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Evolutionary Computation for Optimization and Modeling is an introduction to evolutionary computation, a field which includes genetic algorithms, evolutionary programming, evolution strategies, and genetic programming. The text is a survey of some application of evolutionary algorithms. It introduces mutation, crossover, design issues of selection and replacement methods, the issue of populations size, and the question of design of the fitness function. It also includes a methodological material on efficient implementation. Some of the other topics in this book include the design of simple evolutionary algorithms, applications to several types of optimization, evolutionary robotics, simple evolutionary neural computation, and several types of automatic programming including genetic programming. The book gives applications to biology and bioinformatics and introduces a number of tools that can be used in biological modeling, including evolutionary game theory. Advanced techniques such as cellular encoding, grammar based encoding, and graph based evolutionary algorithms are also covered.
This book presents a large number of homework problems, projects, and experiments, with a goal of illustrating single aspects of evolutionary computation and comparing different methods. Its readership is intended for an undergraduate or first-year graduate course in evolutionary computation for computer science, engineering, or other computational science students. Engineering, computer science, and applied math students will find this book a useful guide to using evolutionary algorithms as a problem solving tool.
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Automatic content generation is the production of content for games, web pages, or other purposes by procedural means. Search-based automatic content generation employs search-based algorithms to accomplish automatic content generation. This book presents a number of different techniques for search-based automatic content generation where the search algorithm is an evolutionary algorithm. The chapters treat puzzle design, the creation of small maps or mazes, the use of L-systems and a generalization of L-system to create terrain maps, the use of cellular automata to create maps, and, finally, the decomposition of the design problem for large, complex maps culminating in the creation of a map for a fantasy game module with designersupplied content and tactical features.
The evolutionary algorithms used for the different types of content are generic and similar, with the exception of the novel sparse initialization technique are presented in Chapter 2. The points where the content generation systems vary are in the design of their fitness functions and in the way the space of objects being searched is represented. A large variety of different fitness functions are designed and explained, and similarly radically different representations are applied to the design of digital objects all of which are, essentially, maps for use in games.
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