Creative Evolutionary Systems (Hardcover)
David W. Corne, Peter J. Bentley
- 出版商: Morgan Kaufmann
- 出版日期: 2001-07-30
- 定價: $2,450
- 售價: 8.0 折 $1,960
- 語言: 英文
- 頁數: 576
- 裝訂: Hardcover
- ISBN: 1558606734
- ISBN-13: 9781558606739
-
相關分類:
人工智慧、程式語言
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商品描述
This book takes a fresh look at creativity, exploring what it is and how
the actions of evolution can resemble it. Examples of novel evolved solutions
are presented in a variety of creative disciplines. The editors have compiled
contributions by leading researchers in each discipline.
If you are a savvy and curious computing professional, a
computer-literate artist, musician or designer, or a specialist in evolutionary
computation and its applications, you will find this a fascinating survey of the
most interesting work being done in the area today
Contents
Foreword
An Introduction to Creative Evolutionary Systems
By Peter J. Bentley
and David W. Corne
- Introduction
AI and Creativity
Evolutionary Computation
Creative Evolutionary Systems
Is Evolution Creative?
PART I - Evolutionary Creativity
Chapter 1 - Creativity in Evolution: Individuals, Interactions,
and Environments
By Tim Taylor
- 1.1 Introduction
1.2 Creativity and Opened-Ended Evolution
1.3 Design Issues
- 1.3.1 Von Neumann’s Architecture for Self-Reproduction
1.3.2 Tierra
1.3.3 Implicit versus Explicit Encoding
1.3.4 Ability to Perform Other Tasks
1.3.5 Embeddedness in the Arena of Competition and Richness of Interactions
1.3.6 Materiality
1.4 A Full Specification For An Open-Ended Evolutionary Process
- 1.4.1 Waddington’s Paradigm for an Evolutionary Process
1.5 Conclusions
Acknowledgments
References
Chapter 2 - Recognizability of the Idea: The Evolutionary
Process of Argenia
By Celestino Soddu
- 2.1 Introduction
2.2 Recognizability, Identity, And Complexity
2.3 Evolutionary Codes: Artificial DNA
2.4 Natural/Artificial Complexity
2.5 Giotto, A Medieval Idea In Evolution
2.6 Rome, Future Scenarios
2.7 Basilica, Generative Software To Design Complexity
2.8 Madrid and Milan, Generated Architecture
2.9 Argenìa, The Natural Industrial Object, And The Artificial Uniqueness Of Species
2.10 Argenìc Art: Picasso
2.11 Conclusions
References
Chapter 3 - Breeding Aesthetic Objects: Art and Artificial
Evolution
By Mitchell Whitelaw
- 3.1 Introduction
3.2 Breeding Aesthetic Objects
- 3.2.1 A Case Study—Steven Rooke
3.3 Breeding and Creation
- 3.3.1 Creative Agency and the Breeding Process
3.3.2 The Evolved Aesthetic Object
3.4 Limits
3.5 Driessens and Verstappen—An Alternative Approach
3.6 Conclusions
References
Chapter 4 - The Beer Can Theory of Creativity
By Liane
Gabora
- 4.1 Introduction
4.2 Culture As An Evolutionary Process
- 4.2.1 Variation and Convergence in Biology and Culture
4.2.2 Is More Than One Mind Necessary for Ideas to Evolve?
4.2.3 Meme and Variations: A Computer Model of Cultural Evolution
4.2.4 Breadth-First versus Depth-First Exploration
4.2.5 Dampening Arbitrary Associations and Forging Meaningful Ones
4.3 Creativity as The Origin Of Culture
- 4.3.1 Theoretical Evidence
4.3.2 Archeological Evidence
4.3.3 Evidence from Animal Behavior
4.4 What Caused the Onset of Creativity?
4.5 Conclusions
Acknowledgments
References
PART II Evolutionary Music
Chapter 5 - GenJam: Evolution of a Jazz Improviser
By
John A. Biles
- 5.1 Introduction
5.2 Overview and Architecture
5.3 Representations
5.4 Genetic Operators and Training
- 5.4.1 Crossover
5.4.2 Musically Meaningful Mutation
5.5 Real-Time Interaction
5.6 Conclusions
References
Chapter 6 - On the Origins and Evolution of Music in Virtual
Worlds
By Eduardo Reck Miranda
- 6.1 Introduction
6.2 Evolutionary Modeling
- 6.2.1 Transformation and Selection
6.2.2 Coevolution
6.2.3 Self-organization
6.2.4 Level Formation
6.3 Evolving Sound With Cellular Automata
- 6.3.1 The Basics of Cellular Automata
6.3.2 The Cellular Automaton Used in Our System
6.3.3 The Synthesis Engine
6.4 Commentary On The Results
6.5 Conclusions
Acknowledgments
References
Chapter 7 - Vox Populi: Evolutionary Computation for Music
Evolution
By Artemis Moroni, Jônatas Manzolli, Fernando Von Zuben, and
Ricardo Gudwin
- 7.1 Introduction
7.2 Sound Attributes
7.3 Evolutionary Musical Cycle
- 7.3.1 The Voices Population
7.3.2 The Rhythm of the Evolution
7.4 Fitness Evaluation
- 7.4.1 The Consonance Criterion
7.4.2 Melodic Fitness
7.4.3 Harmonic Fitness
7.4.4 Voice Range Criterion
7.4.5 Musical Fitness
7.5 Interface And Parameter Control
7.6 Experiments
7.7 Conclusions
Acknowledgments
References
Chapter 8 - The Sound Gallery—An Interactive A-Life Artwork
By Sam Woolf and Adrian Thompson
- 8.1 Introduction
8.2 Evolvable Hardware
- 8.2.1 Reconfigurable Chips
8.3 Gallery Setup
- 8.3.1 Setting
8.3.2 Sensing Systems
8.4 Contextualization: Artificial Life and Art
- 8.4.1 Evolutionary Algorithms and Visual Arts
8.4.2 Evolutionary Algorithms and Music
8.4.3 Interactive Genetic Art
8.4.4 Interactive, Adaptive, and Autonomous (Nongenetic) Artworks
8.5 The Sound Gallery Algorithms
- 8.5.1 Two-Phase Hill-Climbing/ Island Model GA
8.5.2 Hill-climbing Phase
8.5.3 Island Model Genetic Algorithm Phase
8.5.4 The Need for Aging
8.5.5 Encoding Scheme
8.5.6 The Fitness Function
8.5.7 galSim
8.6 The Experiment
- 8.6.1 Results
8.7 Conclusions
Acknowledgments
References
Contents
PART III Creative Evolutionary Design
Chapter 9 - Creative Design and the Generative Evolutionary
Paradigm
By John Frazer
- 9.1 Introduction
9.2 The Adaptive Model From Nature
9.3 The Generative Evolutionary Paradigm
9.4 Problems With The Paradigm
9.5 Concept Seeding Approach
9.6 The Reptile Demonstration
9.7 Universal State Space Modeler
9.8 Logic Fields
9.9 Returning to the Analogy with Nature
9.10 Conclusions
References
Chapter 10 - Genetic Programming: Biologically
Inspired
Computation That Exhibits Creativity in
Producing
Human-Competitive Results
By John R. Koza, Forrest H.
Bennett III, David Andre, and
Martin A. Keane
- 10.1 Introduction
10.2 Inventiveness And Creativity
10.3 Genetic Programming
10.4 Applying Genetic Programming To Circuit Synthesis
- 10.4.1 Campbell 1917 Ladder Filter Patent
10.4.2 Zobel 1925 "M-Derived Half Section" Patent
10.4.3 Cauer 1934–1936 Elliptic Filter Patents
10.4.4 Amplifier, Computational, Temperature-Sensing, Voltage Reference, and
Other Circuits
10.5 Topology, Sizing, Placement, and Routing Of Circuits Contents
10.6 Automatic Synthesis Of Controllers By Means Of Genetic Programming
- 10.6.1 Robust Controller for a Two-Lag Plant
10.7 The Illogical Nature Of Creativity And Evolution
10.8 Conclusions
References
Chapeter 11 - Toward a Symbiotic Coevolutionary Approach to
Architecture
By Helen Jackson
- 11.1 Introduction
11.2 Lindenmayer Systems
- 11.2.1 Example L-Systems
11.2.2 The Isospatial Grid
11.2.3 Spatial Embryology
11.3 Artificial Selection
- 11.3.1 The Eyeball Test
11.4 Single-Goal Evolution
- 11.4.1 "Generic Function" as Fitness Function
11.4.2 Evolution toward Low i-Values
11.4.3 Structural Stability
11.4.4 Architecture As a Multigoal Task
11.4.5 Dual-Goal Evolution
11.5 Representation, Systems, And Symbiosis
- 11.5.1 Coevolution
11.5.2 Naïve Architectural Form Representation
11.5.3 Spatial Embryology
11.6 Conclusions
Acknowledgments
References
Chapter 12 - Using Evolutionary Algorithms to Aid Designers of
Architectural Structures
By Peter von Buelow
- 12.1 Introduction
12.2 Analysis Tools Vs. Design Tools
12.3 Advantages Of Evolutionary Systems In Design Contents
- 12.3.1 Use of Populations
12.3.2 Recombination and Mutation
12.3.3 Wide Search of Design Space
12.3.4 No Knowledge of the Objective Function
12.3.5 Imitation of Human Design Process
12.3.6 Can Learn from Designer
12.4 Characteristics of an IGDT
- 12.4.1 Definition of the IGDT Concept
12.4.2 Relation of IGDT to Design Process
12.5 Mechanics of an IGDT
12.6 IGDT Operation
- 12.6.1 Problem Definition
12.6.2 Initial IGDT Generation
12.6.3 Initial Generation with Designer Selection/Interaction
12.6.4 Second-Generation IGDT Response
12.6.5 Second-Generation Designer Interaction
12.6.6 Third Generation
12.7 Conclusions
Acknowledgments
References
PART IV Evolutionary Art
Chapter 13 - Eons of Genetically Evolved Algorithmic Images
By Steven Rooke
- 13.1 Introduction
13.2 Using GP for Art
- 13.2.1 Genetic Variation
13.2.2 Genetic Library
13.2.3 Functions and Node Internals
13.2.4 A Typical Run
13.3 Horizon Lines And Fantasy Landscapes
13.4 Genetic Fractals
- 13.4.1 Second-Order Subtleties of Orbit Trajectories during Iteration in
the Complex Plane
13.5 The Genetic Cross Dissolve
13.6 What Is It?
- 13.6.1 Constraints of Color and Form
13.6.2 A Joyride for the Visual Cortex?
13.6.3 Approaching the Organic
13.7 Conclusions
References
Chapter 14 - Art, Robots, and Evolution as a Tool for
Creativity
By Luigi Pagliarini and Henrik Hautop Lund
- 14.1 Introduction
14.2 The Social Context Of Electronics
- 14.2.1 Where Electronics Acts
14.2.2 How Technology Influences Art (the World)
14.2.3 How Technology Gets Feedback (from Art and the World)
14.3 What Artist?
- 14.3.1 Two Different Concepts or Aspects of the Artist
14.3.2 Art and Human Language: The "Immaterial" Artist
14.3.3 Art and Human Technique: The "Material" Artist
14.4 Electronic Art
- 14.4.1 A New Electronic Space
14.4.2 The "Material" Electronic Artist
14.4.3 The "Immaterial" Artist and the Uses of Electronics
14.4.4 Example—The Artificial Painter
14.5 Alive Art
- 14.5.1 Other Artistic Movements Based on Electronics
14.5.2 Alive Art
14.5.3 The Aliver
14.5.4 The "Alive Art Effect"
14.5.5 Example—LEGO Robot Artists
14.6 Conclusions
References
Chapter 15 - Stepping Stones in the Mist
By Paul Brown
- 15.1 Introduction
15.2 On My Approach as an Artist—A Disclaimer
15.3 Major Influences
15.4 Historical Work—1960s and 1970s
15.5 Early Computer Work
15.6 Recent Work
15.7 Current And Future Directions
15.8 Conclusions
Acknowledgments
References
Chapter 16 - Evolutionary Generation of Faces 409
By
Peter J. B. Hancock and Charlie D. Frowd
- 16.1 Introduction
- 16.1.1 Eigenfaces
16.1.2 Evolutionary Face Generator System
16.2 Testing
- 16.2.1 Apparatus
16.2.2 Generation of Face Images
16.2.3 Evolutionary Algorithm
16.2.4 Participants
16.3 Results
16.4 Discussion
16.5 Conclusions
Acknowledgments
References
Chapter 17 - The Escher Evolver: Evolution to the People
By A. E. Eiben, R. Nabuurs, and I. Booij
- 17.1 Introduction
17.2 The Mathematical System Behind Escher’s Tiling
17.3 Evolutionary Algorithm Design
- 17.3.1 Representation
17.3.2 Ground Shape and Transformation System
17.3.3 Genetic Operators: Mutation and Crossover
17.3.4 Selection Mechanism
17.4 Implementation and The Working of The System
- 17.4.1 Stand-Alone Version
17.4.2 First Networked Version
17.4.3 Second Networked Version
17.5 Conclusions
Acknowledgments
References
PART V Evolutionary Innovation
Chapter 18 - The Genetic Algorithm as a Discovery Engine:
Strange
Circuits and New Principles
By Julian F. Miller, Tatiana
Kalganova, Natalia Lipnitskaya, and Dominic Job
- 18.1 Introduction
18.2 The Space of All Representations
18.3 Evolutionary Algorithms That Assemble Electronic Circuits From A
Collection of Available Components
- 18.3.1 Binary Circuit Symbols
18.3.2 Multiple-Valued Circuits
18.4 Results
- 18.4.1 One-Bit Adder
18.4.2 Two-Bit Adder
18.4.3 Two-Bit Multiplier
18.4.4 Three-Bit Multiplier
18.4.5 Multiple-Valued One-Digit Adder with Carry
18.5 Fingerprinting and Principle Extraction
18.6 Conclusions
References
Chapter 19 - Discovering Novel Fighter Combat
Maneuvers:
Simulating Test Pilot Creativity
By R. E. Smith, B. A.
Dike, B. Ravichandran, A. El-Fallah, and R. K. Mehra
- 19.1 Introduction
19.2 Fighter Aircraft Maneuvering
19.3 Genetics-Based Machine Learning
- 19.3.1 Learning Classifier Systems
19.3.2 The LCS Used Here
19.4 "One-Sided Learning" Results
19.5 "Two-Sided Learning" Results
19.6 Differences In Goals And Techniques
19.6.1 Implications of This Goal
19.7 Conclusions
Acknowledgments
References
Chapter 20 - Innovative Antenna Design Using Genetic
Algorithms
By Derek S. Linden
- 20.1 Introduction
20.2 Antenna Basics
20.3 Conventional Designs and Unconventional Applications: The Yagi-Uda Antenna
20.4 Unconventional Designs and Conventional Applications: Crooked-Wire
And Treelike Genetic Antennas
- 20.4.1 The Crooked-Wire Genetic Antenna
20.4.2 Treelike Genetic Antennas
20.5 Conclusions
References
Chapter 21 - Evolutionary Techniques in Physical Robotics
By Jordan B. Pollack, Hod Lipson, Sevan Ficici, Pablo Funes,
Greg
Hornby, and Richard A. Watson
- 21.1 Introduction
21.2 Coevolution
21.3 Research Thrusts
21.4 Evolution In Simulation
21.5 Buildable Simulation
21.6 Evolution and Construction of Electromechanical Systems
21.7 Embodied Evolution
21.8 Conclusions
Acknowledgments
References
Chapter 22 - Patenting of Novel Molecules Designed via
Evolutionary Search
By Shail Patel, Ian Stott, Manmohan Bhakoo, and
Peter Elliott
- 22.1 Introduction
22.2 Design Cycle
22.3 Hypothesis: Mechanism Of Action
22.4 Experimental Measures And Modeling Techniques
- 22.4.1 Molecular Modeling
22.4.2 Neural Networks
22.5 Evolution
22.6 Patent Application
- 22.6.1 Comparing Patent Spaces
22.7 Conclusions
References
Index
商品描述(中文翻譯)
運用演化來進行創造性問題解決是當今計算機科學中最令人興奮且具有潛在重要性的領域之一。演化計算是一種使用從自然演化中衍生出的機制來解決問題或生成設計的方法。本書專注於將演化計算中的重要思想應用於藝術、音樂、建築和設計等創意領域。它展示了人類互動、新的表示方法以及開放式演化等方法如何擴展演化計算的能力,從優化現有解決方案到創新和生成全新原創解決方案。
本書對創造力進行了全新的探索,探討了創造力是什麼以及演化的行為如何類似於創造力。書中展示了各種創意領域中的新穎演化解決方案的例子。編者們匯編了每個領域領先研究人員的貢獻。
如果您是一位精明而好奇的計算機專業人士、熟悉計算機的藝術家、音樂家或設計師,或者是演化計算及其應用的專家,您將會發現本書是對當今該領域最有趣的工作的一次迷人調查。
目錄:
前言
創意演化系統簡介 - Peter J. Bentley和David W. Corne
第一部分 - 演化創造力
第1章 - 演化中的創造力:個體、互動和環境 - Tim Taylor
第2章 - 概念的可識別性:Argenia的演化過程 - Celestino Soddu
第3章 - 繁殖美學物體:藝術和人工演化 - Mitchell Whitelaw
第4章 - 創造力的啤酒罐理論 - Liane Gabora