• Title/Summary/Keyword: Interactive Genetic Algorithm

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An Interactive Approach based on Genetic Algorithm Using Hidden reputation and Simplified Genotype for Avatar Synthesis (대화형 진화연산을 이용한 아바타 생성)

  • Lee, Ja-Yong;Oh, Jae-Hong;Ko, Hyeung-Seong;Kang, Hoon
    • Proceedings of the IEEK Conference
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    • 2003.07d
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    • pp.1307-1310
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    • 2003
  • 본 논문에서는 사용자 개개인에 최적화된 아바타를 생성하기 위해 대화형 진화연산(Interactive Genetic Algorithm, IGA)을 적용하는 방법을 제안하고 있다. 대화형 진화연산은 사용자의 선택을 적합도 평가에 사용하는 방법이기 때문에, 사용자의 개인적인 취향을 아바타 생성 과정에 반영할 수 있다. 본 연구에서는 기존의 대화형 진화연산이 가지고 있는 단점을 극복하기 위해 hidden population 기법과, simplified genotype 기법을 제안한다. 이러한 방법들은 단시간 내에 최적화된 결과물을 생성하도록 유도함으로써 IGA 시스템의 최대 문제점인 사용자의 피로도를 최소화한다 마지막으로, 제안하고 있는 알고리즘의 우수성을 증명하기 위해 사용자의 만족도나 신뢰도를 측정할 수 있는 독자적인 평가 방법을 소개하고 있다

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An Interactive Approach based on Genetic Algorithm Using Hidden Population and Simplified Genotypes for Avatar Synthesis

  • Lee, Jayong;Lee, Janghee;Kang Hoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.120.1-120
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    • 2002
  • In this paper, we propose an interactive genetic algorithm (IGA) to implement an automated 2D avatar synthesis. The IGA technique is capable of expressing user's personality in the avatar synthesis by using the user's response as a candidate for the fitness value. Our suggested IGA method isapplied to creating avatars automatically. Unlike the previous works, we introduce the concepts of 'hidden population', as well as 'primitive avatar' and 'simplified genotype', which are used to overcome the shortcomings of IGA such as human fatigue or reliability, and reasonable rates of convergence with a less number of iterations. The procedure of designing avatar models consists of two steps. The firl...

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Automatic Creation of 3D Artificial Flowers with Interactive Evaluation on Evolutionary Engine

  • Min, Hyeun-Jeong;Cho, Sung-Bae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.702-705
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    • 2003
  • Directed graph and Lindenmayer system (L-system) are two major encoding methods of representation to develop creatures in an application field of artificial life. It is difficult to structurally define real morphology using the L-systems which are a grammatical rewriting system because they represent genotype as loops, procedure calls, variables, and parameters. This paper defines a class of representations called structured directed graph and interactive genetic algorithm for automatically creating 3D flower morphology. The experimental results show that natural flower morphology can be created by the proposed method.

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Fuzzy Measure-based Subset Interactive Models for Interactive Systems. (퍼지 측도를 이용한 상호 작용 시스템의 모델)

  • 권순학;스게노미치오
    • Journal of the Korean Institute of Intelligent Systems
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    • v.7 no.4
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    • pp.82-92
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    • 1997
  • In this paper, a fuzzy measure and integral-based model fnr interactive systems is proposed. The processes of model identification consists of the following three steps : (i) structure identification (ii) parameter identification and (iii) selection of an optimal model. An algorithm for the model structure identification using the well-known genetic algorithm ((;A) with a modified selection operator is proposed. A method for the identification of par;imetcrs corresponding to fuzzy measures is presented. A statistical model selection criterion is used for the selection of an optimal model among the candidates. Finally, experimental results obtained hy applying the proposed model to the subjective evaluation data set and the well-known time series data are presented to show the validity of the proposed model.

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Development of a Package for the Multi-Location Problem by Genetic Algorithm (유전 알고리즘을 이용한 복수 물류센터 입지분석용 패키지의 개발)

  • Yang, Byung-Hak
    • IE interfaces
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    • v.13 no.3
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    • pp.479-485
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    • 2000
  • We consider a Location-Allocation Problem with the Cost of Land(LAPCL). LAPCL has extremely huge size of problem and complex characteristic of location and allocation problem. Heuristics and decomposition approaches on simple Location-Allocation Problem were well developed in last three decades. Recently, genetic algorithm(GA) is used widely at combinatorics and NLP fields. A lot of research shows that GA has efficiency for finding good solution. Our main motive of this research is developing of a package for LAPCL. We found that LAPCL could be reduced to trivial problem, if locations were given. In this case, we can calculate fitness function by simple technique. We built a database constructed by zipcode, latitude, longitude, administrative address and posted land price. This database enables any real field problem to be coded into a mathematical location problem. We developed a package for a class of multi-location problem at PC. The package allows for an interactive interface between user and computer so that user can generate various solutions easily.

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The Growth Process of Interactive Virtual Life using Genetic Algorithm

  • Kwon, Min-Su;Kim, Do-Wan;Hoon Kang
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.89.2-89
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    • 2002
  • In this paper, we modeled a virtual life (VL) that react to the user's action according to its own behavioral characteristics and grows itself. We established some conditions with which such a VL is designed. Genetic Algorithm is used for the growth process that changes the VL's properties. In this process, the parameter values of the VL's properties are encoded as ore chromosome, and the GA operations change this chromosome. The VL's reaction to the user's action is determined by these properties as well as the general expectation of each reaction. These properties are evaluated through 5 fitness measures so as to deal with multi-objective criteria. Here, we pr...

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Color Transformation of Images based on Emotion Using Interactive Genetic Algorithm (대화형 유전자 알고리즘을 이용한 감정 기반 영상의 색변환)

  • Woo, Hye-Yoon;Kang, Hang-Bong
    • The KIPS Transactions:PartB
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    • v.17B no.2
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    • pp.169-176
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    • 2010
  • This paper proposes color transformation of images based on user's preference. Traditional color transformation method transforms only hue based on existing templates that define range of harmonious hue. It does not change saturation and intensity. Users would appreciate the resulting images that adjusted unnatural hue of images. Since color is closely related to peoples' emotion, we can enhance interaction of emotion-based contents and technologies. Therefore, in this paper, we define the range of color of each emotion for the transformation of color and perform the transformation of hue, saturation and intensity. However, the relationship of color and emotion depends on the culture and environment. To reflect these characteristics in color transformation, we propose the transformation of color that is based on user's preference and as a result, people would be more satisfied. We adopt interactive genetic algorithm to learn about user's preference. We surveyed the subject to analyze user's satisfaction about transformed images that are based on preference, and we found that people prefer transformed images to original images. Therefore, we conclude that people are more satisfied with the transformation of the templates which reflected user's preference than the one that did not.

GA-optimized Support Vector Regression for an Improved Emotional State Estimation Model

  • Ahn, Hyunchul;Kim, Seongjin;Kim, Jae Kyeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.6
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    • pp.2056-2069
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    • 2014
  • In order to implement interactive and personalized Web services properly, it is necessary to understand the tangible and intangible responses of the users and to recognize their emotional states. Recently, some studies have attempted to build emotional state estimation models based on facial expressions. Most of these studies have applied multiple regression analysis (MRA), artificial neural network (ANN), and support vector regression (SVR) as the prediction algorithm, but the prediction accuracies have been relatively low. In order to improve the prediction performance of the emotion prediction model, we propose a novel SVR model that is optimized using a genetic algorithm (GA). Our proposed algorithm-GASVR-is designed to optimize the kernel parameters and the feature subsets of SVRs in order to predict the levels of two aspects-valence and arousal-of the emotions of the users. In order to validate the usefulness of GASVR, we collected a real-world data set of facial responses and emotional states via a survey. We applied GASVR and other algorithms including MRA, ANN, and conventional SVR to the data set. Finally, we found that GASVR outperformed all of the comparative algorithms in the prediction of the valence and arousal levels.

Interactive Fractal Image Generator Base on Genetic Algorithm (유전자 알고리즘에 기반한 대화식 프랙탈 이미지 생성기)

  • 이지애;강태원;김미숙
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.437-439
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    • 2003
  • 자연의 진화 과정을 모방한 유전자 알고리즘을 이미지 생성기 분야에 적응하여 무한히 다양한 이미지를 생성하는 것은 가능한 반면, 다음 세대에 생성될 이미지들의 예측은 난해하다. 이러한 배경 하에 본 논문에서는 대화식 프랙탈 이미지 생성기를 구현하여, Direct draw mode를 통해 프랙탈 이미지를 생성하기 위해 사용되는 아핀들을 사용자가 직접 변환함으로써 미세 조정이 가능하도록 한다.

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Encoding Method for Interactive Genetic Algorithm by Wavelet Transform (웨이블렛 변환을 이용한 대화형 유전자 알고리즘의 인코딩 방법)

  • 이주영;조성배
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 1997.10a
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    • pp.131-134
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    • 1997
  • 기존의 유전자 알고리즘과는 달리 대화형 유전자 알고리즘은 평가치를 인간이 제시할 수있기 때문에 인간의 직관이나 감성을 효과적으로 표현할 수 있다는 장점이 있다. 대화형 유전자 알고리즘을 기반으로 내용 기반 영상 검색 시스템을 구축한 바 있는데, 이 시스템은 웨이블렛 변환을 통하여 기술된 영상을 내용에 기반하여 검색할 수 있도록 한다. 본 논문에서는 이러한 웨이블렛 변환으로 얻어진 계수가 유전자 알고리즘의 염색체 표현으로 효과적인지를 실험적으로 평가하고자 한다. 소규모의 영상 데이터베이스에 대하여 실험한 결과 체이블렛 변환으로 기술된 염색테들이 유전자 알고리즘의 교차 연산에 대하여 의미있는 후보를 찾아낸다는 사실을 확인할 수 있다.

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