Non-Hierarchichal Network Evolutionary System

September 20, 2010

A jugar!

Filed under: Congreso, Genetic Programming, Papers, Videogames — fcofdez @ 4:36 pm

En la Sesión sobre “Videojuegos e Inteligencia Computacional”, celebrada recientemente en MAEB 2010, Valencia, presentamos la versión de lanzamiento del Videojuego Chapas, que utiliza la tecnología Genetic Terrain Programming para la generación de terrenos.

El proyecto en software libre tiene su forja accesible en:

Incluímos un vídeo del juego.  Disfrútalo.

September 13, 2010

MAEB 2010: Artículo de bots

Presentación del paper “Evolución de FFSM para el control de bots en juegos FPS” en el MAEB 2010


September 8, 2010

Optimizando la implementación de algoritmos evolutivos (MAEB2010)

Filed under: Uncategorized — pedro @ 5:31 pm

Dentro del CEDI está teniendo lugar estos días el MAEB2010.

En la sesión de Algoritmos Evolutivos acabo de presentar (hace unos minutos) el trabajo “Optimizando la implementación de algoritmos evolutivos”.

Os dejo la presentación que he hecho:

September 2, 2010

CEC2010: Statistical analysis of the parameters of the simulated annealing algorithm

Filed under: Uncategorized — pedro @ 4:20 pm

In this paper we propose using ANOVA to carry out an statistical analysis of the simulated annealing and its parameters. You can find the presentation hosted at SlideShare:

July 28, 2010

CEC 2010: Evolving Natural Language Grammars without Supervision

Filed under: Uncategorized — lurdesaraujo @ 8:57 am

Another work presented world congress on computational intelligence has been: Evolving Natural Language Grammars without Supervision. paper: Training a Classifier for Good Query Expansion Terms with a Genetic Algorithm.

This work is devoted to unsupervised grammar induction, whose goal is to extract a grammar representing the language structure using texts without annotations of this structure. We have devised an evolutionary algorithm which for each sentence evolves a population of trees that represent different parse trees of that sentence. Each of these trees represent a part of a grammar.
The evaluation function takes into account the contexts in which each sequence of Part-Of-Speech tags (POSseq) appears in the training corpus, as well as the frequencies of those POSseqs and contexts.
The algorithm has been evaluated using a well known Annotated English corpus, though the annotation have only been used for evaluation purposes. Results indicate that the proposed algorithm is able to improve
the results of a classical optimization algorithm, such as EM (Expectation Maximization), for short
grammar constituents (right side of the grammar rules), and its precision is better in general.

The presentation can be found in:.
The paper is not available yet at IEEEExplore, but we can email to whoever is interested.

July 26, 2010

cec 2010: good query expansion terms classifier

Filed under: Applications, Congreso, Genetic Algorithms — Tags: — lurdesaraujo @ 5:54 pm

This is the presentation of another world congress on computational intelligence paper: Training a Classifier for Good Query Expansion Terms with a Genetic Algorithm. This is about automatically finding good terms to improve the queries the users submit to the search systems, and this is the presentation: .
We have developed a classifier which has been trained for distinguishing good expansion terms. The identification of good terms to train the classifier has been achieved with a genetic algorithm whose fitness
function is based on users’ relevance judgements on a set of documents. Results show that the training performed by the genetic algorithm is able to improve the quality of the query expansion results.
The paper is not available yet at IEEEExplore, but we can email to whoever is interested.

July 25, 2010

Fluid Evolutionary Algorithms at WCCI’2010

Filed under: Uncategorized — Tags: , , — jjmerelo @ 5:04 pm

We are freshly back from the world congress on computational intelligence, and papers do not seem to be available yet. However, our presentations are. This is a paper on Fluid Evolutionary Algorithms, basically figuring out how a more or less traditional EA could be implemented over the new FluidDB, a database with the spirit of a wiki.

The paper is not available yet at IEEEExplore, but we can email to whoever is interested.

April 19, 2010

Games, Art and Beyond at Evo*

Filed under: Congress, Real-world applications, Videogames — Tags: , , — fcofdez @ 8:01 am

Not only technology is required for living in balance. This year, besides presenting latest results on Automation Software Testing at Evo* Conference, we have also presented some kind of art for videogames.

New results on Automatic Genetic Terrain Generation were presented at EvoGames 2010, as well as this video on Chapas, the videogame using the technology developed.

Let us know of you want to become beta-tester for Chapas.

April 14, 2010

UnrealBots in EVO* 2010 (EVOGames)


Here you are the AMAZING (:D) poster presented at EVO* 2010, inside the Workshop EVOGames.

The work describes the analysis, design and implementation of two evolutionary algorithms (a Genetic Algorithm  and a Genetic Programming one) to improve the default Artificial Intelligence of the Bots (authonomous enemies) inside the PC Game Unreal.

It had plenty of visits and millards of interest people ask me about the topics in it…

… well, to be honest just, 10 people ask me (3 of them are friends of mine), but in some moments, around 8 or 10 people were looking at the poster and making jokes with me, since it seems to be a perfect mixture between a fabulous research study (:D) and a funny PC game. 😉

Enjoy it. 😀

April 8, 2010

Characterizing Fault Tolerance of Genetic Algorithms in Desktop Grid Systems

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