Yavanna
Evolving the morphology and behaviour of virtual creatures



Introduction:
Yavanna uses evolutionary algorithms and a physical-world simulator
to optimize the genotype of virtual organisms like the ones above. These
pictures were taken from a MPEG-movie by Karl Sims. The creatures used
in Yavanna are based on this kind of virtual organisms.
These two papers by Karl Sims describe the kind of organisms used in Yavanna
[1] Evolving 3D Morphology and Behavior by Competition
[2] Evolving Virtual Creatures
Research:
Research topics using the physical-world simulator as a base
could include:
- Multiple level genetic algorithms
The genetic algorithm itself can also be evolved which will increase the
speed in which the evolution reaches reasonable results. Also, two or more
levels of this meta-evolutions could be used and the results compared with
the single level meta-evolution.
- Social structures
The organisms could be simulated simultaniously in a way they have to work
together in order to survive. Social structures like tribes will then emerge..
- Self-Organising vocabularies [3]
If we add a communication device like a sound emitter/receptor self organising
vocabularies may emerge and more complex tasks could be possible for the
population because they will be able to communicate easily.
- Morphogenesis
The questions asked here are: Is there or are there ideal morphologies
for a given kind of medium ( water, air ) in which the organisms have to
survive? What is the relationship with the morphologies found in nature?
How does evolution reach this morphology, is the path followed by the evolution
always the same?
If so why does evolution always reach that kind of morphology, what 's
different about this ideal morphology?
- Ideal behaviour
The same questions as in morphogenis can be posed about the behaviour or
nervous system structure when the morphology of the organism is fixed.
Another question could be : how does evolution adapt an organism to another
environment (e.g from water to land) without being allowed to change its
morphology?
- Start idependent behaviour
By added high level receptors, neuron functions and effectors (e.g. sound
input, sound recognition, sound emitter) and combining this with a (self-organized)
vocabulary the organisms could be given tasks during evolution and eventually
learn to complete these tasks without a fixed starting position.
- Numerous other examples can be given...
Some practical examples of the above research topics are being prepared
right now :
Insect
Handmade organism resembling an insect. It contains no brain... An appropriate
nervous system could by evolved in a way that the organisms starts walking
like real 6-limbed insect.
Simulation
A handmade swimming organism. Its fitness is being determined by letting
it swim for some time and measuring the length of its trajectory.
These organisms could be used to seed an initial population and continue
evolution. The random-organism creator could also be used when evolution
has to start from scratch.
Software:
The archive contains the evolutionary-algorithms, organism visualizer,
physical-world simulator.
Uses standard GNU C++, GNU make, Mesa-OpenGL libraries ( tested under Linux,
Solaris )
yavanna.tgz
References:
[1] Sims K., "Evolving 3D Morphology and Behaviour by Competition"
Artificial Life IV proceeding, MIT Press 1994
[2] Sims K., "Evolving Virtual Creatures" SIGGRAPH '94 Proceedings,
July 1994 p15-22
[3] Steels Luc, "Self-organising vocabularies" ARTI-lab VUB.
[4] Brooks Rodney A., "Intelligence Without Reason" Computers
and Thought, IJCAI-91
Authors:
Johan Kaers
Genetic algorithms
Tim Aerts Physical-World
Simulator
This page is Copyright © 1997 Johan
Kaers