Evolving Virtual Creatures

Created by W.Langdon from gp-bibliography.bib Revision:1.4448

  author =       "Karl Sims",
  title =        "Evolving Virtual Creatures",
  booktitle =    "Computer Graphics, Annual Conference Series, (SIGGRAPH
                 1994 Proceedings)",
  year =         "1994",
  pages =        "15--22",
  month =        jul,
  keywords =     "genetic algorithms, genetic programming",
  URL =          "http://web.genarts.com/karl/papers/siggraph94.pdf",
  size =         "8 pages",
  abstract =     "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 behaviours 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 optimisation techniques, a variety
                 of successful and interesting locomotion strategies
                 emerge, some of which would be difficult to invent or
                 build by design.",

Genetic Programming entries for Karl Sims