Karl Sims


Evolved Virtual Creatures

Computer-Animation


Evolved Virtual Creatures [link 01]

Evolved Virtual Creatures

Kurzdarstellung

Kurzbeschreibung

"Evolved Virtual Creatures" zeigt Ergebnisse aus einem Forschungsprojekt, in dem es auch um simulierte darwinistische Evolutionen virtueller Klischee-Lebewesen geht. In einem Supercomputer wird eine Population von mehreren hundert Lebewesen geschaffen, und jedes Lebewesen wird hinsichtlich seiner Fähigkeit getestet, eine gestellte Aufgabe auszuführen, wie die Fähigkeit in einer simulierten Wasserumgebung zu schwimmen. Die Erfolgreichsten überleben und ihre virtuellen Gene, die kodierte Wachstumsinstruktionen enthalten, werden kopiert, kombiniert, und mutieren um Nachkommenschaft für eine neue Population zu erzeugen. Die neuen Lebewesen werden wieder getestet, und einige sind vielleicht Verbesserungen ihrer Eltern. Mit dem Fortbestehen dieses Zyklus aus Variation und Selektion können Lebewesen mit immer erfolgreicheren Verhaltensmustern entstehen.
Die gezeigten Lebewesen sind die Ergebnisse vieler unabhängiger Simulationen, in denen sie in Bezug auf Schwimmen, Gehen, Springen, Verfolgen und Kämpfen um die Kontrolle über einen grünen Kubus ausgewählt wurden.
(Karl Sims)

KünstlerInnen / AutorInnen

  • Karl Sims, Software, Animation

MitarbeiterInnen

  • Eric Hansen, Narration, Berlin VideoMath Festival
  • Gary Oberbrunner
  • Matt Fitzgibbon
  • Lew Tucker

Entstehung

Vereinigte Staaten, 1994

Kommentar

Die "Evolved Virtual Creatures" sind Teil einer Forschung, die zur Entwicklung eines Systems führt, das autonome, dreidimensionale, virtuelle Lebewesen automatisch generieren kann, die diverse Wettbewerbsstrategien in physikalisch simulierten Welten zeigen. Eine genetische Sprache, die gerichtete Graphen zur Beschreibung von sowohl Morphologie als auch Verhalten verwendet, definiert einen unbegrenzten Hyperspace möglicher Ergebnisse; und eine Vielzahl interessanter virtueller Lebewesen taucht bei der Erforschung dieses Hyperspace durch Populationen sich entwickelnder und konkurrierender Einzelwesen auf.
(Karl Sims)

Eingabe des Beitrags

, 01.03.2004

Kategorie

  • Forschungsprojekt

Schlagworte

  • Themen:
    • Genetische Algorithmen |
    • Repräsentation |
    • Raum |
    • Animation |
    • Selbstorganisation |
    • Künstliches Leben
  • Formate:
    • Software |
    • Computergraphik |
    • Computeranimation
  • Technik:
    • Genetisches Modellieren

Inhalt

Inhaltliche Beschreibung

"Evolved Virtual Creatures" is a computer animated demonstration of research results that show simulated block creatures performing various evolved behaviors.
The research focus was to describe 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. (Karl Sims)

Technik

  • › Siggraph Proceedings [PDF | 79 KB ] [link 02]
  • › Artificial Life IV Proceedings [PDF | 87 KB ] [link 03]

Technische Beschreibung

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.

The genetic algorithm is a form of artificial evolution, and is a commonly used method for optimization. A Darwinian "survival of the fittest" approach is employed to search for optima in large multidimensional spaces. Genetic algorithms permit virtual entities to be created without requiring an understanding of the procedures or parameters used to generate them. The measure of success, or fitness, of each individual can be calculated automatically, or it can instead be provided interactively by a user. Interactive evolution allows procedurally generated results to be explored by simply choosing those that are the most aesthetically desirable for each generation.
The user sacrifices some control when using these methods, especially when the fitness is procedurally defined. However, the potential gain in automating the creation of complexity can often compensate for this loss of control, and a higher level of user influence is still maintained by the fitness criteria specification.

Hardware / Software

Software and Animation: Karl Sims
Hardware: Connection Machine CM-5

Kontext

Statement

The "Evolved Virtual Creatures" project was developed in 1994 at Thinking Machines Corporation. I was an Artist in Residence there,
and was given the task of showing the computational ability of their Connection Machine (one of the first parallel processing supercomputers) in a visually demonstrable way.
This was the last project of a series, the others being 3d animations ("Panspermia", "Primordial Dance", and "Liquid Selves") and the interactive exhibit "Genetic Images".

Veröffentlichungen

  • Sims, K.arl: "Evolving Virtual Creatures"; in: Computer Graphics (Siggraph '94 Proceedings, Annual Conference Series), Juli 1994, S.15-22.
  • Sims, Karl: "Evolving 3D Morphology and Behavior by Competition"; in: Artificial Life IV Proceedings, MIT Press, 1994, S.28-39.
  • Sims, Karl: "Artificial Evolution for Computer Graphics"; in: Computer Graphics, Vol.25, Nr.4, Juli 1991, S.319-328.
  • Sims, Karl: "Interactive Evolution of Dynamical Systems." In: Varela, Francisco (Hrsg.): Proceedings of the First European Conference on Artificial Life: Toward a Practice of Autonomous Systems, MIT Press, 1992, S.171-178.
  • › Medienkunst und Forschung [link 04]

» http://web.genarts.com/karl/index.html [link 05]

  • › Siggraph Proceedings [PDF | 79 KB ] [link 06]
  • › Creatures [RealMedia] [link 07]
  • › Evolved Virtual Creature [JPEG | 52 KB ] [link 08]
  • › Artificial Life IV Proceedings [PDF | 87 KB ] [link 09]