Adapting models of visual aesthetics for personalized content creation
Inhaltsverzeichnis
Reference
Liapis, A., Yannakakis, G.N., Togelius, J.: Adapting models of visual aesthetics for personalized content creation. IEEE Transactions on Computational Intelligence and AI in Games 4(3), 213–228 (2012)
DOI
http://dx.doi.org/10.1109/TCIAIG.2012.2192438
Abstract
This paper introduces a search-based approach to personalized content generation with respect to visual aesthetics. The approach is based on a two-step adaptation procedure where: 1) the evaluation function that characterizes the content is adjusted to match the visual aesthetics of users; and 2) the content itself is optimized based on the personalized evaluation function. To test the efficacy of the approach, we design fitness functions based on universal properties of visual perception, inspired by psychological and neurobiological research. Using these visual properties, we generate aesthetically pleasing 2-D game spaceships via neuroevolutionary constrained optimization and evaluate the impact of the designed visual properties on the generated spaceships. The offline generated spaceships are used as the initial population of an interactive evolution experiment in which players are asked to choose spaceships according to their visual taste: the impact of the various visual properties is adjusted based on player preferences and new content is generated online based on the updated computational model of visual aesthetics of the player. Results are presented that show the potential of the approach in generating content which is based on subjective criteria of visual aesthetics.
Extended Abstract
Bibtex
Used References
E. J. Hastings , R. K. Guha and K. O. Stanley "Evolving content in the galactic arms race video game", Proc. 5th Int. Conf. Comput. Intell. Games, pp.241 -248 2009 http://dx.doi.org/10.1109/CIG.2009.5286468
J. Togelius , R. De Nardi and S. Lucas "Towards automatic personalised content creation for racing games", Proc. IEEE Symp. Comput. Intell. Games, pp.252 -259 2007 http://dx.doi.org/10.1109/CIG.2007.368106
C. Browne and F. Maire "Evolutionary game design", IEEE Trans. Comput. Intell. AI Games, vol. 2, no. 1, pp.1 -16 2010 http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=5404867&navigation=1
A. Liapis , G. N. Yannakakis and J. Togelius "Optimizing visual properties of game content through neuroevolution", Proc. Artif. Intell. Interactive Digit. Entertain. Conf., pp.152 -157 2011
A. Liapis , G. N. Yannakakis and J. Togelius "Neuroevolutionary constrained optimization for content creation", Proc. IEEE Conf. Comput. Intell. Games, pp.71 -78 2011 http://dx.doi.org/10.1109/CIG.2011.6031991
G. N. Yannakakis and J. Togelius "Experience-driven procedural content generation", IEEE Trans. Affective Comput., vol. 2, no. 3, pp.147 -161 2011 http://dx.doi.org/10.1109/T-AFFC.2011.6
Diablo,, 1997
Borderlands,, 2009
Sid Meier\'s Civilization,, 1991
SpeedTree,, 2011
S. Schmitt World Machine,, 1992
J. Togelius , G. N. Yannakakis , K. O. Stanley and C. Browne "Search-based procedural content generation", EvoApplications 1, pp.141 -150 2010 http://dx.doi.org/10.1007/978-3-642-12239-2_15
G. N. Yannakakis and J. Hallam "Towards optimizing entertainment in computer games", Appl. Artif. Intell., vol. 21, pp.933 -971 2007 http://dx.doi.org/10.1080/08839510701527580
G. N. Yannakakis , H. P. Martínez and A. Jhala "Towards affective camera control in games", User Model. User-Adapted Interaction, vol. 20, pp.313 -340 2010 http://dx.doi.org/10.1007/s11257-010-9078-0
L. Kessous , G. Castellano and G. Caridakis "Multimodal emotion recognition in speech-based interaction using facial expression, body gesture and acoustic analysis", J. Multimodal User Interfaces, vol. 3, pp.33 -48 2010 http://dx.doi.org/10.1007/s12193-009-0025-5
H. Takagi "Interactive evolutionary computation: Fusion of the capabilities of EC optimization and human evaluation", Proc. IEEE, vol. 89, no. 9, pp.1275 -1296 2001 http://dx.doi.org/10.1109/5.949485
J. Secretan , N. Beato , D. B. D'Ambrosio , A. Rodriguez , A. Campbell and K. O. Stanley "Picbreeder: Evolving pictures collaboratively online", Proc. 26th Annu. SIGCHI Conf. Human Factors Comput. Syst., pp.1759 -1768 2008
D. Rowland and F. Biocca "Evolutionary co-operative design between human and computer: Implementation of the genetic sculpture park", Proc. 5th Symp. Virtual Reality Model. Lang., pp.75 -79 2000
J. Clune and H. Lipson "Evolving three-dimensional objects with a generative encoding inspired by developmental biology", Proc. Eur. Conf. Artif. Life, pp.144 -148 2011
A. Hoover , M. Rosario and K. Stanley Applications of Evolutionary Computing, vol. 4974, pp.412 -422 2008 :Springer-Verlag http://dx.doi.org/10.1007/978-3-540-78761-7_44
A. Martin , A. Lim , S. Colton and C. Browne "Evolving 3D buildings for the prototype video game subversion", Proc. EvoGames Workshop, pp.111 -120 2010
L. Cardamone , D. Loiacono and P. L. Lanzi "Interactive evolution for the procedural generation of tracks in a high-end racing game", Proc. 13th Annu. Conf. Genetics Evol. Comput., pp.395 -402 2011 http://dx.doi.org/10.1145/2001576.2001631
C. Pedersen , J. Togelius and G. N. Yannakakis "Modeling player experience for content creation", IEEE Trans. Comput. Intell. AI Games, vol. 2, no. 1, pp.54 -67 2010 http://dx.doi.org/10.1109/TCIAIG.2010.2043950
G. N. Yannakakis , H. P. Martínez and A. Jhala "Towards affective camera control in games", User Model. User-Adapted Interaction, vol. 20, no. 4, pp.313 -340 2010 http://dx.doi.org/10.1007/s11257-010-9078-0
R. Arnheim Art and Visual Perception: A Psychology of the Creative Eye, 2004 :Univ. California Press
V. S. Ramachandran and W. Hirstein "The science of art: A neurological theory of aesthetic experience", J. Consciousness Studies, vol. 6, pp.15 -51 1999
A. Smith and M. Mateas "Answer set programming for procedural content generation: A design space approach", IEEE Trans. Comput. Intell. AI Games, vol. 3, no. 3, pp.187 -200 2011 http://dx.doi.org/10.1109/TCIAIG.2011.2158545
K. Sims "Artificial evolution for computer graphics", Proc. 18th Annu. Conf. Comput. Graphics Interactive Tech., pp.319 -328 1991
D. Ashlock , S. Gent and K. Bryden Design by Evolution, pp.203 -221 2008 :Springer-Verlag http://dx.doi.org/10.1007/978-3-540-74111-4_12
G. Ochoa Parallel Problem Solving From Nature PPSN V, vol. 1498, pp.335 -344 1998 :Springer-Verlag http://dx.doi.org/10.1007/BFb0056876
P. Machado and A. Cardoso "All the truth about NEvAr", Appl. Intell., vol. 16, no. 2, pp.101 -119 2002 http://dx.doi.org/10.1023/A:1013662402341
S. Wannarumon "An aesthetics driven approach to jewelry design", Comput.-Aided Design Appl., vol. 7, no. 4, pp.489 -503 2010
S. Baluja , D. Pomerleau and T. Jochem "Towards automated artificial evolution for computer-generated images", Connection Sci., vol. 6, no. 2 & 3, pp.325 -354 1994 http://dx.doi.org/10.1080/09540099408915729
P. Machado , J. Romero , A. Cardoso and A. Santos "Partially interactive evolutionary artists", New Generation Comput., vol. 23, no. 42, pp.143 -155 2005 http://dx.doi.org/10.1007/BF03037491http://dx.doi.org/10.1162/106365602320169811
K. O. Stanley "Exploiting regularity without development", Proc. AAAI Fall Symp. Develop. Syst., 2006
K. O. Stanley and R. Miikkulainen "Evolving neural networks through augmenting topologies", Evol. Comput., vol. 10, no. 2, pp.99 -127 2002 http://dx.doi.org/10.1162/106365602320169811
Z. Michalewicz "A survey of constraint handling techniques in evolutionary computation methods", Proc. 4th Annu. Conf. Evol. Programming, pp.135 -155 1995
M. Schoenauer and Z. Michalewicz "Evolutionary computation at the edge of feasibility", Proc. 4th Int. Conf. Parallel Problem Solving Nature, pp.245 -254 1996 http://dx.doi.org/10.1007/3-540-61723-X_989
S. O. Kimbrough , G. J. Koehler , M. Lu and D. H. Wood "On a feasible-infeasible two-population (FI-2Pop) genetic algorithm for constrained optimization: Distance tracing and no free lunch", Eur. J. Oper. Res., vol. 190, no. 2, pp.310 -327 2008 http://dx.doi.org/10.1016/j.ejor.2007.06.028
E. Fogel , R. Wein , B. Zukerman and D. Halperin 2D regularized Boolean set-operations,, 2011
A. Liapis Optimizing game elements based on aesthetic and performance principles and affected by player preferences, 2011
B. Widrow and M. E. Hoff 1960 IRE WESCON Convention Record 4, pp.96 -104 1960 :IRE
D. Wilkie "Pictorial representation of Kendall\'s rank correlation coefficient", Teaching Stat., vol. 2, no. 3, pp.76 -78 1980 http://dx.doi.org/10.1111/j.1467-9639.1980.tb00395.x
R. E. Bellman and R. Corporation Dynamic Programming, 1957 :Princeton Univ. Press
G. Hornby and J. Pollack "The advantages of generative grammatical encodings for physical design", Proc. Congr. Evol. Comput., vol. 1, pp.600 -607 2001 http://dx.doi.org/10.1109/CEC.2001.934446
A. Martin , A. Lim , S. Colton and C. Browne "Evolving 3D buildings for the prototype video game subversion", EvoApplications (1), pp.111 -120 2010 http://dx.doi.org/10.1007/978-3-642-12239-2_12
Links
Full Text
http://yannakakis.net/wp-content/uploads/2012/02/an_adaptive_model_of_visual_aesthetics.pdf