quantum-Behaved PSO
Yousefi, Bardia, Loo, Chu Kiong
Studies on computational neuroscience through functional magnetic resonance imaging (fMRI) and following biological inspired system stated that human action recognition in the brain of mammalian leads two distinct pathways in the model, which are specialized for analysis of motion (optic flow) and form information. Principally, we have defined a novel and robust form features applying active basis model as form extractor in form pathway in the biological inspired model. An unbalanced synergetic neural net-work classifies shapes and structures of human objects along with tuning its attention parameter by quantum particle swarm optimization (QPSO) via initiation of Centroidal Voronoi Tessellations. These tools utilized and justified as strong tools for following biological system model in form pathway. But the final decision has done by combination of ultimate outcomes of both pathways via fuzzy inference which increases novality of proposed model. Combination of these two brain pathways is done by considering each feature sets in Gaussian membership functions with fuzzy product inference method. Two configurations have been proposed for form pathway: applying multi-prototype human action templates using two time synergetic neural network for obtaining uniform template regarding each actions, and second scenario that it uses abstracting human action in four key-frames. Experimental results showed promising accuracy performance on different datasets (KTH and Weizmann).
Biologically Inspired Dynamic Textures for Probing Motion Perception
Vacher, Jonathan, Meso, Andrew Isaac, Perrinet, Laurent U., Peyrรฉ, Gabriel
Perception is often described as a predictive process based on an optimal inference with respect to a generative model. We study here the principled construction of a generative model specifically crafted to probe motion perception. In that context, we first provide an axiomatic, biologically-driven derivation of the model. This model synthesizes random dynamic textures which are defined by stationary Gaussian distributions obtained by the random aggregation of warped patterns. Importantly, we show that this model can equivalently be described as a stochastic partial differential equation. Using this characterization of motion in images, it allows us to recast motion-energy models into a principled Bayesian inference framework. Finally, we apply these textures in order to psychophysically probe speed perception in humans. In this framework, while the likelihood is derived from the generative model, the prior is estimated from the observed results and accounts for the perceptual bias in a principled fashion.
Evolving Non-linear Stacking Ensembles for Prediction of Go Player Attributes
Moudลรญk, Josef, Neruda, Roman
The paper presents an application of non-linear stacking ensembles for prediction of Go player attributes. An evolutionary algorithm is used to form a diverse ensemble of base learners, which are then aggregated by a stacking ensemble. This methodology allows for an efficient prediction of different attributes of Go players from sets of their games. These attributes can be fairly general, in this work, we used the strength and style of the players.
A simulation-based genetic algorithm approach for remanufacturing process planning and scheduling
We consider integrated process planning and scheduling for remanufacturing. Two potentially conflicting objective functions are considered simultaneously. A simulation-based genetic algorithm approach is developed. Key parameters of the algorithm have been fine-tuned. Extensive computational experiments and evaluations have been performed. Remanufacturing has attracted growing attention in recent years because of its energy-saving and emission-reduction potential.
Information entropy as an anthropomorphic concept
According to E.T. Jaynes and E.P. Wigner, entropy is an anthropomorphic concept in the sense that in a physical system correspond many thermodynamic systems. The physical system can be examined from many points of view each time examining different variables and calculating entropy differently. In this paper we discuss how this concept may be applied in information entropy; how Shannon's definition of entropy can fit in Jayne's and Wigner's statement. This is achieved by generalizing Shannon's notion of information entropy and this is the main contribution of the paper. Then we discuss how entropy under these considerations may be used for the comparison of password complexity and as a measure of diversity useful in the analysis of the behavior of genetic algorithms.
Crowd Behavior Analysis: A Review where Physics meets Biology
Kok, Ven Jyn, Lim, Mei Kuan, Chan, Chee Seng
Although the traits emerged in a mass gathering are often non-deliberative, the act of mass impulse may lead to irre- vocable crowd disasters. The two-fold increase of carnage in crowd since the past two decades has spurred significant advances in the field of computer vision, towards effective and proactive crowd surveillance. Computer vision stud- ies related to crowd are observed to resonate with the understanding of the emergent behavior in physics (complex systems) and biology (animal swarm). These studies, which are inspired by biology and physics, share surprisingly common insights, and interesting contradictions. However, this aspect of discussion has not been fully explored. Therefore, this survey provides the readers with a review of the state-of-the-art methods in crowd behavior analysis from the physics and biologically inspired perspectives. We provide insights and comprehensive discussions for a broader understanding of the underlying prospect of blending physics and biology studies in computer vision.
Map Sketch Generation as a Service
Liapis, Antonios (University of Malta)
This paper describes the structure of a web service able to generate simple game levels via constrained evolutionary optimization. The provided web service allows users to generate playable game levels without needing to understand the underlying process and without having to allocate computational resources for doing so; combined with the highly expressive and customizable generator, a broad range of levels for different genres and purposes can meet many user needs.
Capturing the Essence: Towards the Automated Generation of Transparent Behavior Models
Schwab, Patrick (University of Vienna) | Hlavacs, Helmut (University of Vienna)
Hand-coded finite-state machines and behavior trees are the go-to techniques for artificial intelligence (AI) developers that want full control over their character's bearing. However, manually crafting behaviors for computer-controlled agents is a tedious and parameter-dependent task. From a high-level view, the process of designing agent AI by hand usually starts with the determination of a suitable set of action sequences. Once the AI developer has identified these sequences he merges them into a complete behavior by specifying appropriate transitions between them. Automated techniques, such as learning, tree search and planning, are on the other end of the AI toolset's spectrum. They do not require the manual definition of action sequences and adapt to parameter changes automatically. Yet AI developers are reluctant to incorporate them in games because of their performance footprint and lack of immediate designer control. We propose a method that, given the symbolic definition of a problem domain, can automatically extract a transparent behavior model from Goal-Oriented Action Planning (GOAP). The method first observes the behavior exhibited by GOAP in a Monte-Carlo simulation and then evolves a suitable behavior tree using a genetic algorithm. The generated behavior trees are comprehensible, refinable and as performant as hand-crafted ones.