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Evolving Virtual Life
Kenneth Holmlund, holmlund@hpc2n.umu.se VRlab/HPC2N, Umeå University
Foundation
- Evolutionary algorithms
- Language, digital DNA, hyperspace for optimization
- Physics based simulation
- Rigid body dynamics with contacts, joints, constraints and friction
- Sensors and effectors
- Control mechanism
- Visualization and computer graphics (and physical implementation)
- Real-time and/or off-line rendering
- Requires quite a machinery!
Why, what, where?
Scientific (what is life, evolution, GA, etc.?) Engineering (evolutionary and implicit design) Art and entertainment (beautiful images, animations,
interactivity)
Cult (watch out!) Expectations are very high – but not that incredibly
much has happened since 1994 when the area was born! As usual, short term expectations unrealistic, while long term effect and under estimated.
Karl Sims “Evolving Virtual Creatures”
SIGGRAPH 1994, Alife IV Proceedings 1994 Was working for Thinking Machines at the time. Several previous publications in genetic art. Inspired by e.g. Koza (who proposed an L-system like
methodology, with repeating structures)
Sims’ SIGGRAPH 1994 Video Sim’s method and results
Two main papers. First on basic method and
different selections (previous video). Second on co- evolution, i.e. competing creatures.
"Evolving Virtual Creatures" , K.Sims, Computer
Graphics (Siggraph '94 Proceedings), July 1994, pp.15-22
- "Evolving 3D Morphology and Behavior by