(Disney Meets Darwin)
8 Evolution
A population of
genotypes are evolved Darwin-style, using a succession of generations,
with the more successful genotypes in each generation having more offspring
than the less successful ones, for the next generation. This system is
comparable to the interactive evolution systems developed by Dawkins [86]
and Sims [91], and others, which use a human observer as the fitness function.
An important difference in the current work is the emphasis on evaluation
of real-time motion qualities.
An interactive evolution system
works basically like this: a population of phenotypes is displayed - as in
Figure 5, on the next page. A user can select favorable individuals
from the population, assign fitness rewards or penalties, and affect
reproduction of individuals' genotypes, resulting in new populations
of phenotypes.
There are a number of reproduction styles
which have been used, including asexual reproduction (one parent per
generation, with mutation), or sexual reproduction (each individual
in the population is the result of two parents mating through crossover).
These actions are done a number of times, and the attributes of the phenotypes
gradually (sometimes very quickly) take on qualities the user is seeking.
My system uses a variety of reproductive styles and adjustable
controls for things like mutation rate and population size. It also has
controls for randomizing the genotypes of a population, selecting among
different species, saving and loading genotype files, tweaking individual
genes of one individual, and initiating automatic evolution.
Figure 5.
The interface
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