features of that image. So we implement a new
approach to aesthetic measures in our system, based
on a global contrast factor (GCF) that was
introduced by (Matković et al., 2005) in order to
evolve the best landscape designs with good contrast
levels automatically.
We also attempted to increase the performance
of the IGA system by helping users to identify the
best landscapes in every generation by testing
against the aesthetic fitness scores, GCF and
Kolmogorov complexity. Users can select aesthetic
measures individually, or in combination with each
other, to guide the evolution. In addition, if a user is
not satisfied with the results generated by particular
aesthetic measures, they can choose their own
preferred landscapes by ranking images manually.
Two types of test were conducted in section 6 to
test the effectiveness of the aesthetic measures, GCF
and IGA, in directing a search for evolving
landscapes.
The remainder of the paper is organized as
follows: Section 2 describes previous aesthetic
measures used to evolve digital artefacts; Section 3
describes the GCF aesthetic measure fitness
function; Section 4 describes the parameters
involved in landscape designs; Section 5 explains
the details of the experiment setup; Section 6 shows
the results from the experiments and follows with
conclusions, outlining findings, and future scope.
2 BACKGROUND
(Bentley, 1999) describes how evolutionary designs
generated by computers are surprisingly better than
those designed by humans. They allow the designer
to explore numerous techniques for novel design
concepts. However, as IGAs are not fully
autonomous, researchers implement various
aesthetic measures to help identify the best digital
art that can satisfy human aesthetic tastes, to some
extent.
In recent decades, research has been applied to
the challenge of using evolutionary computation
(EC) with aesthetic measures as fitness scores to
evolve digital artefacts automatically, thus replacing
user involvement. This allows a directed search on a
population of randomly generated individuals over a
number of generations, whereby successive
generations are selected via a fitness function. The
fitness function is a key aspect of this search
heuristic and is commonly based on a computational
measure within the domain of interest, which in this
case is the quality and utility of the generated
landscapes. There are some common aesthetic
measures which are applied to the evaluation of
digital artefacts.
Based on observation of visual preferences on
images selected by humans, authors (Li and Hu,
2010) have selected a set of multiple aesthetic
measures: Bell Curve, (Ross et al., 2006), Image
Complexity Theory (Machado and Cardoso, 1998),
Birkhoff (Birkhoff, 1933) & Shannon Entropy
(Rigau et al., 2008), and combined them to use as a
new aesthetic fitness score to evolve human
preferred images.
Likewise, authors (den Heijer and Eiben, 2011)
used two well-known aesthetic measures, Bell Curve
and GCF, as their fitness function to generate digital
art of vector graphics. In the same process, authors
(Bergen and Ross, 2012) used source image as an
aesthetic fitness measure by reading its colour pixels
to evolve an automatic vectorisation of that image.
In the evolution of art authors (den Heijer and
Eiben, 2010); (den Heijer and Eiben, 2011), used
four main various aesthetic measures: Benford’s
Law (Jolion, 2001), GCF, Information Theory and
Ross & Ralf’s Bell curve, to generate digital images
automatically. Many authors have applied aesthetic
measures to evolve various digital artefacts, 3D
structures (Bergen, 2011) (Bergen and Ross, 2012),
virtual creatures (Hornby and Pollack, 2001),
evolutionary art (Bergen and Ross, 2011), 3D art
(Pang and Hui, 2010), images (Romero et al., 2012)
etc. in recent decades.
Even though there is steady progress in applying
various aesthetic measures to evolve digital
artefacts, there is still much room for improvement
when compared with human evaluation. For
example, a survey was conducted by (Raffe et al.,
2012) on existing approaches of using evolutionary
algorithms for digital terrain generations that use
various fitness evaluations. Results showed both the
advantages and disadvantages of each approach.
Authors suggest that there is still need for robust
algorithms to evaluate aesthetics; in this case,
procedural terrain generation techniques, as none of
the existing tools can, at present, be practically used
for game development.
3 GCF AESTHETIC MEASURE
The main aesthetic measure used in this paper is
GCF, which we use to find the best computer
generated digital landscape designs by balancing the
contrast levels.
IJCCI2013-InternationalJointConferenceonComputationalIntelligence
84