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Preface
Penousal
Machado, Juan Romero
Part I Evolutionary
Art
1 Evolutionary Visual Art and Design
Matthew
Lewis
Summary.
This chapter presents an introduction to the different artistic
design domains that make use of interactive evolutionary design
approaches, the techniques they use, and many of the challenges
arising. After a brief introduction to concepts and terminology
common to most artificial genetic design, there is a survey of
artistic evolutionary systems and related research for evolving
images and forms. While the focus is primarily on purely aesthetic
fitness landscapes, the survey also ventures into areas such as
product design and architecture. The overview shifts from technique
to application as organizational strategies, as appropriate. After
briefly surveying additional information sources, the chapter
concludes with a discussion of major topics of relevance to evolutionary
system designers, providing context for the following chapters.
It is hoped that this snapshot of the state of the field will
increase exposure to projects and issues, discussion amongst participants,
and ultimately the accessibility of these techniques and approaches.
2 Evolutionary Search for the Artistic
Rendering of Photographs
J.
P. Collomosse
Summary. This chapter explores
algorithms for the artistic stylization (transformation) of photographs
into digital artwork, complementing techniques discussed so far
in this book that focus on image generation. Most artistic stylization
algorithms operate by placing atomic rendering primitives “strokes”
on a virtual canvas, guided by automated artistic heuristics.
In many cases the stroke placement process can be phrased as an
optimization problem, demanding guided exploration of a high dimensional
and turbulent search space to produce aesthetically pleasing renderings.
Evolutionary search algorithms can offer attractive solutions
to such problems.
This chapter begins with a brief review of artistic stylization
algorithms, in particular algorithms for producing painterly renderings
from two-dimensional sources. It then discusses how genetic algorithms
may be harnessed both to increase control over level of detail
when painting (so improving aesthetics) and to enhance usability
of parameterized painterly rendering algorithms.
3 Evolution and Collective Intelligence
of the Electric Sheep
Scott
Draves
Summary. Electric
Sheep is a collective intelligence composed of 40,000 computers
and people mediated by a genetic algorithm. It is made with an
open source screensaver that harnesses idle computers into a render
farm with the purpose of animating and evolving artificial life-forms
known as sheep. The votes of the users form the basis for a fitness
function for exploring a space of abstract animations. Users also
may design sheep by hand for inclusion in the gene pool.
The name Electric Sheep is an homage to Philip K. Dick's novel
Do Androids Dream of Electric Sheep; the basis for the film Blade
Runner. The metaphor compares the screen-saver to the computer's
dream.
After the introduction, we dig into the system starting with Sect.
3.2 on its architecture and implementation. Sect. 3.3 covers the
genetic code, including its basis in the equations of classic
Iterated Function Systems. The equation is then generalized into
the Fractal Flame algorithm, which translates the genetic code
into an image. The next two sections treat color and motion.
Section 3.4 shows how the genetic algorithm decides which sheep
die, which ones reproduce, and how. Section 3.5 defines the primary
dataset and its limitations, and reports some of its statistics.
Section 3.5.1 uses the dataset to determine that the genetic algorithm
functions more as an amplifier of its human collaborators' creativity
rather than as a traditional genetic algorithm that optimizes
a fitness function.
The goal of Electric Sheep is to create a self-supporting, network-resident
lifeform. Section 3.6 speculates on how to make the flock support
more of a selfsustaining reaction rather than functioning as an
amplifier. Finally, Sect. 3.6.1, explains how Dreams in High Fidelity
addresses the support issue.
Part II Evolutionary
Music
4 Evolutionary Computation Applied to
Sound Synthesis
Summary. Sound synthesis is
a natural domain in which to apply evolutionary computation (EC).
The EC concepts of the genome, the phenotype, and the fitness
function map naturally to the synthesis concepts of control parameters,
output sound, and comparison with a desired sound. More importantly,
sound synthesis can be a very unintuitive technique, since changes
in input parameters can give rise, via non-linearities and interactions
among parameters, to unexpected changes in output sounds. The
novice synthesizer user and the simple hill-climbing search algorithm
will both fail to produce a desired sound in this context, whereas
an EC technique is well-suited to the task.
In this chapter we introduce and provide motivation for the application
of EC to sound synthesis, surveying previous work in this area.
We focus on the problem of automatically matching a target sound
using a given synthesizer. The ability to mimic a given sound
can be used in several ways to augment interactive sound synthesis
applications. We report on several sets of experiments run to
determine the best EC algorithms, parameters, and fitness functions
for this problem.
5 Swarm Granulation
Tim
Blackwell
Summary. Swarm granulation,
as a union of swarming behaviour and sonic granulation, holds
much potential for the generation of novel sounds. Theoretical
and practical aspects of this technique are outlined here, and
an explanation of how musical interactions with swarms can be
enabled using an analogue of the biological process of stigmergy.
Two manifestations of swarm granulation are explained in some
detail. Social criticality, an inter-particle communication that
is driven by a critical system such as a sandpile, and its use
in determining the rendering of sound grains, is introduced.
6 Evolutionary Computing for Expressive
Music Performance
Summary. We describe an evolutionary
approach to one of the most challenging problems in computer music:
modeling the knowledge applied by a musician when performing a
score of a piece in order to produce an expressive performance
of the piece. We extract a set of acoustic features from jazz
recordings, thereby providing a symbolic representation of the
musician’s expressive performance. By applying an evolutionary
algorithm to the symbolic representation, we obtain an interpretable
expressive performance computational model. We use the model to
generate automatically performances with the timing and energy
expressiveness of a human saxophonist.
Part III Real World
Applications
7 Evolutionary and Swarm Design in Science,
Art, and Music
Summary. Evolutionary design
can take many forms. In this chapter, we describe how different
evolutionary techniques — such as genetic programming and evolution
strategies — can be applied to a wide variety of nature-inspired
designs. We will show how techniques of interactive evolutionary
breeding can facilitate the creative processes of design. As practical
examples we demonstrate how to use implicit surface modeling to
create virtual sculptures, and furniture designs through evolutionary
breeding.
Rather than creating variations of blueprints through an evolutionary
process, we then focus on the evolution of ‘design programs’.
That is, instead of a static description (blueprint) of an object,
we evolve recipes or algorithms to build objects. This leads to
a much wider repertoire of variability on the designer’s side
and can be implemented in a straightforward manner using genetic
programming. Starting with a simple breeding approach of fractals,
we give examples of how to — either automatically or interactively
— evolve growth programs for plants with particular characteristics,
which we illustrate using a garden of artificial flowers. We use
evolvable Lindenmayer systems (L-systems) to capture growth processes.
The evolution of choreographic swarm interactions leads to new
ways of ‘swarm programming’, where changes in control parameters
result in emergent agent behaviours. Swarm grammars, as we will
show, combine swarming agents with developmental programs as an
extension of L-systems. We demonstrate how to use this technique
to generate virtual paintings on 2D and 3D canvases. These SwarmArt
implementations have also been exhibited in various museums as
interactive computer installations, which we will use to describe
how to integrate music and sound generation into evolutionary
swarm systems.
8 Genr8: Architects’ Experience with
an Emergent Design Tool
Summary. We present the computational
design tool Genr8 and six different architectural projects making
extensive use of Genr8. Genr8 is based on ideas from Evolutionary
Computation (EC) and Artificial Life and it produces surfaces
using an organic growth algorithm inspired by how plants grow.
These algorithms have been implemented as an architect’s design
tool and the chapter provides an illustration of the possibilities
that the tool provides.
9 Evolving Human Faces
Summary. Witnesses and victims
of serious crime are normally requested to construct a picture
of the criminal’s face. These pictures are known as facial composites
and are typically produced by a witness recalling details of the
face and then selecting individual facial features: hair, eyes,
nose, mouth, etc. While composites remain an important tool for
the apprehension of criminals, research has suggested that, even
under favourable conditions, they are rarely recognised. In the
current chapter, we present a new method called EvoFIT whereby
users select complete faces and a composite is “evolved” using
a Genetic Algorithm. While considerable development was required
to tune the new approach, research indicates that EvoFIT now produces
more identifiable composites than those produced from the traditional
“feature” systems. Novel applications of the technology are also
discussed.
10 Evolutionary Reproduction of
Dutch Masters: The Mondriaan and Escher Evolvers
A.E.
Eiben
Summary. Creative evolutionary
systems are often concerned with producing images of high artistic
quality. A key challenge to such a system is to be humancompetitive
by producing the same quality. Then, mimicking existing human
artists could be seen as a canonical benchmark, not unlike the
Turing test for intelligence. This chapter discusses two applications
aimed at evolving images in the styles of two well-known Dutch
painters: Mondriaan and Escher. For both cases we have an evaluation
criterion based on “style-fidelity” as perceived and judged by
the users. In other words, here we have a target style, which
makes the (subjective) selection less free than in applications
solely aiming at nice images. Technically, the Mondriaan evolver
is less difficult, given that his most popular style “simply”
uses horizontal and vertical lines, and primary colours to fill
the resulting rectangles. The Escher evolver project is more challenging.
First, because Escher’s style is less simple to capture. Second,
the system is tested in vivo, in a real museum, posing requirements
on the interface. We describe how to meet the style challenge
based on the mathematical system behind Escher’s tiling. Designing
a suitable representation and the corresponding variation operators
based on this system specifies an appropriate search space guaranteeing
the Escher style to some extent and leaving enough freedom for
the selection. As for the second objective, we describe two versions
that differ in the way the images are presented to, respectively
evaluated by the visitors. The experiences gained during a six-month
exhibition period in the City Museum in The Hague, The Netherlands,
are discussed from the visitors’ perspective as well as from the
algorithmic point of view and are illustrated with some “evolved
Escher’s”.
Part IV Artistic Perspectives
11 Artificial Art made by Artificial
Ants
Summary. We present how we
have considered the artificial ant paradigm as a tool for the
generation of music and painting. From an aesthetic perspective,
we are interested in demonstrating that swarm intelligence and
self-organization can lead to spatio-temporal structures that
can reach an artistic dimension. In our case, the use of artificial
pheromones can lead to the creation of melodies thanks to a cooperative
behavior of the ant-agents but also to the emergence of abstract
paintings thanks to competitive behaviors within the artificial
colonies. The user’s point of view is also taken into account
through interactive genetic algorithms.
12 Embedding of Pixel-Based Evolutionary
Algorithms in My Global Art Process
Günter
Bachelier
Summary. My art comprises three
levels: basic, methodical, and superordinate. The basic level
refers to the production of individual works of art. At the methodical
level, I am concerned with the development of artistic processes,
in this case, inspired by evolutionary concepts. Finally, at the
superordinate level, social sculpture, “Health Art”, is considered.
Between 1995 and 2003 I developed and used several pixel-based
evolutionary art processes. These artistic approaches resort to
biologically inspired concepts, such as population, variation,
and selection. The individuals were pixel images. In the reproduction
phase two (or more) individuals were selected as parents and the
images were recombined by the exchange of image parts (Regions-of-Interest).
Variation (mutation) was performed by means of image processing
operations such as the rotation of image parts with random but
constrained parameters. Parents and offspring were evaluated by
the aesthetic preferences of the artist and the best individuals
built the next generation.
A unique and more complex evolution art process was developed
in 2004, with no direct correspondence to known evolutionary algorithms
like GA, ES, or GP. It uses some additional evolutionary concepts,
such as a global pool of images and multi-sexual recombination,
together with ontogenetic concepts, such as spores or fruits,
and other concepts such as image templates. In a narrow sense,
there is no change of generations of image individuals. Selected
individuals are directly inserted into the global image pool,
being also involved in a second reproduction process where they
are transformed by mathematical symmetry operations. The resulting
images are also inserted into the global image pool, while all
the images in this pool build the basis for recombination in the
next generation.
Future plans, about file formats, other image reproduction operators,
image databases, and aesthetic preference modelling, are also
discussed.
13
Evolving Structure in Liquid Music
J.
J. Ventrella
Summary. A software application
called “Musical Gene Pool” is described. It was designed to evolve
non-linear music from an initial random soup of sounds, which
play continuously. Most evolutionary music systems to date require
the user to select for musical aspects in a piecemeal fashion,
whereas this system is experienced as continuous music throughout
the entire process, as follows: a human listener gives fitness
rewards after sounds (organisms) emerge from the gene pool, take
turns playing, and return back to the pool. Organisms start out
unicellular (one sound), but as the listener selectively rewards
random sequences deemed more musical than others, some organisms
join up to form larger, multicellular organisms – which become
phrases or extended musical gestures. Genetic operators of splitting,
death, replication, and mutation occur in the gene pool among
rewarded organisms. This results in gradual evolution of structure
as the music continues to play. This emerges in response to the
listener’s own internal emerging musical language, based on accumulated
musical memory. This structure is liquid – continually able to
flow and rearrange to allow serendipity. While there is a limit
to organism length (duration of phrases), it is proposed that
the interactive scheme could be adjusted to evolve increasingly
larger organisms, and hence, longer musical passages. These would
essentially be mobile chunks of linear music with self-similarity
in their structures – revealing the histories of their evolution.
14
A Survey of Virtual Ecosystems in Generative Electronic Art
Alan
Dorin
Summary. This paper explores
the application of ecosystem simulation to the production of works
of generative electronic art. The aim is to demonstrate that virtual
ecosystems are capable of producing outcomes that are rich, complex
and interesting aesthetically. A number of artworks that employ
virtual ecosystems are surveyed. The author argues that the most
interesting works of generative art exhibit four basic properties:
coherence and unity; multi-scaled temporal complexity; autonomous
production of novelty; responsiveness to perturbation. The virtual
ecosystem is assessed for its suitability as a medium for constructing
generative art in light of these desirable properties. It is concluded
that the ecosystem’s strengths lie in its exhibition of multi-scaled
complexity and its autonomous production of novelty. Whilst an
artist may manipulate a simulation to retain visual and sonic
coherence, the software also possesses an implicit coherence inherent
in its ability to self-organize. Under some circumstances it appears
that the weakness of the virtual ecosystem as an artistic medium
lies in its unpredictable response to perturbation. Consequently,
the paper also explores virtual ecosystems’ susceptibility to
external control and describes methods that have been employed
to adjust the responsiveness of art works that employ them.
15 Complexism and the Role of Evolutionary
Art
Philip
Galanter
Summary. Artists have always
learned from nature. A new generation of artists is adapting the
very processes of life to create exciting new works. But art is
more than the creation of objects. It is also a progression of
ideas with a history and a correspondence to the larger culture.
The goal of this chapter is to take a step back from the details
of the technology and the consideration of specific works, and
to view evolutionary art in the broader context of all art. This
kind of multidisciplinary discussion requires one to be multilingual,
and this chapter will use the language of scientists, humanists,
artists, and philosophers. While doing so we will quickly visit
complexity science, postmodernism in the arts, and the conflict
between the cultures of the humanities and the sciences.
With this as a backdrop, I will introduce a new approach I call
complexism. Complexism is the application of a scientific understanding
of complex systems to the subject matter of the arts and humanities.
We will see that the significance of evolutionary art is that
it takes complexism as both its method and content. Evolutionary
art is a new kind of dynamic iconography: the iconography of complexism.
And complexism offers nothing less than the reconciliation of
the sciences and the humanities through a higher synthesis of
the modern and the postmodern.
To a certain extent this chapter participates in the modernist
tradition of the art manifesto. The art manifesto is a form of
speculative writing where the artist-author posits a new revolutionary
creative direction for a group of artists who share a set of common
interests, as well as a new worldview that offers a radical break
with the past. Writers of such manifestos have included Marinetti,
Kandinsky, Schwitters, Moholy-Nagy, Gropius, Breton, and others.
Like other manifestos, this chapter includes forward-looking assertions
about work not yet started let alone completed. I have tried to
identify the more speculative parts of this chapter as being part
of this complexist manifesto.
Part V Future Perspectives
16 The Evolution of Artistic Filters
Summary. Artistic image filters
are evolved using genetic programming. The system uses automatic
image analysis during fitness evaluation. Multi-objective optimization
permits multiple feature tests to be applied independently. One
unique fitness test is Ralph’s bell curve model of aesthetics.
This model is based on an empirical evaluation of hundreds of
fine art works, in which paintings have been found to exhibit
a bell curve distribution of color gradient. We found that this
test is very useful for automatically evolving non-photorealistic
filters that tend to produce images with painterly, balanced and
harmonious characteristics. The genetic programming language uses
a variety of image processing functions of varying complexity,
including a higher-level paint stroke operator. The filter language
is designed so that components can be combined together in complex
and unexpected ways. Experiments resulted in a surprising variety
of interesting “artistic filters”, which tend to function more
like higher-level artistic processes than low-level image filters.
Furthermore, a correlation was found between an image having a
good aesthetic score, and its application of the paint operator.
17 Co-evolutionary Methods in Evolutionary
Art
Gary
R. Greenfield
Summary. Following the ground
breaking work of Sims and Latham there was a flurry of activity
in interactive artificial evolution of images. However, the move
towards non-interactive evolution of images that arises by invoking
fitness functions to serve in place of users in order to guide
simulated evolution proceeded haltingly and unevenly. If evolutionary
computational models for image evolution are indeed inspired by
nature, then it is natural to consider image evolution in the
broader coevolutionary context. This chapter briefly surveys the
role co-evolutionary methods have played in evolutionary computation
and then examines some of the instances where it has been applied
to evolutionary art. The paucity of examples leads to a discussion
of the challenges faced, and the difficulties encountered, when
trying to use co-evolutionary methods both in evolutionary art
and artificial creativity.
18 Experiments in Computational
Aesthetics
Summary. A novel approach to
the production of evolutionary art is presented. This approach
is based on the promotion of an arms race between an adaptive
classifier and an evolutionary computation system. An artificial
neural network is trained to discriminate among images previously
created by the evolutionary engine and famous paintings. Once
training is over, evolutionary computation is used to generate
images that the neural network classifies as paintings. The images
created throughout the evolutionary run are added to the training
set and the process is repeated. This iterative process leads
to the refinement of the classifier and forces the evolutionary
algorithm to explore new paths. The experimental results attained
across iterations are presented and analyzed. Validation tests
were conducted in order to assess the changes induced by the refinement
of the classifier and to identify the types of images that are
difficult to classify. Taken as a whole, the experimental results
show the soundness and potential of the proposed approach.
19 Facing the Future: Evolutionary
Possibilities for Human-Machine Creativity
Jon
McCormack
Summary. This chapter examines
the possibilities and challenges that lie ahead for evolutionary
music and art. Evolutionary computing methods have enabled new
modes of creative expression in the art made by humans. One day,
it may be possible for computers to make art autonomously. The
idea of machines making art leads to the question: what do we
mean by ‘making art’ and how do we recognise and acknowledge artistic
creativity in general? Two broad categories of human-machine creativity
are defined: firstly, machines that make art like, and for, humans;
and secondly, machines that make ‘art’ that is recognised as creative
and novel by other machines or agents. Both these categories are
examined from an evolutionary computing perspective. Finding ‘good’
art involves searching a phase-space of possibilities beyond astronomical
proportions, which makes evolutionary algorithms potentially suitable
candidates. However, the problem of developing artistically creative
programs is not simply a search problem. The multiple roles of
interaction, environment, physics and physicality are examined
in the context of generating aesthetic output. A number of ‘open
problems’ are proposed as grand challenges of investigation for
evolutionary music and art. For each problem, the impetus and
background are discussed. The paper also looks at theoretical
issues that might limit prospects for art made by machines, in
particular the role of embodiment, physicality and morphological
computation in agent-based and evolutionary models. Finally, the
paper looks at artistic challenges for evolutionary music and
art systems.
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