Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Adaptation in natural and artificial systems
Adaptation in natural and artificial systems
The garden in the machine: the emerging science of artificial life
The garden in the machine: the emerging science of artificial life
Introduction to artificial life
Introduction to artificial life
Artificial life for computer graphics
Communications of the ACM
Evolution of Parallel Cellular Machines: The Cellular Programming Approach
Evolution of Parallel Cellular Machines: The Cellular Programming Approach
Artificial Life: An Overview
Artificial Life: A Report from the Frontier Where Computers Meet Biology
Artificial Life: A Report from the Frontier Where Computers Meet Biology
Artificial Worlds: Computers, Complexity, and the Riddle of Life
Artificial Worlds: Computers, Complexity, and the Riddle of Life
Genetic Programming III: Darwinian Invention & Problem Solving
Genetic Programming III: Darwinian Invention & Problem Solving
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As defined by Langton (1992), "Artificial Life (AL, or Alife) is a new discipline that studies 'natural' life by attempting to recreate biological phenomena, from scratch, within computers and other 'artificial' media. AL complements the traditional analytic approach of traditional biology with a synthetic approach in which, rather than studying biological phenomena by taking apart living organisms to see how they work, one attempts to put together systems that behave like living organisms."