(Sexual Swimmers)
10 Results
Using only automatic evolution, with pressures for locomotion and head
height strategically setÑin about a hundred generations - some interesting
anatomies and locomotion strategies emerge, reminiscent of some real animals -
but mostly surreal animals. Figures 6 and 7 show some examples of locomotion
strategies which emerged spontaneously, in the Vertebrates. Specific keyframes
were grabbed from a real-time animation to show general motion behavior.
The arrow shown in the first frame of each sequence indicates the direction
the figure is moving.
Figure 6. Four sampled key frames from an
animation of a figure representing a population which evolved with fitness
pressures for head height and locomotion
Figure 7. A figure representing
a population which evolved through slight penalty for head motion and high
reward for locomotion
Unexpected behaviors and
anatomies emerge. One population of figures which evolved with fitness
pressures for head height and locomotion generated a family of figures which
resemble snakes ambling on crutches.
Figure 8. a snake on crutches
The inclusion of animator-guided interactive evolution encourages an added level
of humor and expressivity to these already intriguing motions. One cannot
evolve anything one wants, and this system should not be approached as
offering this. The "genetic space" within which all possible variations
can occur is large but finite. In knowing the limits of this space, one can,
however, still experience the great variety within that space. The system
can serve as an entertaining interactive artifact which sparks a spirit of
exploration and serendipity in those who use it. As such, it invokes novel
motions and forms which may inspire animators for the inception of a character.
In addition to the goals of designing characters, it also can be an educational
and entertaining tool, with "funny evolution" as an end in itself.
The empathetic responses in observers towards these real-time evolving figures is
remarkable. A great number of the more ÒprimordialÓ figures simply tremble or
writhe on the virtual ground, generating pity and even audible whimpering in
observers, and moving as if to say, 'evolve me, please!'. The great variety of
monsters brought about by initially exploring the genetic space illicit a host
of other reactions. Many amusing creatures are born right out of this primordial
soup, and often become the ancestors of a line of amusing variations.
Figures from more evolved populations demonstrate bolder movements, often making
locomotion strides or dancing in place to a strange polyrhythm. Participating
in the evolution of new morphology and motion gives observers an enhanced sense
of ownership to the figures - this adds another motivational level to the enjoyment
of the system.