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| Artificial/Virtual Life 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.
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."
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| 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. 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. 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. 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. 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. 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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| L-Systems Lsystem: A rule-like description of a 3d form which contains descriptions of parts and how they should be assembled together.
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| Ecosystem Simulation 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 by Francisco J. Varela, Paul Varela
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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