SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Facilitating evolutionary innovation by developmental modularity and variability
Proceedings of the 11th Annual conference on Genetic and evolutionary computation
JSEL: jamming skin enabled locomotion
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Fully decentralized control of a soft-bodied robot inspired by true slime mold
Biological Cybernetics
Computer-automated evolution of an x-band antenna for nasa's space technology 5 mission
Evolutionary Computation
ECAL'09 Proceedings of the 10th European conference on Advances in artificial life: Darwin meets von Neumann - Volume Part I
ECAL'09 Proceedings of the 10th European conference on Advances in artificial life: Darwin meets von Neumann - Volume Part I
Autonomous Self-Reconfiguration of Modular Robots by Evolving a Hierarchical Mechanochemical Model
IEEE Computational Intelligence Magazine
Co-evolution of morphology and control of soft-bodied multicellular animats
Proceedings of the 14th annual conference on Genetic and evolutionary computation
Proceedings of the 15th annual conference on Genetic and evolutionary computation
Growing and evolving soft robots
Artificial Life
Hi-index | 0.00 |
We show how a biologically inspired model of multicellular development combined with a simulated evolutionary process can be used to design the morphologies and controllers of soft-bodied virtual animats. An animat's morphology is the result of a developmental process that starts from a single cell and goes through many cell divisions, during which cells interact via simple physical rules. Every cell contains the same genome, which encodes a gene regulatory network (GRN) controlling its behavior. After the developmental stage, locomotion emerges from the coordinated activity of the GRNs across the virtual robot body. Since cells act autonomously, the behavior of the animat is generated in a truly decentralized fashion. The movement of the animat is produced by the contraction and expansion of parts of the body, caused by the cells, and is simulated using a physics engine. Our system makes possible the evolution and development of animats that can run, swim, and actively navigate toward a target in a virtual environment.