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Evolving virtual creatures

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Published:24 July 1994Publication History

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 built by design.

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References

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      • Published in

        cover image ACM Conferences
        SIGGRAPH '94: Proceedings of the 21st annual conference on Computer graphics and interactive techniques
        July 1994
        512 pages
        ISBN:0897916670
        DOI:10.1145/192161
        • cover image ACM Overlay Books
          Seminal Graphics Papers: Pushing the Boundaries, Volume 2
          August 2023
          893 pages
          ISBN:9798400708978
          DOI:10.1145/3596711
          • Editor:
          • Mary C. Whitton

        Copyright © 1994 ACM

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        • Published: 24 July 1994

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        SIGGRAPH '94 Paper Acceptance Rate57of242submissions,24%Overall Acceptance Rate1,822of8,601submissions,21%

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