Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Dynamic simulation of autonomous legged locomotion
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Genetic algorithms + data structures = evolution programs (3rd ed.)
Genetic algorithms + data structures = evolution programs (3rd ed.)
The ant colony optimization meta-heuristic
New ideas in optimization
Generating flying creatures using body-brain co-evolution
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
breve: a 3D environment for the simulation of decentralized systems and artificial life
ICAL 2003 Proceedings of the eighth international conference on Artificial life
Evolving 3d morphology and behavior by competition
Artificial Life
Animated drawings rendered by genetic programming
Proceedings of the 11th Annual conference on Genetic and evolutionary computation
In silicon no one can hear you scream: evolving fighting creatures
EuroGP'08 Proceedings of the 11th European conference on Genetic programming
Evolution of vision capabilities in embodied virtual creatures
Proceedings of the 12th annual conference on Genetic and evolutionary computation
Proceedings of the 13th annual conference on Genetic and evolutionary computation
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
Evolving flexible joint morphologies
Proceedings of the 14th annual conference on Genetic and evolutionary computation
Open-ended behavioral complexity for evolved virtual creatures
Proceedings of the 15th annual conference on Genetic and evolutionary computation
Hi-index | 0.00 |
We present a system that can evolve the morphology and the controller of virtual walking and block-throwing creatures (catapults) using a genetic algorithm. The system is based on Sims' work, implemented as a flexible platform with an off-the-shelf dynamics engine. Experiments aimed at evolving Sims-type walkers resulted in the emergence of various realistic gaits while using fairly simple objective functions. Due to the flexibility of the system, drastically different morphologies and functions evolved with only minor modifications to the system and objective function. For example, various throwing techniques evolved when selecting for catapults that propel a block as far as possible. Among the strategies and morphologies evolved, we find the drop-kick strategy, as well as the systematic invention of the principle behind the wheel, when allowing mutations to the projectile.