SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Tracking the Red Queen: Measurements of Adaptive Progress in Co-Evolutionary Simulations
Proceedings of the Third European Conference on Advances in Artificial Life
Genetic Programming and Evolvable Machines
Evolving Virtual Creatures and Catapults
Artificial Life
Artificial Life
Analysing co-evolution among artificial 3d creatures
EA'05 Proceedings of the 7th international conference on Artificial Evolution
Acquisition of swimming behavior on artificial creature in virtual water environment
ECAL'09 Proceedings of the 10th European conference on Advances in artificial life: Darwin meets von Neumann - Volume Part I
Open-ended behavioral complexity for evolved virtual creatures
Proceedings of the 15th annual conference on Genetic and evolutionary computation
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Virtual creatures operating in a physically realistic 3D environment, as originally introduced by Karl Sims, provide a challenging domain for artificial evolution. However, few coevolutionary experiments have been reported. Here we describe the results of our experiments on the evolution of physical combat among virtual creatures: essentially, we evolve creatures that trade blows with each other. While several authors have involved highly abstract forms of "combat" in their systems, this is (to our knowledge) the first example of realistic physical combat between virtual creatures, based on actual contact and physical damage. This poses the question of apportioning damage in a collision. Our solution is to assign damage proportionally to how much each colliding limb contributed to the occurrence and depth of the collision. Our system successfully evolves a wide range of morphologies and fighting behaviours, which we describe visually and verbally. As with our previous efforts, our source code is publicly available.