EvolGL: Life in a Pond

Created by W.Langdon from gp-bibliography.bib Revision:1.3872

@InProceedings{Carbajal:2004:AL,
  author =       "Santiago {Garcia Carbajal} and Martin Bosque Moran and 
                 Fermin Gonzales Martinez",
  title =        "{EvolGL:} Life in a Pond",
  booktitle =    "Artificial Life {XI} Ninth International Conference on
                 the Simulation and Synthesis of Living Systems",
  year =         "2004",
  editor =       "Jordan Pollack and Mark Bedau and Phil Husbands and 
                 Takashi Ikegami and Richard A. Watson",
  pages =        "75--80",
  address =      "Boston, Massachusetts",
  month =        "12-15 " # sep,
  publisher =    "The MIT Press",
  keywords =     "genetic algorithms, genetic programming, GA-P,
                 artificial Life",
  ISBN =         "0-262-66183-7",
  URL =          "http://mitpress.mit.edu/books/artificial-life-ix",
  URL =          "http://ieeexplore.ieee.org/servlet/opac?bknumber=6267522",
  URL =          "http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=6278868",
  size =         "6 pages",
  abstract =     "In this work we present the first version of Evolgl,
                 an artificial environment for the development and study
                 of 3D artificial lifeforms. In this first phase on the
                 development of the project we have focused in setting
                 up a virtual world governed by its own laws, whose
                 state had direct influence upon the artificial beings
                 that inhabit it. Starting from the definition of this
                 virtual world, we have designed a basic type of
                 creature (Evolworm), and the genetic coding of its main
                 characteristics. Evolutionary techniques are then used
                 to evolve the morphological features and behavioural
                 aspects of Evolworms. They must learn to be unfolded
                 inside the world, escape from their enemies, find
                 couple, and obtain food. All of this in absence of an
                 explicitly defined fitness function. In the future we
                 are using this environment to study some classical
                 techniques in the evolutionary computation field, like
                 niche programming, and promotion of junk code
                 (introns). GA-P techniques are used to code the
                 external appearance of the individuals (the texture),
                 to let evolution end up with individuals adapted to be
                 invisible in some zones of the world. The artificial
                 system of vision, and the implementation of the worms'
                 behavioral mechanisms so that their actions are
                 provoked exclusively by the sensory information are
                 still under development. At this moment, we have
                 obtained distinct forms of evolworms, as well as
                 different bosses of behaviour that we describe in this
                 article.",
  notes =        "ALIFE9

                 3D artificial life forms. Evolworm. Promotion of
                 introns (junk code). Genetic definition (GA-P
                 \cite{howard:1995:GA-P} ) of texture of moving aquatic
                 creatures. Brain finite state automata. Colour of
                 worms. Kill by hitting head with your tail. GP stereo
                 Vision. 24 node MOSIX redhat 7.2 linux cluster.
                 Separate visualisation (microsoft) PC. Pop > 600.",
}

Genetic Programming entries for Santiago Garcia Carbajal Martin Bosque Moran Fermin Gonzalez Martinez

Citations