This paper introduces a user-driven evolutionary algorithm based on Quality Diversity (QD) search. During a design session, the user iteratively selects among presented alternatives and their selections affect the upcoming results. We aim to address two major concerns of interactive evolution: (a) the user must be presented with few alternatives, to reduce cognitive load; (b) presented alternatives should be diverse but similar to the previous user selection, to reduce user fatigue. To address these concerns, we implement a variation of the MAP-Elites algorithm where the presented alternatives are sampled from a small region (window) of the behavioral space. After a user selection, the window is centered on the selected individual's behavior characterization, evolution selects parents from within this window to produce offspring, and new alternatives are sampled. Essentially we define an adaptive system of local QD, where the user's selections guide the search towards specific regions of the behavioral space. The system is tested on the generation of architectural layouts, a constrained optimization task, leveraging QD through a two-archive approach. Results show that while global exploration is not as pronounced as in MAP-Elites, the system finds more appropriate solutions to the user's taste, based on experiments with controllable artificial users.
翻译:本文介绍了一种基于品质多样性(QD)搜索的用户驱动进化算法。在设计过程中,用户迭代地从给定的替代方案中选择,并且他们的选择会影响接下来的结果。我们的目标是解决交互式演化的两个主要问题:(a)必须向用户呈现少量替代方案来减少认知负荷;(b)呈现的替代方案应具有多样性,但与先前用户选择相似,以减轻用户疲劳。为了解决这些问题,我们实现了 MAP-Elites算法的变体,在这种算法中,呈现的替代方案是从行为空间的一个小区域(窗口)中采样得到的。在用户选择后,该窗口置于所选个体的行为特征上,演化从该窗口内选择父代以产生后代,并采样新的替代方案。本质上,我们定义了一个自适应的本地QD系统,其中用户的选择将搜索引导到行为空间的特定区域。我们使用 QD 的双档案方法测试了系统在生成建筑布局方面的性能,这是一种受约束的优化任务。结果表明,虽然全局探索不如 MAP-Elites 那样突出,但该系统根据可控的人工用户的实验找到更适合用户口味的解决方案。