Artificial evolution for computer graphics
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Interactive spacetime control for animation
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Spacetime constraints revisited
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Genetic Algorithms in Search, Optimization and Machine Learning
Genetic Algorithms in Search, Optimization and Machine Learning
Evolutionary Art and Computers
Evolutionary Art and Computers
Design galleries: a general approach to setting parameters for computer graphics and animation
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Solve customers' problems: interactive evolution for tinkering with computer animation
SAC '00 Proceedings of the 2000 ACM symposium on Applied computing - Volume 1
ECAL '01 Proceedings of the 6th European Conference on Advances in Artificial Life
Creating choreography with interactive evolutionary algorithms
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part II
Aesthetic selection and the stochastic basis of art, design and interactive evolutionary computation
Proceedings of the 15th annual conference on Genetic and evolutionary computation
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In this paper I discuss an approach to the generation of entertaining animated motion, using a genetic algorithm. Genetic algorithms have been used successfully to optimize the physical behaviors of articulated stick figures and other animated creatures for goal-directed behavior. But an emphasis has not been put on the "optimization of expressivity", whereby an animator inserts him/herself into the optimizing loop to aesthetically influence the evolution of motion behavior in such figures. A technique for bringing both automatic and interactive evolution together into one tool is discussed as a means to bring evolutionary tools closer to the concerns of the character animator, who may be just as interested in developing amusing behaviors in a world of "Cartoon Laws", as in simulating realistic animals in a world of Newtonian physics.