
Tatsuo UnemiSoka University · Faculty of Science and Engineering
Tatsuo Unemi
Doctor of Engineering
About
79
Publications
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581
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Introduction
Additional affiliations
April 2015 - April 2017
April 2012 - present
April 1995 - March 2012
Education
April 1978 - March 1980
April 1974 - March 1978
Publications
Publications (79)
The author extended his individual-based epidemic simulator [1] so as to handle a number of different types of vaccination and virus variants. To simulate epidemic dynamics on the infection network among people, this system manages a large number of individuals moving in a two dimensional space for gatherings and long distance jumps. The main objec...
From a view point of Artificial Life researches, a multi-agent based ecological simulation will be helpful to understand the dynamics of epidemic. The authors developed an individual-based simulator in which the user is allowed to set the parameter values and to examine what would go on in a virtual population of tens or more thousands of individua...
Arguably, El Niño-Southern Oscillation (ENSO) is the most influential climatological phenomenon that has been intensively researched during the past years. Currently, the scientific community knows much about the underlying processes of ENSO phenomenon, however, its predictability for longer horizons, which is very important for human society and t...
The simulation of crowds constitutes a useful technique for improving the appearance of CG animations in films and computer games. Since it would look weird if the faces of all the simulated people look exactly the same, there is a need to develop generative algorithms that can automatically generate a wide variety of individual faces. Such algorit...
Late Breaking results from our agent-based simulation on evolution of a side of sexual orientation.
Arguably, El Niño-Southern Oscillation (ENSO) is the most influential climatological phenomenon that has been intensively researched during the past years. Currently, the scientific community knows much about the underlying processes of ENSO phenomenon, however, its predictability for longer horizons, which is very important for human society and t...
Studies on evolution of sexual dimorphism are including useful suggestions to understand more deeply not only the ecological diversity in the nature but also the gender diversity in the human society. Here we present the design of our individual-based evo-eco simulator targeting an evolutionary process on sexual appearance, preference, and dimorphi...
Love and sex are popular topics of human's and at any place on the earth. of artistic activity such as poem itself is made up of relation between persons attracted each other. that the word "beauty" is typically applied to women, it can be assumed that attractiveness is one of the origins of aesthetics from a view For a scientific research to seek...
The purpose of this work is to develop an artificial agent which can entertain human by drawing together and keeping the interaction for a long time. In this paper, we focused on extending duration of human-agent drawing instead of measuring enjoyment directly and increasing it. We assumed that two parameters which determine virtual agent's drawing...
Mating is an essential behavior for animals including humans who rely on sexual reproduction. Here we present the design and some results of our multi-agent-based simulation targeting an evolutionary process of appearance, preference, and mating strategies, as a model of human life. A person's evaluation for neighbors to find the best partner does...
The author has been conducting a project named Daily Evolved Animations since 2011 in which the computer automatically produces ten short animations everyday using a technique of evolutionary computing. Though the author carefully designed the fitness criterion based on computational aesthetic measures, it does still not always fit with the human’s...
Discussions on the machine that makes art from a view point of an evolutionary art practitioner.
The authors' latest artwork entitled Visual Liquidizer or Virtual Merge is a new form of audio-visual interactive installation that displays a deformed dynamic images of visitors as if their bodies become liquidized, scattered, and mixed. It is intended to provide a virtual experience of deeper contact with the other persons. The basic idea was ins...
Cooperation or defection and participation or withdrawal are well-known options of behavior in game-like activities in free societies, yet the co-evolutionary dynamics of these behavioral traits in the individual level are not well understood. Here we investigate the continuous voluntary public good game, in which individuals have two types of cont...
This paper proposes a system model for studying the effects of computers cooperating with humans in drawing a subject together on the same canvas. We present our hypotheses, partly drawn from a preliminary experiment with ten subjects. It is a part of our plan in wider experiments on the subjects. We propose two questions; (1) "How does the drawing...
This paper presents a method to apply a type of swarm simulation to generate interesting patterns of deformation that provides an experience to visitors as if their bodies were liquidized. Utilizing a combination of two different types of swarm formation algorithms, BOIDS and ANT; it is possible to focus the deformation only on the part of visitors...
This article describes a detail of the authors' artwork entitled Visual Liquidizer or Virtual Merge, an interactive audio-visual installation inspired by an imaginary drug in a science fiction entitled Wetware by Rudy Rucker. This drug temporarily liquidizes the taker's body, which causes a type of tripping experience by mixing bodies of a couple o...
Evolutionary computing based on computational aesthetic measure as fitness criteria is one of the possible methods to let the machine make art. The author developed and set up a computer system that produces
ten short animations consisting sequences of abstract images and sound effects everyday. The produced pieces are published on the internet usi...
To extend an evolutionary art to be interactive with visitors, we introduced a mechanism to mix the visitor’s image captured by the live camera and the image produced by the automated evolutionary process. This is the shallowest connection between the production process and the action of visitors, but it’s more enjoyable than the one-way effect whe...
Human beings have behavioral flexibility based on a general faculty of planning for future events. This paper describes the first stage of a study on the evolution of planning abilities. A blocks world problem is used as a task to be solved by the agents, and encode an inherent planning parameter into the genome. The result of computer simulation s...
Owing to recent innovations in computer hardware, it has become possible to implement automated evolution to produce interesting abstract images based on computational aesthetic measures for fitness criteria within a feasible time using a personal computer. The present paper proposes extensions of aesthetic measures for the domain of evolutionary a...
Which punishment or rewards are most effective at maintaining cooperation in public goods interactions and deterring defectors who are willing to freeload on others' contribution? The sanction system is itself a public good and can cause problematic "second-order free riders" who do not contribute to the provisions of the sanctions and thus may sub...
Human beings have behavioral flexibility based on a general faculty of planning for future events. This paper describes the first stage of a study on the evolution of planning abilities. A blocks world problem is used as a task to be solved by the agents, and encode an inherent planning parameter into the genome. The result of computer simulation s...
SBART was developed in early 1990's as one of the derivatives from Artificial Evolution by Karl Sims. It has a functionality to create a movie from a bred image through post-processing. The innovation of graphics processing unit (GPU) in these years improved the calculation performance to be fast enough to realize breeding animations in realtime on...
This chapter describes a basic framework of simulated breeding, a type of interactive evolutionary computing to breed artifacts, whose origin is Blind Watchmaker by Dawkins. These methods make it easy for humans to design a complex object adapted to his/her subjective criteria, just similarly to agricultural products we have been developing over th...
Identity SA is an interactive and generative installation that combines a swarm-based simulation with real time camera based interaction. The agents' distributions are transformed into painterly images by employing a variety of different vi- sualization techniques and styles. Camera based interaction is based on a simple motion detection algorithm...
Voluntary participation in public goods games (PGGs) has turned out to be a simple but effective mechanism for promoting cooperation under full anonymity. Voluntary participation allows individuals to adopt a risk-aversion strategy, termed loner. A loner refuses to participate in unpromising public enterprises and instead relies on a small but fixe...
Cooperation, defection, nonparticipation and withdrawal are
The emergence of maintenance of cooperation by natural selection is an enduring puzzle in biology and social sciences. In social dilemmas, cooperators produce a common benefit at some cost to themselves while defectors exploit the benefit without cost. This results in ubiquitous conflicts of interest between the individual and the community. Such s...
The emergence and maintenance of cooperation by natural selection is an enduring puzzle in
biology and social sciences, which has been studied using a variety of game theoretical models such as the
Prisoner’s Dilemma and the Chicken game. Here, we propose a new general framework for cooperation in
social dilemmas in which all traditional scenarios...
The project MediaFlies implements an interactive multi-agent system that incorporates flocking and synchronization in order to generate a constantly changing visual output. It relies on prerecorded or life video material, which is fragmented and recombined via the agents'activities. Users influence these visuals via video based tracking and thereby...
This paper presents a new feature embedded in SBART to breed a deformed movie and an expanded image from a movie. To realize these functions, two new nonterminals for a GP-style genotype are introduced. Each of them takes one argument of a three-dimensional vector and returns a colour value picked up from the source movie. The boxel method interpre...
This paper describes our first trial to build a prototype of support system for font design utilizing the technique of Interactive Evolutionary Computation. The target domain is Japanese Katakana constructed from very simple stroke elements. Some parameters for drawing elements are encoded on the genome of each candidate individual. Starting from t...
This paper attempts to model the dynamics of war and peace in a virtual world to deepen our understanding why wars continue arising in spite of many peace keeping eorts. Land is modelled as a toroidal plain divided into square grid. Each nation consists of several villages that own a limited number of adjoining tiles of grids. A nation sometimes in...
This paper presents a design of support system for musical composition based on Simulated Breeding. In our system named SBEAT3, each individual in the population is a short musical section of sixteen beats including 23 parts, thirteen solos, two chords and eight percussions.
A basic framework of Simulated Breeding, a type of interactive evolutionary computing to breed artifacts of which origin is Blind Watchmaker by R. Dawkins is considered. These methods, make it easy for humans; to design a complex object adapted to his/her subjective criteria, just similar to agricultural products that we have been developing over t...
This paper describes a design of genetic encoding of short score of music for Interactive Evolutionary Computation.
This paper proposes a method of Interactive Evolutionary Computation (IEC) for large scale target domains of which structure is well organized. In general, It is effective to divide a large problem into a number of sub-problems to solve it efficiently. For IEC tools, it becomes possible by adding a GUI-based facility for the user to indicate some p...
In this article, the author gives an overview of SBART 2.4, an interactive system used to create two-dimensional images, collages and movies. The system, one of the successors of Karl Sims's system, runs on a small computer that uses a function to calculate the color value of each pixel as a genotype. All of the ranges and domains are three-dimensi...
This paper presents the design of new personal computer tool for interactive composition and play. The tool, named SBEAT, utilizes MIDI technology and is based on Simulated Breeding, an optimization technique from Evolutionary Computing, combined with a method of fractal composition. An individual, the unit of breeding, is a bar of sixteen beats in...
This paper presents a design of support system for music composition based on Simulated Breeding, a type of interactive optimization technique of Evolutionary Computing. In our prototype system named Sbeat, each individual in the population is a short music section of sixteen beats including three parts, guitar, bass, and drums. The melody and rhyt...
Reinforcement learning is a framework to learn from delayed reward and punishment for a model of both animal and robot learning. To make it more practical to design an intelligent machine, it would be better to be able to combine with human knowledge. This paper presents a method to introduce such a knowledge into a reinforcement learning system by...
This paper describes an overviewof the inside of SBART 2.4, an interactive tool to create an abstract 2D images, collage, and movies. It is oneof the successorsof Karl Sims' system running on a small size computer, which uses af()xOx5 to calculate the color valuefu each pixel as a genotype. Allof the ranges and domains are three dimensional vectors...
This paper describes some results of our computer simulation concerning eecological competition on the target area of seed dispersal. It is better for any kinds of plants to disperse their seeds as far as possible because it might spread in new frontier earlier than the others. But, it would be better to put the seeds down just at the neighbor posi...
. Reinforcement learning is a frameworkt learn from delayed reward/punishment for a model of bot animal and robot learning. To make it morepract9Lfi t design an int#9739L t machine,it would be bet59 t be ablet combine wit human knowledge. This paper present amet5 dt o int7 duce such a knowledge int a reinformcement learning systi by embeddingit as...
Proposes a method to embed a function to create a type of collage
into an application of interactive evolutionary computing for artistic
computer graphics (CG) design named SBART (Simulated Breeding for ART).
It is an application of the simulated breeding method, which is an
extended popular version of K. Sims' (Computer Graphics, vol. 25, no. 4,
p...
Proposes a reinforcement learning method based on memorizing and
retrieving episodes of the learner's own experiences. The results of the
computer simulation on a simple but typical non-Markovian environment is
shown to clarify the performance. An instance-based reinforcement
learning method previously proposed by Unemi (1992) is also based on the...
This paper describes an experimental result on evolutionary processes of learning agents in a multi-agent environment, under our objective to propose an orientation toward a feasible design of a group of autonomous mobile robots that can evolve in the software level. After the work of L steps, each agent gathers the degree of task achievement and t...
This paper presents a behavior-decision method using intention
inference to facilitate cooperation among multiple mobile robots. The
robots infer the intentions of other robots by observing their behaviors
to settle conflicts and to cooperate in accomplishing tasks. If the
inference rules used by the robots are made similar to the rules human
use,...
A robust real-time planning and control system against the
fuzziness, mainly caused by the behavior of the users, is proposed in
this paper. The planner of the system constructs a tree-structured plan
by a best-first algorithm giving priority to the reliable paths, and
memorizes it. Based on the sensory information about the users, the
controller e...
It is desirable that agents can determine themselves the next
action to execute, using fast and feasible learning algorithm to adapt
itself the dynamic environments. The reinforcement learning method is
suitable for learning in an a priori known environment. We have improved
IBRL1 (Instance-Based Reinforcement Learning 1), which is based on the
ins...
This paper describes a behavior-decision method using intention
inference for multiple mobile robots. The robots infer other robots'
intentions from observation of the situation and others' behavior to
settle conflicts and cooperate in accomplishing the tasks. Since this
method frees the robots from detailed communication, it saves costs.
Also the...
A method for intention inference from the human's behavior is
proposed for intelligent robots who carry out a simple task
cooperatively with human, without complex communication. The system is
composed of three levels; perception, recognition and intention
inference. At perception level, robots get the physical information
about the environment inc...
This paper presents the underlying consideration during three years' work at the authors' laboratory. The theme is human-friendly robot system that lives together with human. The keyword is symbiosis among human and robots. The philosophical issue we should mention is on the suitable relation between them in the future. First, historical considerat...
An experimental prototype system including distributed autonomous mobile robots capable of cooperating with a human is demonstrated to show one of the orientations toward building a human friendly robot system. The task is to rearrange some desks and chairs in a miniature meeting room. All the various types of robot are unique and a similar one pla...
This paper describes the first stage of our study on evolution of learning abilities. We use a simple maze exploration problem designed by R. Sutton as the task of each individual, and encode the inherent leaning parameters on the genome. The learning architecture we use is a one step Q-learning using look-up table, where the inherent parameters ar...
Our research's main objective is to design an architecture
prototype to govern an intelligent robot which can work quickly and
efficiently in a vague dynamical environment, typically where various
robots and human cooperate each other to accomplish a common global
goal. To realize such kind of system, a new planning and control
architecture with ab...
In this paper, we propose a concept of symbiotic robot system with
human, as well as a method for intention inference from the human's
behavior for intelligent robots who carry out a simple task
cooperatively with human, without complex communication. The robots get
instantaneous data about the environment, including human, from sensors,
and transl...
This paper describes an experimental result on evolutionary processes of learning agents in a multi-agent environment, under our objective to propose an orientation toward a feasible design of a group of autonomous mobile robots that can evolve in the software level. After the work of a constant of steps, each agent gathers the degree of task achie...
: This paper describes a design of graphical user interface for a simulated breeding tool with multifield. The term field is used here as a population of visualized individuals that are candidates of selection. Multi-field interface enables the user to breed his/her favorite phenotypes by selection independently in each field, and he/she can copy a...
We propose an instance-based learning algorithm named IBRL3 which acquires some kind of control rules not to fail in a dynamic environment, and we examine its performance via application to the cart-pole balancing problem. In this algorithm, a tuple of input, output and preference value of each execution cycle are stored in memory verbatim, and the...
Cycles is an interactive installation that establishes an intimate rela-tionship between the visitor's physical body and simulated organisms. It explores notions of transience and identity that draw inspiration from Buddhist philosophy. Cycles creates a situation that causes the visitor to experience his or her own body in a state of mutability and...
This paper describes a new version of "Flocking Orchestra" that generates a type of music through inter-action among flocking agents and human visitors. The agents move through a virtual 3D space and respond to the visitor's motions within the observation range of camera. Each agent controls a MIDI instrument whose play depends on the agent's state...
Simulations of swarm behavior have been employed as a generative processes in many musical and artistic realizations. Despite this popularity, the application of swarm simulations as a visual and interactive component for stage performances seems to be very rare. This paper tries to show that swarm simulations can be em-ployed as flexible and fasci...
This paper presents an interactive installation that employs flocking algorithms to produce music and visuals. The user's motions are captured by a video camera and influence the flocks behaviour. Each agent moving in a virtual 3D space controls a MIDI instrument whose playing style depends on the agent's state. In this system, the user acts as a c...
Identity SA is an interactive and generative installation that combines a swarm-based simulation with real time camera based interaction. The agents' distributions are transformed into "painterly" images by employing a variety of different visualization techniques and styles, such as texture surfaces, short line segments, font glyphs, curved lines,...
The project MediaFlies realizes an interactive multi agent system, which remixes life and prerecorded audio and video material. Agents engage in flocking and behavior synchronization and thereby control the material's continuously changing fragmentation and rearrangement. Visitors can influence the agents' behaviors via a video tracking system and...
This paper presents a design of support system for mu- sical composition based on Simulated Breeding. In our system named SBEAT3, each individual in the popula- tion is a short musical section of sixteen beats including 23 parts, thirteen solos, two chords and eight percus- sions.The melody and rhythm are generated by a type of recursive algorithm...
"Identity SA" is a interactive and generative installation that combines a swarm-based simulation with real time camera based interaction that we presented at GA conference 2007. We extended it by embedding two methods to generate sounds and music from pre-recorded sampled sounds. One is to let agent trigger sounds at intervals that are synchronize...
This paper presents an alternative trial to simulate an evolutionary process of a developmental system for multi-cellular organisms. A simplified growth model of multi-cellular plants in two-dimensional (2D) and three-dimensional (3D) Euclidean space is proposed where the size and shape of each cell are fixed. Rules of growth are encoded as genes o...