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128                                                 12 Applications


               The use of GP in computer art can be traced back at least to the work
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            of Sims (Sims, 1991) and Latham. Jacob’s work (Jacob, 2000, 2001) pro-
            vides many examples. McCormack (2006) considers the recent state of play
            in evolutionary art and music. Many recent techniques are described in
            (Machado and Romero, 2008).
               Evolutionary music (Todd and Werner, 1999) has been dominated by
            Jazz (Spector and Alpern, 1994). An exception is Bach (Federman, Spark-
            man, and Watt, 1999). Most approaches to evolving music have made at
            least some use of interactive evolution (Takagi, 2001) in which the fitness
            of programs is provided by users, often via the Internet (Ando, Dahlsted,
            Nordahl, and Iba, 2007; Chao and Forrest, 2003). The limitation is al-
            most always finding enough people willing to participate (Langdon, 2004).
            Costelloe and Ryan (2007) tried to reduce the human burden. Algorithmic
            approaches are also possible (Cilibrasi, Vitanyi, and de Wolf, 2004; Inagaki,
            2002).
               One of the sorrows of AI is that as soon as it works it stops being AI (and
            celebrated as such) and becomes computer engineering. For example, the
            use of computer generated images has recently become cost effective and is
            widely used in Hollywood. One of the standard state-of-the-art techniques
            is the use of Reynold’s swarming “boids” (Reynolds, 1987) to create ani-
            mations of large numbers of rapidly moving animals. This was first used in
            Cliffhanger (1993) to animate a cloud of bats. Its use is now commonplace
            (herds of wildebeest, schooling fish, and even large crowds of people). In
            1997 Reynold was awarded an Oscar.
               Since 2003, EvoMUSART (the European Workshop on Evolutionary Mu-
            sic and Art) has been held every year along with the EuroGP conference as
            part of the EvoStar event.

            12.11     Compression

            Koza (1992) was the first to use genetic programming to perform compres-
            sion. He considered, in particular, the lossy compression of images. The idea
            was to treat an image as a function of two variables (the row and column
            of each pixel) and to use GP to evolve a function that matches as closely as
            possible the original. One can then use the evolved GP tree as a lossy com-
            pressed version of the image, since it is possible to obtain the original image
            by evaluating the program at each row-column pair of interest. The tech-
            nique, which was termed programmatic compression, was tested on one small
            synthetic image with good success. Programmatic compression was further
            developed and applied to realistic data (images and sounds) by Nordin and
            Banzhaf (1996).


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