Artificial evolution for computer graphics
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Genetic programming: on the programming of computers by means of natural selection
Genetic programming: on the programming of computers by means of natural selection
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fast approximation algorithms for multicommodity flow problems
Selected papers of the 23rd annual ACM symposium on Theory of computing
Evolutionary techniques in physical robotics
Creative evolutionary systems
Evolutionary Design by Computers with CDrom
Evolutionary Design by Computers with CDrom
Three generations of automatically designed robots
Artificial Life
Robot Dynamics Algorithm
Introduction to Algorithms
EH '99 Proceedings of the 1st NASA/DOD workshop on Evolvable Hardware
Multi-Objective Methods for Tree Size Control
Genetic Programming and Evolvable Machines
Evolution of complexity in real-world domains
Evolution of complexity in real-world domains
Evolutionary Body Building: Adaptive Physical Designs for Robots
Artificial Life
Evolving 3d morphology and behavior by competition
Artificial Life
PPSN'12 Proceedings of the 12th international conference on Parallel Problem Solving from Nature - Volume Part II
Maximum flow networks for stability analysis of LEGO®Structures
ESA'12 Proceedings of the 20th Annual European conference on Algorithms
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The most interesting results in Artificial Life come about when some aspect of reality is captured. In the mid-1990s, Karl Sims energized the AL community with his ground-breaking work on evolved moving creatures [28, 29]. The life-like behavior of Sims' creatures resulted from combining evolved morphology with a physics simulation based on Featherstone's earlier work [9]. The question that begged asking was: can a similar thing be done in the physical world? Can we make creatures that walk out of the computer screen and into the room? Two components were required: a language to evolve morphologies that have real-world counterparts, and a way to build them --- either in simulation or by automated building and testing. We set out to demonstrate that buildable evolution was possible using a readily available, cheap building system --- Lego bricks --- and an ad-hoc physics simulation that allowed us to study the interaction of the object with the physical world in silico; with respect to gravitational forces at least. The result [10, 14, 12, 13, 15, 16, 25, 23, 26, 24, 27] is a system that can evolve a variety of different shapes and is very easy to use, set up and replicate. Here I present an overview of the evolvable Lego structures project. Coinciding with the publication of this article, the source code is being released to the community (demo.cs.brandeis.edu/pr/buildable/source).