Collaborative creativity is traditionally supported by formal techniques, such as brainstorming. These techniques improve the idea-generation process by creating group synergies, but also suffer from a number of negative effects [12]. Current electronic tools to support collaborative creativity overcome some of these problems, but introduce new ones, by either losing the benefits of face-to-face communication or the immediacy of simultaneous contribution.Using an interactive environment as a test bed, we are investigating how collaborative creativity can be supported electronically while maintaining face-to-face communication. What are the design-factors influencing such a system?We have designed a brainstorming application that uses an interactive table and a large wall display, and compared the results of using it to traditional paper-based brainstorming in a user study with 30 participants. From the considerations that went into the design and the observations during the study we derive a number of design guidelines for collaborative systems in interactive environments.
Players of coevolutionary games may update not only their strategies but also their networks of interaction. Based on interpreting the payoff of players as fitness, dynamic landscape models are proposed. The modeling procedure is carried out for Prisoner's Dilemma (PD) and Snowdrift (SD) games that both use either birth-death (BD) or death-birth (DB) strategy updating. The main focus is on using dynamic fitness landscapes as a mathematical model of coevolutionary game dynamics. Hence, an alternative tool for analyzing coevolutionary games becomes available, and landscape measures such as modality, ruggedness and information content can be computed and analyzed. In addition, fixation properties of the games and quantifiers characterizing the interaction networks are calculated numerically. Relations are established between landscape properties expressed by landscape measures and quantifiers of coevolutionary game dynamics such as fixation probabilities, fixation times and network properties.
Abstract-The population-based incremental learning (PBIL) algorithm is a combination of evolutionary optimization and competitive learning. Recently, the PBIL algorithm has been applied for dynamic optimization problems. This paper investigates the effect of the learning rate, which is a key parameter of PBIL, on the performance of PBIL in dynamic environments. A hyper-learning scheme is proposed for PBIL, where the learning rate is temporarily raised whenever the environment changes. The hyper-learning scheme can be combined with other approaches, e.g., the restart and hypermutation schemes, for PBIL in dynamic environments. Based on a series of dynamic test problems, experiments are carried out to investigate the effect of different learning rates and the proposed hyper-learning scheme in combination with restart and hypermutation schemes on the performance of PBIL. The experimental results show that the learning rate has a significant impact on the performance of the PBIL algorithm in dynamic environments and that the effect of the proposed hyper-learning scheme depends on the environmental dynamics and other schemes combined in the PBIL algorithm.
The generalized Hénon maps (GHM) are discrete-time systems with given finite dimension, which show chaotic and hyperchaotic behavior for certain parameter values and initial conditions. A study of these maps is given where particularly higher-dimensional cases are considered.
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