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Dive into the research topics where Philip Hingston is active.

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Featured researches published by Philip Hingston.


IEEE Transactions on Evolutionary Computation | 2006

A review of multiobjective test problems and a scalable test problem toolkit

Simon Huband; Philip Hingston; Luigi Barone; R. Lyndon While

When attempting to better understand the strengths and weaknesses of an algorithm, it is important to have a strong understanding of the problem at hand. This is true for the field of multiobjective evolutionary algorithms (EAs) as it is for any other field. Many of the multiobjective test problems employed in the EA literature have not been rigorously analyzed, which makes it difficult to draw accurate conclusions about the strengths and weaknesses of the algorithms tested on them. In this paper, we systematically review and analyze many problems from the EA literature, each belonging to the important class of real-valued, unconstrained, multiobjective test problems. To support this, we first introduce a set of test problem criteria, which are in turn supported by a set of definitions. Our analysis of test problems highlights a number of areas requiring attention. Not only are many test problems poorly constructed but also the important class of nonseparable problems, particularly nonseparable multimodal problems, is poorly represented. Motivated by these findings, we present a flexible toolkit for constructing well-designed test problems. We also present empirical results demonstrating how the toolkit can be used to test an optimizer in ways that existing test suites do not


IEEE Transactions on Evolutionary Computation | 2006

A faster algorithm for calculating hypervolume

R. Lyndon While; Philip Hingston; Luigi Barone; Simon Huband

We present an algorithm for calculating hypervolume exactly, the Hypervolume by Slicing Objectives (HSO) algorithm, that is faster than any that has previously been published. HSO processes objectives instead of points, an idea that has been considered before but that has never been properly evaluated in the literature. We show that both previously studied exact hypervolume algorithms are exponential in at least the number of objectives and that although HSO is also exponential in the number of objectives in the worst case, it runs in significantly less time, i.e., two to three orders of magnitude less for randomly generated and benchmark data in three to eight objectives. Thus, HSO increases the utility of hypervolume, both as a metric for general optimization algorithms and as a diversity mechanism for evolutionary algorithms.


international conference on computer graphics and interactive techniques | 2007

Considerations for the design of exergames

Jeffrey Ronald Sinclair; Philip Hingston; Martin Masek

Exergaming is the use of video games in an exercise activity. In this paper we consider game design for successful exergames. To do this, we review the history of exergaming and the current state of research in this field. We find that there exists some research aimed at evaluating the physical and health characteristics of exergames, but research on how to design exercise games is still in the early stages. From an analysis of this information, and drawing on established principles from sports science for the prescription of exercise programs, we then attempt to identify success factors to guide designers of exergaming systems.


international conference on evolutionary multi criterion optimization | 2005

A scalable multi-objective test problem toolkit

Simon Huband; Luigi Barone; R. Lyndon While; Philip Hingston

This paper presents a new toolkit for creating scalable multi-objective test problems. The WFG Toolkit is flexible, allowing characteristics such as bias, multi-modality, and non-separability to be incorporated and combined as desired. A wide variety of Pareto optimal geometries are also supported, including convex, concave, mixed convex/concave, linear, degenerate, and disconnected geometries. n nAll problems created by the WFG Toolkit are well defined, are scalable with respect to both the number of objectives and the number of parameters, and have known Pareto optimal sets. Nine benchmark multi-objective problems are suggested, including one that is both multi-modal and non-separable, an important combination of characteristics that is lacking among existing (scalable) multi-objective problems.


IEEE Transactions on Computational Intelligence and Ai in Games | 2009

A Turing Test for Computer Game Bots

Philip Hingston

In this paper, a version of the Turing Test is proposed, to test the ability of computer game playing agents (ldquobotsrdquo) to imitate human game players. The proposed test has been implemented as a bot design and programming competition, the 2K BotPrize Contest. The results of the 2008 competition are presented and analyzed. We find that the Test is challenging, but that current techniques show promise. We also suggest probable future directions for developing improved bots.


congress on evolutionary computation | 2003

An evolution strategy with probabilistic mutation for multi-objective optimisation

Simon Huband; Philip Hingston; Lyndon While; Luigi Barone

Evolutionary algorithms have been applied with great success to the difficult field of multiobjective optimisation. Nevertheless, the need for improvements in this field is still strong. We present a new evolutionary algorithm, ESP (the Evolution Strategy with Probabilistic mutation). ESP extends traditional evolution strategies in two principal ways: it applies mutation probabilistically in a GA-like fashion, and it uses a new hyper-volume based, parameterless, scaling independent measure for resolving ties during the selection process. ESP outperforms the state-of-the-art algorithms on a suite of benchmark multiobjective test functions using a range of popular metrics.


congress on evolutionary computation | 2005

Heuristics for optimizing the calculation of hypervolume for multi-objective optimization problems

R. Lyndon While; Lucas Bradstreet; Luigi Barone; Philip Hingston

The fastest known algorithm for calculating the hypervolume of a set of solutions to a multi-objective optimization problem is the HSO algorithm (hypervolume by slicing objectives). However, the performance of HSO for a given front varies a lot depending on the order in which it processes the objectives in that front. We present and evaluate two alternative heuristics that each attempt to identify a good order for processing the objectives of a given front. We show that both heuristics make a substantial difference to the performance of HSO for randomly-generated and benchmark data in 5-9 objectives, and that they both enable HSO to reliably avoid the worst-case performance for those fronts. The enhanced HSO enable the use of hypervolume with larger populations in more objectives.


computational intelligence and games | 2010

A new design for a Turing Test for Bots

Philip Hingston

Interesting, human-like opponents add to the entertainment value of a video game, and creating such opponents is a difficult challenge for programmers. Can artificial intelligence and computational intelligence provide the means to convincingly simulate a human opponent? Or are simple programming tricks and deceptions more effective? To answer these questions, the author designed and organised a game bot programming competition, the BotPrize, in which competitors submit bots that try to pass a “Turing Test for Bots”. In this paper, we describe a new design for the competition, which will make it simpler to run, and, we hope, open up new opportunities for innovative use of the testing platform. We illustrate the potential of the new platform by describing an implementation of a bot that is designed to learn how to appear more human using feedback obtained during play.


australasian conference on interactive entertainment | 2009

Exergame development using the dual flow model

Jeffrey Ronald Sinclair; Philip Hingston; Martin Masek

Exergaming, the merger of exercise and video games, tries to use the engaging experience of playing a video game to help people achieve their exercise requirements. To guide the design of such games the dual flow model, an extension of the theory of flow to both mental and physical experience, has been proposed. This paper presents the development of an exergame system designed to demonstrate the validity of the dual flow model, along with initial results from a pilot trial. The results show that such a game system can be used to deliver the required exercise across a range of participants.


Genetic Programming and Evolvable Machines | 2008

The 2007 IEEE CEC simulated car racing competition

Julian Togelius; Simon M. Lucas; Ho Duc Thang; Jonathan M. Garibaldi; Tomoharu Nakashima; Chin Hiong Tan; Itamar Elhanany; Shay Berant; Philip Hingston; Robert M. MacCallum; Thomas Haferlach; Aravind Gowrisankar; Peter Burrow

This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process, we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.

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Luigi Barone

University of Western Australia

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R. Lyndon While

University of Western Australia

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Graham Kendall

University of Nottingham Malaysia Campus

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Lyndon While

University of Western Australia

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