(Attractiveness vs. Efficiency)
2 Background
Computer animation techniques which complement traditional animated scripting with
autonomous agents have made possible complex life-like systems composed of many
distributed elements (Reynolds, 1987). Physically-based modeling techniques and
virtual motor control systems inspired by real animals are used to automate many
of the subtle, hard-to-design nuances of animal motion (Badler, 1991).
In task-level animation, (Zeltzer, 1991), and the space-time constraints paradigm,
(Witkin and Kass, 1988), these techniques allow an animator to direct a character
on a higher level.
The idea to use the genetic algorithm (GA) for
automation of animated motion follows naturally. One application in using the
GA for evolution of goal-directed motion in physically-based animated figures
includes evolving stimulus-response mechanisms for locomotion (Ngo and Marks, 1993).
While the work described in this paper bears a resemblance to the virtual
creatures of Sims (1994a), it continues a previous line of explorations, using
a GA for optimizing locomotion in physically-based figures. The first example
is a 2-legged walking figure (Ventrella, 1990) which evolves locomotion through
pursuit of food, continuing with an unpublished 1992 project in evolving
morphology and locomotion in 2D swimming creatures, and later, including
evolution of 3D morphology as well as anatomy for locomotion (Ventrella, 94).
Sims (1994a, 1994b) has developed techniques for the evolution of morphology
and locomotion most comprehensively and impressively, using the genetic
programming paradigm (Koza, 1992), and includes extensive 3D physical modeling.
A holistic model of fish locomotion, with perception, learning, and group
behaviors, has been developed by Terzopoulos, Tu, and Grzeszczuk (1994), which
generates beautifully realistic animations.
Evolutionary modeling of situated organisms which reproduce spontaneously takes
evolutionary modeling a step closer to nature (Ray, 1991). "Electronic primordial
soups" involving spatiality, such as Yaeger's Polyworld (1994), demonstrate
artificial ecosystems in which mating, eating, learning, and even social behaviors,
evolve within the simulated world.
In a prior paper (Ventrella, 1996), it was demonstrated that swimming
skills in physically-based figures could evolve without the use of an explicit
fitness function, by delegating reproductive freedom to the organisms in the
simulation such that locomotive skill emerged through competition for mates
and food. (Throughout this paper I refer to this work as the previous simulation).
A commercial product was derived from this work (RSG, 1997) which enables users
to manipulate the organisms and conduct experiments.
Ijspeert, Hallam, and Willshaw (1997) have developed artificial neural
controllers which evolve through a GA for optimizing swimming locomotion
in simulated lampreys, which can produce complex oscillations for undulating-style
locomotion.
Todd and Miller (1991) developed a model which demonstrates
how the forces of sexual selection can drive a population to have arbitrary
phenotypic features, above and beyond the features resulting from natural selection.
The current project is motivated in part by Todd and Miller, and explores mate
preference, building upon the previous simulation. As an extension of the
previous simulation, the current simulation includes:
1) a more comprehensive physical model with a larger phenotype space
2) a set of pre-defined mate preference criteria
3) a means of measuring the effects of mate preference on evolution of locomotion skills
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