3 Aralık 2009 Perşembe

here comes the "design games" | here i am

ok, now we have another paper, no we don't have that paper, we just submitted a paper for another conference. but at least i'm glad that the researcher came to a point to start expressing its project and how it is related with all the blabla about design, games, and all the other things that the researcher had been writing and writing around this bilog. so let's start with a short explanation, i'm abstracting from my paper:

>>“design games” is a framework for a semi-automated design system which uses an evolutionary computation approach as its 'engine'. the ultimate aim of this study is developing an automated system which could take part in several design 'sub-tasks', in a collaborative environment, serving as a team of customizable virtual designers. a computer program is being developed to test and improve the approach. the system that is developed is based on a flexible, open scheme that enables us to tackle sub-tasks pertaining to different design areas, which are chosen amongst the rather ill-defined and wickedly arbitrary ones.
the system is being tested on several graphic design and illustration tasks. currently design games do not have tools developed enough for conducting a full-fledged design process solely on itself, but it manages to cooperate with the researcher and develops itself as a pupil.

[in this entry i will not be writing about the conceptual framework, 'cause they are written here, and i wrote an entry about that here.. and.. i would be glad if you have a look at that, 'cause together with what i will describe in this and next entries, it's quite more meaningful now... and... i will not explain what evolutionary computation is, but you can find something short here]

>>versatility of evolutionary computing:
_evolutionary computation approaches have already been tested in a diverse array of problem solving areas and this diverse array, no doubt, includes several design and art fields as well. this apparent versatility of evolutionary computation as an approach, and its adaptability into very different types of problem solving areas and artistic fields, is one of the reasons why we [the researcher :] utilized this approach in our study. we conceive each design process as fragmented, including a diverse array of different types of actions. hence, a corresponding system tackling a similar design process should be versatile and should be able to run a diverse array of tools pertaining to each different type of sub-tasks. we envisage evolutionary computation practically as the central engine for our system with its basic alternatives-producing (generate) and selection (test) structure.

>>form generation in evolutionary systems
_form generation is one 'vagabond' realm. in a way all design is form generation[!?] but, relationships between aims, reasonings, functionalities and forms are not always well-known; at least when it comes to creative design areas like, graphic design, architecture, interior design, fashion design or product design etc.
_it should be so formidable an area or perhaps, on the contrary so uninteresting a research field that, when it comes to form generation, most of the times, researchers either tended to convert form generation process into a better defined search (by simplifiying it of course), or, following the precedent of "the blind watchmaker" [of richard dawkins] they preferred implementing interactive evolutionary systems, where the alternatives are evaluated by human evaluators. however, interactive evaluation process is time consuming and tiresome (and in a way, it is putting the burden back again on humans).

>> “other performances” and an evolutionary proposal
_"in this study, we chose to start with tackling those irremediably 'wicked-problems', and without trying to reduce or define them in terms of explicit criteria or corresponding rational performances. the phrase “other performances” denotes those aspects or criteria, which we usually cannot 'account for' in explicit or rational terms, but we utilize heavily when we're designing. these are our heuristics, likings, beliefs, prejudices, irrationalities, principles, vagaries, and simply everything that comes handy at the moment. what we (un)define as other performances are generally not researched extensively or seen as resistant to definition. (however, that we started with them doesn't mean that we thought they were enough to define any complicated design process. our supposition is, that, in any complicated design process, different types of design acts are incorporated, and this pertains to different levels of 'definedness' as well.)"

_in order to embody this conception of the other performances, we are substituting "virtual designer characters" in place of human decision makers. they collect and imply humane vagaries heuristics, tastes etc.
_another important factor is 'restricted randomness'. the idea here is, if you don't know the reasoning behind a principle, and if it seems to yield somehow random results then it might have a genuinely random portion and the way to 'imitate' it might be randomness.
_in spite of all the emphasis on noise and randomness, design games is essentially a knowledge intensive system. knowledge is incorporated by means of tools, characters and patterns and if design games will ever be a real designing system it should learn much more than what it currently knows.

[what design games currently doing will be on the next post, for the ones who are really interested, just have a look at these works: ]

bentley, p.j. and corne, d.w. (eds): creative evolutionary systems. academic press, london. (2002)
bentley, p.j. (ed): evolutionary design by computers. morgan kaufmann publishers, san francisco (1999)
caldas, l.g.: generation of energy-efficient architecture solutions applying gene_arch: an evolution-based generative design system. advanced engineering informatics archive volume 22 , issue 1 (2008)
bitterman, m.: intelligent design objects. phd dissertation, technical university delft (2009)
hong, l., mingxi, t.: evolutionary design in a multi-agent design environment. applied soft computing 6 pp207–220 (2006)
janssen, p.h.t.: a design method and computational architecture for generating and evolving building designs. phd dissertation, hong kong polytechnic university (2004)
xiyu, l., mingxi, t., frazer, j.: an eco-conscious housing design model based on co-evolution. advances in engineering software 36 pp115–125 (2005)
banerjee, a., quiroz, j., louis, s.: a model of creative design using collaborative interactive genetic algorithms. in: gero j., goel, a. (eds.): design computing and cognition '08, pp397-416 springer science + business media b.v. (2008)
nishino, h., sueyoshi, t., kagawa,t., utsumiya, k.: an interactive 3d graphics modeler based on simulated human immune system. journal of multimedia, vol. 3, no. 3, july 2008 (2008)
marin, p., bignon, j., lequay, h.: integral evolutionary design, integrated to early stage of architectural design process generative exploration of architectural envelope responding to solar passive qualities

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