(Disney Meets Darwin)
9 The Biological Clock
An automatic evolution
module can also be put into play. Here, the animator can adjust a handful
of fitness criteria, and let the population update itself in increments,
where the duration of each generation is determined by an adjustable
biological clock. Evolution, in this case, is guided by a collection of
objective fitness functions. These include such evolutionary pressures as:
reward for locomotion, reward for head height, penalty for head/ground
collision, penalty for excessive head motion, and penalty for excessive
body-flipping. All of these fitness pressures can be adjusted to
influence evolution for a variety of motion styles and forms.
At the end of the biological clock's duration, the population is
automatically updated, with the more fit individuals contributing the
most genetic information to the next generation. A scheme derived from
the standard GA operators is used: for each update of the population,
pairs of individuals are randomly chosen from the population, with higher
chances of being chosen among the more fit individuals, and they mate via
crossover - their genotypes are spliced together at random splice-points to
give birth to offspring genotypes which inherit "chunks" from each parent.
These offspring comprise the next generation. Each offspring may have some
small chance of mutation in randomly selected genes, causing some variation
in the next generation. The animator can set mutation rate according to
how much random "experimentation" is desired for each new generation.
As a layer on top of this automatic process, the animator can contribute
to evolution interactively by rewarding certain individuals with fitness
values, and by manually updating the population.