On the complexity of assembly partitioning
Information Processing Letters
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Niching methods for genetic algorithms
Niching methods for genetic algorithms
Three generations of automatically designed robots
Artificial Life
Noise and the Reality Gap: The Use of Simulation in Evolutionary Robotics
Proceedings of the Third European Conference on Advances in Artificial Life
Evolution of complexity in real-world domains
Evolution of complexity in real-world domains
Generative representations for evolutionary design automation
Generative representations for evolutionary design automation
Demonstrating the evolution of complex genetic representations: an evolution of artificial plants
GECCO'03 Proceedings of the 2003 international conference on Genetic and evolutionary computation: PartI
Evolutionary fabrication: the emergence of novel assembly methods in artificial ontogenies
GECCO '05 Proceedings of the 7th annual workshop on Genetic and evolutionary computation
Dynamical blueprints: exploiting levels of system-environment interaction
Proceedings of the 9th annual conference on Genetic and evolutionary computation
Division blocks and the open-ended evolution of development, form, and behavior
Proceedings of the 9th annual conference on Genetic and evolutionary computation
Virtual prototyping of automated manufacturing systems with Geometry-driven Petri nets
Computer-Aided Design
Research frontier: the evolution of swarm grammars-growing trees, crafting art, and bottom-up design
IEEE Computational Intelligence Magazine
Evolving heterochrony for cellular differentiation using vector field embryogeny
Proceedings of the 12th annual conference on Genetic and evolutionary computation
Blindbuilder: a new encoding to evolve lego-like structures
EuroGP'06 Proceedings of the 9th European conference on Genetic Programming
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Artificial Ontogenies, which are inspired by biological development, have been used to automatically generate a wide array of novel objects, some of which have recently been manufactured in the real world. The majority of these evolved designs have been evaluated in simulation as completed objects, with no attention paid to how, or even if, they can be realistically built. As a consequence, significant human effort is required to transfer the designs to the real world. One way to reduce human involvement in this regard is to evolve how to build rather than what to build, by using prescriptive rather than descriptive representations. In the context of Artificial Ontogenies, this requires what we call Situated Development, in which an object's development occurs in the same environment as its final evaluation. Not only does this produce sufficient information on how to build evolved designs, but it also ensures that only buildable designs are evolved. In this paper we explore the consequences of Situated Development, and demonstrate how it can be incorporated into Artificial Ontogenies in order to generate buildable objects, which can be sequentially assembled in a realistic 3-D physics environment.