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Karl Sims and the Digital Evolution (Co-)Evolution of Morphologies - PDF document

Karl Sims and the Digital Evolution (Co-)Evolution of Morphologies and Behavior Aesthetic (Graphics) Complex behavior Natural Morphology CPSC 607 In Class Presentation Russel Ahmed Apu Building Blocks of Evolution


  1. “Karl Sims” and the Digital Evolution (Co-)Evolution of Morphologies and Behavior • Aesthetic (Graphics) • Complex behavior • Natural Morphology CPSC 607 – In Class Presentation Russel Ahmed Apu Building Blocks of Evolution Brief Outline � Evolution & Co-evolution � Evolution of Morphology (Plants) � Evolution of Morphology and behavior Genotype Expression Phenotype Selection � Evolution based on competition Reproduction & combination Morphology: Evolving 3D Plants Evolution of Plants Morphology � Parameter set & parameter space � Crossover (Random Percentage of parents) � Mutating & Mating parameter sets � Random interpolation of parents � Parameters: � Fractal limits � Branching factor � Scaling � Stochastic contrubution � 21 Genetic parameters

  2. Genotype and phenotype Morphologies and behavior � L – System � Basic Morphology (Adjacent Boxes & muscles) � Grammar based � Neural Network based brain � Recursive � Automatic generation of morphology and neural � Mutating properties system to control muscles (GA) � Different joint type � Accomplish tasks (Fitness function): � Different phenotype part properties Swimming � � Embedded neural Walking � structure Jumping � � Sensors & Effectors Following � Neural Structure Neural Structure Example � Unconventional Neural structure � Specialized neurons � Capable of functions (not just threshold) � Assumed to create interesting evolutionary behavior � Two brain steps for each time step � Effector strength proportional to cross section area of joints Evolving Creatures Swimming � Physics Engine � No gravity � Viscous resistance � Behavior Selection � Straight line � Measure fitness (10 sec) swimming rewarded � Reproduce the fittest � Continuous � Suspend sim. Time for unfit phenotypes movement rewarded � Maximum distance from COG

  3. Walking Jumping � Gravity � Maximum height above the ground � Static friction for lowest part � Fitness equals distance traveled � Average height � Speed is during the rewarded simulation � Falling is prevented Following Hurdles of artificial evolution � Creatures having � Flaws of physics engine � Selection of proper strategy is hard light sensors � Large number of phenotype for given genotype � Heading � Fluctuations on small changes � Light at different � Demo Videos (by Rob Leclerc): location Rob1 � Rob2 � Speed � Rob3 � Rob4 � Co-Evolution based on competition Challenges of Co-Evolution � A game of occupying a � Fitness highly dependent on behavior cube � Higher complexity � Interaction between � More interesting evolving creatures � Competition � Dependent on environmental factors � Evolving strategies (I.e. � Dependent on opponent morphology and blocking opponents way) behavior to gain control of the � Intra and inter species competition resource

  4. The contest rules (for selection) Evolution strategy � Inappropriate creatures are removed � Sim for 8 second before contest � Winner gains the most control over the cube � Number of offspring proportional to � Points for closing& fitness surrounding � Survivors kept � Choose competition � Mutating graph strategy for faster result � Mating Evolved creatures Results � Diverse collection of interesting strategies � Winners alternated between species (Strategies and counter strategies) � Adaptive behavior � Counters the opponent � Most successful strategy: covering with arms Finally, enjoy the demo… Concluding Demo (Karl Sims)

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