TY - GEN
T1 - Enhancing the architecture of interactive evolutionary design for exploring heterogeneous particle swarm dynamics
T2 - 2009 IEEE Symposium on Artificial Life, ALIFE 2009
AU - Sayama, Hiroki
AU - Dionne, Shelley
AU - Laramee, Craig
AU - Wilson, David Sloan
PY - 2009/7/20
Y1 - 2009/7/20
N2 - We developed Swarm Chemistry 1.2, a new version of the Swarm Chemistry simulator with an enhanced architecture of interactive evolutionary design for exploring heterogeneous self-propelled particle swarm dynamics. In the new version, each evolutionary operator acts locally and visually to part of the population of swarms on a screen, without causing entire generation changes that were used in earlier versions. This new architecture is intended to represent cognitive actions in human thinking and decision making processes more naturally. We tested the effectiveness of the new architecture through an in-class experiment with college students participating as designers as well as evaluators of swarms. We also measured the effects of mixing and mutation operators to the performance improvement of the design processes. The students' responses showed that the designs produced using the new version received significantly higher ratings from students than those produced using the old one, and also that each of the mixing and mutation operators contributed nearly independently to the improvement of the design quality. These results demonstrate the effectiveness of the new architecture of interactive evolutionary design, as well as the importance of having diverse options of action (i.e., multiple evolutionary operators in this context) in iterative design and decision making processes. This work also presents one of the few examples of human-involved experiments on the statistical evaluation of artificial lifeforms, whose quality (such as "livingness") would be hard to assess without using human cognition at this point.
AB - We developed Swarm Chemistry 1.2, a new version of the Swarm Chemistry simulator with an enhanced architecture of interactive evolutionary design for exploring heterogeneous self-propelled particle swarm dynamics. In the new version, each evolutionary operator acts locally and visually to part of the population of swarms on a screen, without causing entire generation changes that were used in earlier versions. This new architecture is intended to represent cognitive actions in human thinking and decision making processes more naturally. We tested the effectiveness of the new architecture through an in-class experiment with college students participating as designers as well as evaluators of swarms. We also measured the effects of mixing and mutation operators to the performance improvement of the design processes. The students' responses showed that the designs produced using the new version received significantly higher ratings from students than those produced using the old one, and also that each of the mixing and mutation operators contributed nearly independently to the improvement of the design quality. These results demonstrate the effectiveness of the new architecture of interactive evolutionary design, as well as the importance of having diverse options of action (i.e., multiple evolutionary operators in this context) in iterative design and decision making processes. This work also presents one of the few examples of human-involved experiments on the statistical evaluation of artificial lifeforms, whose quality (such as "livingness") would be hard to assess without using human cognition at this point.
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U2 - 10.1109/ALIFE.2009.4937698
DO - 10.1109/ALIFE.2009.4937698
M3 - Conference contribution
AN - SCOPUS:67650468231
SN - 9781424427635
T3 - 2009 IEEE Symposium on Artificial Life, ALIFE 2009 - Proceedings
SP - 85
EP - 91
BT - 2009 IEEE Symposium on Artificial Life, ALIFE 2009 - Proceedings
Y2 - 30 March 2009 through 2 April 2009
ER -