By Clara Pizzuti, Giandomenico Spezzano
This publication constitutes the revised chosen papers of the ninth Italian Workshop on Advances in synthetic lifestyles and Evolutionary Computation held in Vietri sul Mare, Italy, in may possibly 2014, along side the twenty fourth Italian Workshop on Neural Networks, WIRN 2014.
The sixteen papers awarded were completely reviewed and chosen from forty submissions. They disguise the subsequent issues: synthetic neural networks; fuzzy inference platforms; tough set; approximate reasoning; and optimization tools similar to evolutionary computation, swarm intelligence, particle swarm optimization.
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Extra resources for Advances in Artificial Life and Evolutionary Computation: 9th Italian Workshop, WIVACE 2014, Vietri sul Mare, Italy, May 14-15, Revised Selected Papers
The Silhouette and Clusplot graph for the Haberman dataset after five generations with Revok Results after few iterations, as can be seen from plotted graphs, approximate well the real partitions of the two datasets. 6 Conclusions Revok is still a proof of concept and we need to test it with many more datasets, but clearly shows how IEC, along with compact visualization tools, can help users in clustering data by simply relying on their perceptual skills. Moreover, IEC can help users to ground the clustering process on their needs and knowledge (even if this knowledge is almost unconscious ).
Math. 20, 53–65 (1987) 17. : Genetic algorithm based clustering: a survey. In: First International Conference on Emerging Trends in Engineering and Technology, 2008. ICETET ’08, pp. 314–319 (2008) 18. : Interactive evolutionary computation: fusion of the capabilities of EC optimization and human evaluation. Proc. IEEE 89(9), 1275–1296 (2001) 19. : Interactive evolutionary computation and density-based clustering for data analysis. In: International Conference on Intelligent and Advanced Systems, 2007.
Embers of Caerus: Dynamic Ecology (2012). https://www. com/projects/forsakenstudios/embers-of-caerus-investor-prototype/ posts/248961 4. : Procedural content generation for games. ACM Trans. Multimedia Comput. Commun. Appl. 9(1), 1–22 (2013). cfm? 2422957, ISSN: 15516857 46 N. A. Pe˜ na 5. : Living Emerging Worlds for Games. MA thesis. School of Management and Engineering Vaud, Yverdon-les-Bains, Switzerland, Feb 2014 6. : Improved Noise Reference Implementation (2002). edu/ ∼perlin/noise/ 7. : Minecraft (2009).