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Replication as a Fine Art Practice

After nearly ten years of reflecting on the nature of human biological and ideological
representational systems, I was looking to discover how I can practically, technologically, apply
these systems to my process of making visual art.

During my Philosophy degree, I began to think about what limits there could be in language’s
ability to represent reality and, conversely, how language could be employed to form versions of
reality that meet our needs. This became of practical concern when I went on to work for the
advertising industry, thinking up strategies for creating persuasive versions of reality in the
minds of consumers. From this I began to appreciate that, much like a hypnotic induction, part of
this process involves the replication of an advertising message across a variety of different
media and spaces, from which a consumer begins to associate the repeated presence of a
message with specific instances of their own internal states, which they then associate with a
product; in short, the advertised reality is replicated in the consumer’s neurones, and so through
the consumer’s behaviour (and then potentially to others).

After leaving the industry I became involved in what is now called the Skeptical Movement: a
group of scientists, artists and bloggers who seek to disrupt the replication of supernatural,
pseudo-scientific, and ideological versions of reality in favour of objective reality disclosed
through formal logic with the scientific method. Part of this involved fostering a deeper
appreciation of the evolutionary process, having at its base an imperfect yet sufficiently stable
replicator, as well as appreciation of the various cognitive biases embedded in our
representational systems, resulting from how our biological replicators have evolved.

Concurrent to this, I was studying for a Psychology degree and working independently on a
systems description of human cognition; a coupled together Koch and Sierpinski’s Gasket
fractal, which are mathematical ways of describing a dynamic yet stable process of self
replication. With this I was able to more deeply describe the human representational system in
terms of Bowlby’s Internal Working Model, and a mirror neuron network coupled to the visual
cortex and attentional resource allocation systems of the human brain. I continue to refine this
(Fig 1).
Fig 1. From my notebook
Research process

My research process involved building on these prior interests, I have therefore included what I
have retrospectively taken to be seminal research items in the development of my
understanding (1999 – January 2010), before moving on to research specifically the topic in
hand (October 2010 onwards).

Each item in the proceeding table was introduced to me either by that which preceded it,
through its suggested further reading section, or through a hyperlink – or by reading around the
subject in books.

Date read Reference Comments/outcome


1999 Book. Wittgenstein, L (1981) Tractatus An attempt at a
Logico Philosophicus. Routledge logically and
phenomenologically
self evident model of
language, toward
determining the
extent to which it can
and cannot represent
reality. Language as
a “picture” of reality;
“Whereof one cannot
speak, thereof one
must be silent”.
2002 Book. Dennett, D (1996) Darwin’s Dangerous Pictures of reality
Idea: Evolution and the Meanings of Life. tend to be accurate
Penguin representations,
insofar as these are
useful for promoting
replication. There are
biological replicators
(genes), but perhaps
also cultural (memes)
and technological
(temes) – with their
own interests, not
necessarily
compatible with one
another.
2004 Book. Deuleuze, G & Guattari, F (2004) A Representational
Thousand Plateaus: Capitalism & systems as
Schizophrenia. Continuum International interconnected yet
Publishing Group heterogenous;
encodings and
encoders of
replicators.
2005 Book. Pinker, S (1998) How the Mind Works. The role of
Allen Lane “everything
connected to
everything”
representational
systems in
information
processing.
2007 Book. Frith, C & Wolpert, D (eds) (2004) The Patterns of “mirror”
Neuroscience of Social Interaction. Oxford neurones that fire
both when I perform
an action and when I
observe or anticipate
it in others. A neural
corealate for
“everything
connected to
everything”
representational
systems, and a logic
to follow when
thinking about their
structure.
2007 Book. Krauss, R (1986) The Originality of the “Every artist
Avant-Garde and Other Modernist Myths. eventually
MIT Press rediscovers the
grid…the
representational text
of the grid precedes
the surface. Logically
prior are all those
visual texts through
which the bounded
plane was
collectively organized
as a pictorial field.
The grid summarizes
all these texts’
surfaces”
2008 Book. Lippard, L (ed) (1997) Six Years: The Agnes Denes’
Dematerialization of the Art Object from 1966 Dialectic
to 1972. University of California Press Triangulation: A
Visual Philosophy
into Symbolic Logic.
A triangle “listing all
human arguments,
cutting the triangle
vertically in half to
produce a so called
Truth Table and Lie
Table”, derived from
Bertrand Russell &
Alfred Whitehead’s
Principia
Mathematica.
2009 Book. Hofstadter, D (2007) I am a Strange Consciousness as a
Loop. Basic Books system of recursive
self reference, in
accordance with Kurt
Godel’s critique of
the Principia.
January Book. Mandelbrot, B (1982) Fractals and the Fractal geometry as
2010 Geometry of Nature. Freeman a visual means of
representing the
mathematics of
recursive self
referential systems.
October Article. Jackson Pollock's art and fractal Detecting fractal
2010 analysis. December 2006 issue of Nature, patterns in painting
obtained through http://www.physorg.com. as a way of
“fingerprinting”
valuable works of art.
Jackson Pollock’s
“drip” paintings
closely follow the
rules of fractal
geometry per se.
November Article. Golub, L. A Critique of Abstract Contemporary
2010 Expressionism. Winter 1955 issue of College critique of Abstract
Art Journal Expressionism;
painting as a means
of accessing and
recording the
unconscious mind.
November iTunes Podcast. The art of the eco-mindshift . Aiming for rational,
2010 14th October 2009 Natalie Jeremijenko TED informed, yet
talk emotionally engaging
models of the world.
From this I distilled
her method as
derived from the
scientific
“hypothetico-
deductive spiral”.
December Website. The art of Alex Dragulesu; Beautiful
2010 Malwarez project. visualizations of
http://www.sq.ro/malwarez.php. Obtained devastating computer
through Google search viruses and malware.
December Website. A method for aesthetically evolved Using a computer
2010 images. http://www.ashleymills.com/?q=ae. “we can generate
Obtained through Google search pictures by making
the red, green, and
blue colour
components of each
pixel, a function of its
coordinates. That is,
the colour of each
pixel is a function of
its position..
"breeding" of the
underlying functions
of the "most pretty"
images for thousands
of generations”.
December Website.Paintings of James Hugonin (1950 -) The use of finely
2010 http://www.seriousart.org/artists/hugonin.html. etched grids to
Obtained through the BALTIC Gateshead art create subtle shifts of
gallery email newsletter. I saw his work while colour and a sense of
visiting the gallery in 2007 movement.
December Website. The Ambassadors painting by Hans The use of distorted
2010 Holbein, the Younger (1497-1543). grids to transform
http://www.mezzo- images.
mondo.com/arts/mm/holbein/HOH006.html.
Obtained through Google search. I also saw
it when visiting the National Portrait Gallery,
London 2002
Book Research

This gave me pointers as to what to look up on the web, around the wider context of
contemporary art, digital media, and the mind:

Stallabrass, J (2004) Art incorporated : the story of contemporary art. Oxford University Press
Rubin, JA (2010) Introduction to art therapy : sources & resources. Routledge
Shanken, EA (ed.) (2009) Art and electronic media. Phaidon Press
Paskow, A (2008) The paradoxes of art : a phenomenological investigation. Cambridge
University Press

Two articles reflecting research outcomes

I have attached these as an appendix.

December 2010 Article. Machado, P & The emergence of an


Cardoso, A (2000) NEvAr – Evolutionary Art movement
The Assessment of an using tools developed by AI
Evolutionary Art Tool. scientists working on
University of Coimbra, simulating human creativity
obtained through Google
Scholar search
December 2010 Article. Reggia, JA (1993) How to build simple digital
Simple Systems Exhibiting based self replicators
Self Directed Replication

Research analysis

Appropriateness of sources: I favoured academic articles due to their evidence based approach,
being informed by descriptions of what is a material and very specifically structured system. I
also favoured them because their precise referencing gave me the opportunity to progress my
research in an efficient way, and brought me into contact with artists and researchers who are at
the cutting edge of their field, as well as what has become seminal research within it.

Research techniques adopted: I tapped a number of resources, comprising podcasts through


iTunes, searching the web using Google, Google Scholar, and Google Reader updates, email
newsletters, on and offline gallery visits, and reading books.
I found that this has allowed me to sharpen my focus from an abstract understanding of how
representational systems and replicators work, to an appreciation of some practical means of
using this knowledge to produce visual art that takes advantage of them.

Cataloguing methods used: The table above is a chronological record of my research on and
around the topic in hand.

I used the Harvard referencing system throughout, so sources can be independently accessed
and my take on them evaluated in an efficient and transparent way.

Reflecting overall on my research process

This process brought me in touch with the evolutionary art movement, which is a very recent
phenomenon and one that I did not previously know existed. I had had similar ideas somewhat
independently, but coming into contact with this movement has saved me from re-inventing the
wheel.

I now have a clearer and practically focused idea of how I might build a replicator and steer it
into aesthetically pleasing territories by manipulating its selecting environments. While I need
not begin from scratch, there being open source replicators available for download, I also now
have a basis for further research toward building replicators of my own - or at least analogues,
with physical materials, perhaps found objects.

Also, with direct practical consequence for my art practice, I have been able to research in some
depth the idea of using different types and extents of grids as a means of accessing media –
allowing me to access the conceptual space of representational systems as a lived experience.
I now intend using this technique in conjunction with the collagraph printing technique.

The research process itself, I have found, has also spurred my abstract thinking around this
topic, in that it is a behavioural consequence of the structure I am investigating; following an
information processing algorithm beginning with large and globally connected sets of
information, then channelling down to more specific and sharply defined sets, which are
themselves representative analogues of the objects they describe. Once this is appreciated, this
process itself can be defined as a set of its own, and so can inform any process it becomes
connected to; my available responses are both made more specific and more variable – in short,
a positive feedback loop is created in which I become more adaptable through an increase in my
available responses to a world that has become perceptibly richer in depth and detail.
Appendix

Two articles reflecting the outcome of my research.

Article 1

NEvAr – The Assessment of an Evolutionary Art Tool

Penousal Machado*; Am’lcar Cardoso*** Instituto Superior de Engenharia de Coimbra, CISUC;


Qta. da Nora, 3030 Coimbra, Portugal;** CISUC, Dep. Eng. Inform‡tica, Uni. Coimbra, Polo II; 3030
Coimbra, Portugal;machado@dei.uc.pt; amilcar@dei.uc.pt

Abstract

The use of Evolutionary Computation approaches to create images has reached a great popularity, leading to the appearance of a
new art form – Evolutionary Art – and to the proliferation of Evolutionary Art Tools. In this paper we present and make an assessment of one
of these tools: NEvAr. We also systematise and describe the work methodology currently used to generate images. When working with
NEvAr we focus on the reuse of useful individual, which we store in an image database. The size of this database, and the importance of its
role, led us to the development of automatic seeding procedures, which we also describe.

ronmental changes. The survival of the fittest individuals


1 Introduction and the recombination of their genetic material is the key
element of the adaptation process. The recombination of
“good pieces” of different individuals can give rise to
In the past few years, a new AI area has begun to
new and better ones. Furthermore, the slight modification
emerge, usually named Creative Reasoning. Several
of individuals’ genetic code, can also increase the quality
aspects con-tributed to the growth of interest in the study
of the individuals.
of computa-tional creativity: artificial creative systems
Over the time, natural selection was capable of
are potentially effective in a wide range of artistic,
producing an incredible amount (and variety) of
architectural and en-gineering domains where
solutions, species, to a common problem, survival. Thus,
conventional problem solving is unlikely to produce
there is no doubt that the evolutionary process is a way
useful solutions; their study and de-velopment may
of producing inno-vative solutions (Goldberg, 1998).
contribute to the overall understanding of the
Whether these solu-tions can or cannot be considered
mechanisms behind human creativity; in some ways, the
creative, is a different question, and the answer depends
study of creativity can be viewed as the next natural step
on the way we define creativity. Therefore, and since no
in AI, considering that we already can build systems
uncontroversial glob-ally accepted definition exists, we
capable of solving tasks requiring intelligence, can we
can consider this to be an open question. However, our
build systems that are able to solve tasks that require
current standing is that these solutions can be considered
creativity?
creative.
Models of the human creative process (e.g. Dewey
In the past few years, two Evolutionary Computation
(1910), Guilford (1968), Wallas (1926) and De Bono
(EC) approaches (Genetic Algorithms (GA) and Genetic
(1986)) may constitute an important source of inspiration
Programming (GP)) have been used as a mean to imple-
to the development of artificial creative systems. Human
ment computational creativity, resulting in the
creativity, however, isn’t the only source of inspiration
appearance of a set of new applications in areas such as
available. When looking at nature, we can see all living
music and image generation, architecture and design.
species in a permanent struggle for life. Long term sur-
vival is connected with the capability of adapting to envi-
GA are the most common EC approach in the musical inspiration of most of these applications can be found in
field, some examples are the works of Horowitz (1994), Richard Dawkins book “The Blind Watchmaker”, in
Ralley (1995), Biles (1994), Jacob (1995). However, and which the author suggests the use of a GA to evolve the
in spite of the numerous applications, Wiggins et al morphology of virtual organisms, biomorphs. In these
(1999), which have studied the performance of this type systems, the evolution is guided by the user accordingly
of systems, defend that these approaches are not ideal for to hers/his aesthetic criteria. This inspired the works of
the simulation of human musical thought. In the field of K. Sims (91) and W. Latham et al (92), which can be
image generation, GP is the most used approach. Exam- con-sidered as the first applications of IE in the field of
ples of works in this field are: Dawkins (1987), Sims the visual arts, and are usually considered as the most
(1991), Todd (1993), Rooke (1996), which resort to GP influ-ential works in this area. The success of these
to evolve images, and Baker (1993), where GP is used to approaches has led to the emergence of a new art form,
evolve human faces. GP has also been successfully ap- “Evolutionary Art” (EA), and also to the proliferation of
plied in the fields of design (Bentley, 1999; Graf, 1996) IE applications in this field, usually called Evolutionary
and animation (Sims, 1991; Angeline, 1996; Ventrella, Art Tools.
1999).
In spite of the increasing number of this type of applica-
Due to the difficulty of creating an evaluation function in tions, few are the ones that can be compared favourably
domains such as image or music generation, most of the with the above mentioned works. The vast majority of
above mentioned systems use Interactive Evolution (IE). these applications adds nothing new to these works, and
In IE systems the user evaluates the individuals, thus are, frequently, inferior both in terms of potential and
guiding evolution. In the musical field we can already results. Moreover, few are the ones that have been thor-
find several systems that resort to automatic evaluation oughly tested, i.e. in most cases there was no attempt to
(e.g. Horner et al (1991), McIntyre (1994), Spector use them to create art. Therefore, it seems safe to say that
(1994, 1995), Hodgson (1996,1990,1999), Papadopoulos the classification of these applications as Evolutionary
et al (1998)). In image generation, the picture is quite Art Tools is misguiding, and that few are the applications
differ-ent: as far as we know there has been only one that deserve this name. In this restricted set, we can in-
attempt to automate fitness assignment, the work of clude the works of: K. Sims (91), W. Latham and S.
Baluja et al (1994). However, the results produced by Todd (92), S. Rooke (96), Vetrella (99). The description
this system, which uses neural networks to evaluate of the characteristics of these systems and the analysis of
images, were disappointing. their potential is clearly beyond the scope of this paper.
These systems share many features, most notably: they
The core subject of this paper is the assessment of resort to GP, use IE and have been successful in the
NEvAr as a tool. In Section 2 we make a brief overview generation of visual artworks.
of the previous work in Evolutionary Art Tools, focusing
on the most prominent systems. In Section 3, we 3 NEvAr
introduce NEvAr and describe the used evolutionary
model. Section 4 concerns the assessment of NEvAr and NEvAr (Neuro Evolutionary Art) is an evolutionary art
the description of the work methodology currently tool, inspired in the works of K. Sims (1991) and R.
employed. This meth-odology gives emphasis to the Dawkins (1987). It allows the evolution of populations
reutilization of good indi-viduals, which are stored in a of images from an initial one, and resorts to IE. In this
database. The difficulties of managing an increasingly sec-tion, we will make a brief description of the
large database led to the study of seeding procedures, evolutionary model used in NEvAr. NEvAr is in many
which will be described in Sec-tion 5. Finally, in the 6th ways similar to the application developed by K. Sims
section we make some overall remarks and draw some (91), namely in what concerns the representation of the
conclusions. individuals and the used genetic operators. Therefore we
won’t make a description of these aspects.
2 State of the Art
For the current purpose, it is enough to say that in
In the past few years, the use of IE to the generation of NEvAr the individuals are represented by trees. The
images has achieved a great popularity. The source of genotype of an individual is a symbolic expression,
which is con-structed from a lexicon of functions and
terminals. In NEvAr, we use a function set composed
mainly by sim-ple functions such as arithmetic,
trigonometric and logic operations. The interpretation of
a genotype results on a phenotype, i.e. an image. All the
genetic manipulations
(e.g. crossover, mutation) are performed at the genotype
level. In Figure 1, we present two images generated with
NEvAr and in Figure 2 some images generated by the
mutation and crossover of the genetic code of these im-
ages.

b
F
i
g
u
r
e
:


T
w
o

i
to the set of all populations, from the initial to the last, of
a particular GP run. NEvAr implements a parallel evolu-
tionary algorithm, in the sense that we can have several
different and independent experiments running at the
same time. It is also asynchronous, which means that we
can have an experiment that is in population 0 and an-
other one that is in population 100. Additionally, we can
transfer individuals between experiments (migration).
Figure 3: The evolutionary model of NEvAr. The
active experiment is depicted in grey.

We will illustrate the use of this model through an exam-


ple. Suppose that the user creates two different experi-
ments, a and b, the initial population of a is randomly
UserEvaluation generated and has size N, and the initial population of b
has size 0. The user focuses his efforts in experiment a
and evaluates the individuals of successive populations
GeneticOperators
generated by NEvAr. When the user finds images that
she/he likes, she/he adds these images to the current
New population (in this case the population 0) of experiment
Population
b. If at a given point the user feels that the evolutionary
Figure 2: The top row images were created through the pro-cess would benefit if the next population was
mutation of image a of Figure 1. The bottom row generated by the combination of the individuals of the
images result from the crossover of images a and b of current population with individuals previously
Figure 1. transferred to population b, she/he adds those individuals
to the current population and the evolutionary process
As the images of Figure 2 show, the mutation and cross- continues.
over operations can produce interesting and unexpected
results. The high plasticity, which is inherent to the used At a certain point, the user decides to focus on
representation and, to some extent, to GP approaches, experiment b, and orders the generation of a new
allows the generation of radically different, yet fit, phe- population from the current one (population 0), which is
notypes from similar genotypes. composed, exclu-sively, by individuals transferred from
a. Thus, the initial population of experiment b is not
random, but exclusively composed by fit individuals that
3.1 The Model
were originally gener-ated in other experiments. In fact,
experiment b can be seen as a database of images, which
In NEvAr, the assignment of fitness is made by the user
may be used to ini-tialise future experiments. We may
and, as such, she/he has a key role. The interaction of
generalise this ap-proach by organising a gallery of
human and computer poses several problems (e.g.
images.
limited population size, limited runs). The fact that
NEvAr is an interactive tool has the advantage that a
NEvAr also allows the migration within experiments.
skilled user can guide the evolutionary process in an
This feature is important due to the limited size of each
extremely efficient way. She/he can predict which
population, since it allows the revival of images from
images are compatible, detect when the evolutionary
previous populations. It is also possible to go back to a
process is stuck in a local optimum, etc. In other words,
previous population and change the evaluation of the in-
the user can change its evaluation criteria according to
dividuals, which allows the exploration of different evo-
the context in which the evaluation is taking place.
lutionary paths.
In the design of NEvAr’s model, we took under consid- 4 Working with NEvAr – The artistic
eration these idiosyncrasies. In Figure 3, we show the point of view
model of NEvAr. From here on, we will call experiment
NEvAr is an Evolutionary Art Tool, therefore the main Our empirical experience allows us to classify the Dis-
goal is the production of artworks. Its analysis must be covery stage as the most crucial of the process, and, to-
performed with this in mind. Like any other tool, NEvAr gether with the Exploration stage, the one in which the
requires a learning period. To explore all the potential of faculties of the user are more important.
a tool, the user must know it in detail and develop or
learn an appropriate work methodology. The results, and Discovery corresponds to the genesis of the idea, there-
user satisfaction, depend not only on the tool but also on fore it is inappropriate to approach this stage with pre-
its mastering. conceived ideas regarding the final aspect of the art-
work. In other words, it is impossible in practice (yet
Additionally, the evaluation of the results (images) can tempting) to think on an image and use NEvAr to evolve
only be made by the user that generated them. The it. This is probably the most important aspect to retain,
evaluation of an art tool can only be made by the artist because it contrasts with what is usually expected in a
using it. The key aspect is that the artist must review tool, i.e. that it allow the implementation of an idea. This
her/himself in the produced artworks. Thus, the fact that aspect can be viewed as a weakness, but it is also the dis-
a tinguishing feature and strength of NEvAr (and other
tool can generate “interesting” images is irrelevant from evolutionary art tools). A conventional art tool only plays
the artistic point of view. What is really important is that an important role in the artistic process in stages subse-
the produced artworks convey the artistic ideas of the quent to the generation of the idea. Furthermore, the idea
artist. In other words the artist must be able to express frequently determines which tool will be used in its exe-
her/himself through the use of the tool. cution, since some are more adequate than others. NE-
vAr, however, plays a key role in the generation of the
The images generated with NEvAr during the early idea. Its influence is noticeable through all the artistic
stages of experimentation were clearly disappointing. process and in its main creative stage. In NEvAr, the art-
This fail-ure didn’t result from the lack of power of the ist is no longer responsible for the creation of the idea,
tool, but from our lack of expertise in its use. Next we she/he is responsible for the recognition of promising
will present the work methodology that we currently use concepts. More precisely, the idea results from an evolu-
to generate images with NEvAr. tionary process, and is created by the artist and the tool,
in a (hopefully) symbiotic interaction.
4.1 The Process
In the Exploration stage the initial idea is already set and
The creation of an artwork encompasses several stages, we are dealing with images of high aesthetic value.
such as: genesis of the idea, elaboration of sketches, ex- Through the recombination of these images, we explore
ploration of the idea, refinement, and artwork execution. a space of forms which is smaller than the one explored
The methodology that we propose can be considered, in in the discovery stage, and is therefore more thoroughly
some way, analogous. It is composed by four main searched. The Exploration stage can prolong itself con-
stages: Discovery, Exploration, Selection and Refine- ducting the artist to a point which, at least apparently,
ment. has nothing to do with the original one. Like in the
Discovery stage, the expertise of the user is determinant
These stages can be described, concisely, as follows: the to the suc-cess of this stage. With the accumulation of
stage of Discovery consists on finding a promising evo- experience, the user learns how to distinguish between
lutionary path, which, typically, corresponds to evolving promising paths and ones that lead nowhere, to predict
a promising set of images from an initial random popula- which com-binations of images produce best results, how
tion (genesis of the idea); in the second stage, Explora- to manipu-late crossover and mutation rates in order to
tion, the “ideas” evolved on the previous stage are used produce best results, etc.
to generate images of high aesthetic value (exploration of
the ideas); the Selection stage involves choosing the best The Selection stage can be divided in two different ones,
produced images; the selected images, when necessary, one that is concurrent with the evolutionary process, and
will be subjected to a process of Refinement, whose goal one that is posterior. During the stage of Exploration, the
is the alteration of small details or the correction of im- best images (according to the user criteria) are added to a
perfections (final execution of the artwork). different experiment, that works as a gallery. As stated
before, NEvAr stores all populations, which allows the Figure 4: Some examples of images created with NEvAr.
review of the evolutionary process and the addition to the Additional images can be found in the CD-ROM accom-
gallery of images that were previously neglected. This panying P. Bentley (1999).
revision is highly recommended, and a substantial 4.2 Image Database
amount of time should separate the generation of the
images and its review in order to allow the necessary One of the weaknesses of EC approaches lies on the fact
distance be-tween generation and criticism. that they do not have long-term memory (although we
can view multiploidy as a limited memory mechanism).
The Refinement process usually occurs separately from The use of several experiments allows the accumulation
the experiment that generated the image. The common of individuals, which can be used in later experiences.
procedure is to initialise a new experiment with the Thus, we can create a Knowledge Base (KB) of images.
image that we want to refine (i.e. the initial population of
this experiment will be composed by the image and, in The KB has been used mainly in two situations: To ini-
some cases, similar ones). The generation of new tialise new experiments and to add individuals to the cur-
populations, from this initial one, allows the exploration rent population of an experiment. The goal of the first
of a search space in the vicinity of the image that we form of use is to shorten, or even avoid, the initial stages
want to refine. In Figure 4 we present some images of the evolutionary process (Discovery and Exploration).
created with NEvAr. The addition of previously generated individuals to the
current population usually follows an opportunistic rea-
soning. There are several situations in which this may be
useful, for instance, to avoid a local optimum, or when
we find an image whose combination with a previously
created one is previewed as promising.

The KB is playing an increasingly important role in the


process of image generation, and is currently a priceless
feature of the system. The size of the KB is also increas-
ing rapidly and, consequently, the KB is becoming
harder to manage and use. This led us to the development
of automatic seeding procedures, which we will describe
in the following section.

5 Seeding
The development of automatic seeding procedures is part In our first attempt we used the root mean square error
of our ongoing research. In this section we describe our (rmse) among two images, which is usually applied to
current approaches, which should be considered prelimi- evaluate the error involved in image compression, as
nary. similarity metric. Minimum error implied maximal simi-
larity. The similarity between two images, a and b, was
Our idea is inspired in Case Based Reasoning, and can be given by the following formula:
described as follows: the user chooses an image, and the 100
seeding procedure selects, from the database, similar rmse sim =
ones, to initialise the GP experiment. To implement this
idea, we need to develop a similarity metric, i.e. a way to (1)
compare images. Unfortunately, this task is not trivial. a
,

1 + r
mse
Our previous experience with image compression meth-
a
,
ods led us to believe that we could use the quality of the
b
compression to develop a similarity metric. For the scope
The experimental results showed the inappropriateness of this paper, we will define compression quality as:
of this approach. This failure can be easily explained, the
goal is to find images that are similar to the eye and not
compression ratio
“mathematically” similar images. To illustrate the short-
comings of rmse based similarity, we resort to an exam- , (2)
ple: consider two images composed by alternate vertical rmse
black and white stripes of one pixel width, one starting
with a black stripe and the other with a white one; these and compression complexity as the inverse.
images will be almost indistinguishable to the eye, how-
ever, the rmse among them will be maximal. We use two different compression methods: jpg and
fractal based. The fractal image compression algorithm
Our current idea is to compare images according to their makes a quad-tree partitioning of the image. By changing
properties. It is a well known fact that image complexity the maximum depth of the tree, we can specify, indi-
affects the performance of image compression methods, rectly, the limits for the error involved in the compres-
i.e. it is easier to represent compactly a simple image sion. During compression, the colour information is dis-
than a complex one. Moreover, some compression carded, the images are converted to greyscale and then
methods work better with some types of images than compressed.
with others.
Let’s define IC as the compression complexity resulting
JPG compression was designed for the representation of from the use of the JPG method; PC as the compression
natural images. In this type of images, colour transition is complexity resulting from the application of the fractal
usually smooth. Although adequate for these images, the based approach. We use two different maximum tree
performance of JPG severely degrades when dealing depths, N and N-1, therefore we have PC and PC . 1 2

with images possessing abrupt colour transitions (e.g. a To compare two images, a and b, we start by calculating
black and white text image). Fractal Image Compression IC, PC and PC , for each of them. The similarity be-
1 2

takes advantage of the self-similarities present on the tween images a and b is given by the following formula:
images and will, therefore, perform better when these
similarities are high. 1
)
(3
1+
sim =
, IC − IC
ab
+
PC 1 − PC 1 Table 1: The IC, PC and PC measures for each of the
+ 1 2

images presented in Figure 5, and the similarity among


PC 2 − PC 2 these images and individuals 14 and 9 of the same figure.
ab ab ab

Image CI CP1 CP2 Similar- Similar


In Figure 5, we present a subset the images belonging to ity to 14 ity to 9
the database. In Table 1, we present the IC, PC and PC ,
1 2
0 5.053 19.228 5.957 10.397 17.500
measures for each of them as well as the similarity of 1 4.455 10.503 4.646 9.790 22.703
these individuals with images 9 and 14 of the population. 2 2.926 5.518 2.403 9.365 37.261
3 4.085 11.256 5.957 9.879 21.529
4 6.401 21.357 7.057 10.697 16.189
5 5.965 21.663 6.504 10.650 16.365
6 4.694 13.395 4.988 9.976 20.486
7 5.744 19.373 6.795 10.503 16.981
8 12.125 91.074 25.331 16.948 8.349
9 2.399 3.413 2.200 9.239 100.000
10 4.593 12.839 5.883 9.989 20.359
11 5.113 14.434 6.244 10.129 19.170
12 8.736 42.895 13.636 13.765 11.673
13 7.978 45.669 13.523 14.062 11.506
14 11.518 71.164 21.835 100.000 9.239
15 6.891 34.791 10.861 12.181 13.032

The initialisation of a new population is based on the


similarity to an image chosen by the user. The seeding
procedure uses the similarity values as fitness, and rou-
lette wheel selection for choosing which images will be-
come part of the initial population. We do not allow the
repetition of images.

Figure 5: The numbers bellow the images indicate the Although the experimental results are still preliminary,
rmse similarity to image 14 (see formula 1). According the seeding procedure based on compression quality
to this metric, the closest image is image 15, which is seems to produce good results, indicating that the com-
good, and the second closest is image 9, which is bad. parison of images based on their characteristics, namely
on their complexity, is appropriate. This, of course, sug-
Ordering the individuals according to their similarity to gests that taking into consideration other types of
image 14, yields the following list: {14, 8, 13, 12, 15, 4, features of the images (e.g. edges, colour, outline, etc.)
5, 7, 0, 11, 10, 6, 3, 1, 2, 9}. This ordering seems to be may also prove useful.
appropriate, the major deficiency being that individual 7
is considered less similar than individuals 4 and 5. The It is also important to notice that the compression meth-
comparison to image 9 gives the ordered list: {9, 2, 1, 3, ods described can be applied to any image. Therefore, we
6, 10, 11, 0, 7, 5, 4, 15, 12, 13, 14, 8}, which also can compare the database images with ones that where
appears to be approximately correct. Image 9 is not generated with NEvAr. We still haven’t explored this
characterised by its fluid and organic forms, and so are possibility, nevertheless we believe it can produce
individuals 2, 3, 6, 0, and, although in a lesser degree, interesting results.
individuals 10 and 11.

a tool with great potential. Through the use of NEvAr,


the artist is no longer responsible for the generation of
6 Conclusions and Further Work
the idea, which results from an evolutionary process and
from the interaction of artist and tool. Thus, the use of
From the artistic point of view, we consider NEvAr to be
NEvAr implies a change to the artistic and creative proc- mechanisms can create interesting results and further
ess. It is important to notice that, in spite of these extend the capabilities of our system.
changes, the artworks obey the aesthetic and artistic prin-
ciples of the artist. The use of NEvAr implies an abdica- Interactive evolution proved to be a very powerful tech-
tion of control; however, this lack of control isn’t neces- nique. This can be explained by the fact that the user can
sarily negative. The artist can express her/himself use other criteria besides fitness to evaluate the individu-
through the use of the tool and review her/himself in the als, and thus guide the evolutionary algorithm more effi-
works created. ciently. We are currently studying ways to automate fit-
ness assignment. Our initial idea was to train a neural
One of the erroneous conceptions about evolutionary art network and use it to automate this task. We currently
tools is that the generation capabilities of a system are feel that full automation is not attainable on short term.
deeply connected with the used primitives. Our experi- Our current idea is to use neural networks (as well as
ence with NEvAr shows that this is wrong. What is nec- other techniques) as a filter that eliminates individuals
essary is a set of “basic” primitives that can be combined that are clearly undesirable.
in a powerful way.
Acknowledgements
The inclusion of a long term memory mechanism is ex-
tremely important, since it allows the reuse of previously This work was partially funded by the Portuguese Minis-
generated ideas. It is also the basis for the inclusion of try of Science and Technology, under Program PRAXIS
Case Based Reasoning mechanisms in NEvAr. Prelimi- XXI
nary experiments indicate that the inclusion of these
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