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Artificial/Virtual Life

virtual life articlevirtual life bookLife in Digital Space. Bots, Biota, and Virtual Pets.
by Bruce Damer.
Chapter in his book Avatars! Exploring and building Virtual Worlds on the Internet. Bruce Damer, Peachpit Press, Berkeley 1998

 

Artificial Evolution

Artificial evolution is the computer simulation of evolution where various digital creatures compete with each other for survival. The more successful survive and reproduce, passing on their virtual DNA to their offspring. With mutations, the offspring can become more or less successful than their parents. Based on these mutations and survival of the fittest, the generations of creatures evolve over time.


virtual life article"Evolving Virtual Creatures"
K.Sims, Computer Graphics (Siggraph '94 Proceedings), July 1994, pp.15-22.
"Abstract: This paper describes a novel system for creating virtual creatures that move and behave in simulated three-dimensional physical worlds. The morphologies of creatures and the neural systems for controlling their muscle forces are both generated automatically using genetic algorithms. Different fitness evaluation functions are used to direct simulated evolutions towards specific behaviors such as swimming, walking, jumping, and following. A genetic language is presented that uses nodes and connections as its primitive elements to represent directed graphs, which are used to describe both the morphology and the neural circuitry of these creatures. This genetic language defines a hyperspace containing an indefinite number of possible creatures with behaviors, and when it is searched using optimization techniques, a variety of successful and interesting locomotion strategies emerge, some of which would be difficult to invent or build by design."

virtual life article"Evolving 3D Morphology and Behavior by Competition"
K.Sims, Artificial Life IV Proceedings, ed.by Brooks & Maes, MIT Press, 1994, pp.28-39.
"Abstract: This paper describes a system for the evolution and co-evolution of virtual creatures that compete in physically simulated three-dimensional worlds. Pairs of individuals enter one-on-one contests in which they contend to gain control of a common resource. The winners receive higher relative fitness scores allowing them to survive and reproduce. Realistic dynamics simulation including gravity, collisions, and friction, restricts the actions to physically plausible behaviors.

The morphology of these creatures and the neural systems for controlling their muscle forces are both genetically determined, and the morphology and behavior can adapt to each other as they evolve simultaneously. The genotypes are structured as directed graphs of nodes and connections, and they can efficiently but flexibly describe instructions for the development of creatures’ bodies and control systems with repeating or recursive components. When simulated evolutions are performed with populations of competing creatures, interesting and diverse strategies and counter-strategies emerge."

virtual life articleEmergence of Collective Behavior in Evolving Populations of Flying Agents
a paper in the Proceedings of the Genetic and Evolutionary Computation Conference (GECCO-2003), published by Springer-Verlag
Abstract: We demonstrate the emergence of collective behavior in two evolutionary computation systems, one an evolutionary extension of a classic (highly constrained) flocking algorithm and the other a relatively un-constrained system in which the behavior of agents is governed by evolved computer programs. We describe the systems in detail, document the emergence of collective behavior, and argue that these systems present new opportunities for the study of group dynamics in an evolutionary context.

 

Flocking

Flocking is the behavior of a creature where its movement is influenced by nearby creatures in its group and likewise its movement influences them. Such behavior appears in nature in fish shoals and bird flocks.

virtual life article"Flocks, Herds, and Schools: A Distributed Behavioral Model"
The SIGGRAPH '87 boids paper by Craig Reynolds.
"Abstract: The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually. The simulated flock is an elaboration of a particle system, with the simulated birds being the particles. The aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock; the birds choose their own course. Each simulated bird is implemented as an independent actor that navigates according to its local perception of the dynamic environment, the laws of simulated physics that rule its motion, and a set of behaviors programmed into it by the "animator." The aggregate motion of the simulated flock is the result of the dense interaction of the relatively simple behaviors of the individual simulated birds."

 

Neural Networks

Neural networks attempt to model the human brain by simulating in software neurons. Neurons are linked to certain of their neighbors via different coefficients of connectivity representing the strength of the connection. The neural network can learn by adjusting the strength of these connections to get the overall network to generate appropriate output.

virtual life articleArtificial Neural Networks
Daniel Klerfors   
"Purpose: This report is intended to review and help the reader understand what Artificial Neural Networks are, how they work, and where they are currently being used. This project is a result of an assignment in AI. The report is a non-technical report, thereby it does not go into depth with mathematical formulas, but tries to give a more general understanding."

 

Fractals

A geometric pattern that is repeated at ever smaller scales is called a fractal; they are used to produce irregular shapes and surfaces that cannot be represented by classical geometry.   Irregular patterns as well as structures in nature are frequently modeled via computer as fractals.

virtual life articleFractal Geometry
Michael Frame, Benoit Mandelbrot, and Nial Neger. Yale University. June 18, 2004
"This is a collection of pages meant to support a first course in fractal geometry for students without especially strong mathematical preparation, or any particular interest in science. Each of the topics contains examples of fractals in the arts, humanities, or social sciences; these and other examples are collected in the panorama."


Evolutionary Art

Evolutionary Art exploits the process of evolution to create an artwork which continually changes according to an evolutionary algorithm.

virtual life bookEvolutionary Art and Computers
by Stephen Todd, William Latham. 1992, Academic Press
This lavishly illustrated book explains the mathematical and graphical techniques used to generate the stunningly beautiful and wierd images of evolutionary art constructed via evolutionary algorithms.


virtual life bookToward a Practice of Autonomous Systems: Proceedings of the First European Conference on Artificial Life
by Francisco J. Varela, Paul Varela

Artificial life embodies a recent and important conceptual step in modem science: asserting that the core of intelligence and cognitive abilities is the same as the capacity for living. The recent surge of interest in artificial life has pushed a whole range of engineering traditions, such as control theory and robotics, beyond classical notions of goal and planning into biologically inspired notions of viability and adaptation, situatedness and operational closure.

These proceedings serve two important functions: they address bottom-up theories of artificial intelligence and explore what can be learned from simple models such as insects about the cognitive processes and characteristic autonomy of living organisms, while also engaging researchers and philosophers in an exciting examination of the epistemological basis of this new trend.

virtual life article"Artificial Evolution for Computer Graphics"
K.Sims, Computer Graphics (Siggraph '91 proceedings), July 1991, pp.319-328
This paper describes how evolutionary techniques of variation and selection can be used to create complex simulated structures, textures, and motions for use in computer graphics and animation. Interactive selection, based on visual perception of procedurally generated results, allows the user to direct simulated evolutions in preferred directions. Several examples using these methods have been implemented and are described. 3D plant structures are grown using fixed sets of genetic parameters. Images, solid textures, and animations are created using mutating symbolic lisp expressions. Genotypes consisting of symbolic expressions are presented as an attempt to surpass the limitations of fixed-length genotypes with predefined expression rules. It is proposed that artificial evolution has potential as a powerful tool for achieving flexible complexity with a minimum of user input and knowledge of details.


virtual life articlevirtual life codeUsing Genetic Algorithms to Generate Evolutionary Art in C# and .Net
by Michael Gold.
This article deals with using genetic algorithms to create fitness functions that produce evolutionary art on a Windows Form. Includes links to source code.


L-Systems

Lsystem: A rule-like description of a 3d form which contains descriptions of parts and how they should be assembled together.


virtual life articleL-systems: from the theory to visual models of plants.
Przemyslaw Prusinkiewicz, Mark Hammel, Jim Hanan, and Radomir Mech.
In M. T. Michalewicz, editor, Proceedings of the 2nd CSIRO Symposium on Computational Challanges in Life Sciences. CSIRO Publishing, 1996. To appear.
"Abstract: Recent advances in computer graphics have made it possible to visualize mathematical models of biological structures and processes with unprecedented realism. The resulting images, animations, and interactive systems are useful as research and educational tools in developmental biology and ecology. Prospective applications also include computer-assisted landscape architecture, design of new varieties of plants, and crop yield prediction. In this paper we revisit foundations of the applications of L-systems to the modeling of plants, and we illustrate them using recently developed sample models."

virtual life articleModeling and Visualization of Biological Structures.
Przemyslaw Prusinkiewicz.
In Proceeding of Graphics Interface '93, pages 128-137, May 1993. Held in Toronto, Ontario, 19-21 May 1993.
"Abstract: Rapid progress in the modeling of biological structures and simulation of their development has occurred over the last few years. It has been coupled with the visualization of simulation results, which has lead to a better understanding of morphogenesis and given rise to new procedural techniques for realistic image synthesis. This paper characterizes selected models of morphogenesis with a significant visual component."

virtual life bookThe Algorithmic Beauty of Plants
by P. Prusinkiewicz and A. Lindenmayer
Book Description:
This book is the first comprehensive volume on the computer simulation of plant development. It contains a full account of the algorithms used to model plant shapes and developmental processes, Lindenmayer systems in particular. With nearly 50 color plates, the spectacular results of the modelling are vividly illustrated.

 

Ecosystem Simulation

virtual life articleRealistic modeling and rendering of plant ecosystems.
Oliver Deussen, Pat Hanrahan, Bernd Lintermann, Radomir Mech, Matt Pharr, and Przemyslaw Prusinkiewicz.
Proceedings of SIGGRAPH 98 (Orlando, Florida, July19-24, 1998). In Computer Graphics Proceedings, Annual Conference Series, 1998, ACM SIGGRAPH, pp. 275-286.
"Abstract: Modeling and rendering of natural scenes with thousands of plants poses a number of problems. The terrain must be modeled and plants must be distributed throughout it in a realistic manner, reflecting the interactions of plants with each other and with their environment. Geometric models of individual plants, consistent with their positions within the ecosystem, must be synthesized to populate the scene. The scene, which may consist of billions of primitives, must be rendered efficiently while incorporating the subtleties of lighting in a natural environment.

We have developed a system built around a pipeline of tools that address these tasks. The terrain is designed using an interactive graphical editor. Plant distribution is determined by hand (as one would do when designing a garden), by ecosystem simulation, or by a combination of both techniques. Given parametrized procedural models of individual plants, the geometric complexity of the scene is reduced by {\em approximate instancing}, in which similar plants, groups of plants, or plant organs are replaced by instances of representative objects before the scene is rendered. The paper includes examples of visually rich scenes synthesized using the system."


Artificial Intelligence

virtual life bookToward a Practice of Autonomous Systems: Proceedings of the First European Conference on Artificial Life
by Francisco J. Varela, Paul Varela


"Artificial life embodies a recent and important conceptual step in modem science: asserting that the core of intelligence and cognitive abilities is the same as the capacity for living. The recent surge of interest in artificial life has pushed a whole range of engineering traditions, such as control theory and robotics, beyond classical notions of goal and planning into biologically inspired notions of viability and adaptation, situatedness and operational closure.

These proceedings serve two important functions: they address bottom-up theories of artificial intelligence and explore what can be learned from simple models such as insects about the cognitive processes and characteristic autonomy of living organisms, while also engaging researchers and philosophers in an exciting examination of the epistemological basis of this new trend."


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