Evolving Virtual Life

Foundation „ Evolving Virtual Life Evolutionary algorithms ‰ „ Physics based simulation ‰ Kenneth Holmlund, [email protected] VRlab/HPC2N, Um...
Author: Emory Gray
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Foundation „

Evolving Virtual Life

Evolutionary algorithms ‰

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Physics based simulation ‰

Kenneth Holmlund, [email protected] VRlab/HPC2N, Umeå University

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Scientific (what is life, evolution, GA, etc.?) Engineering (evolutionary and implicit design) Art and entertainment (beautiful images, animations, interactivity)

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Cult (watch out!)

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Expectations are very high – but not that incredibly much has happened since 1994 when the area was born! As usual, short term expectations unrealistic, while long term effect and under estimated.

Sims’ SIGGRAPH 1994 Video

Rigid body dynamics with contacts, joints, constraints and friction

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Sensors and effectors

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Control mechanism

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Visualization and computer graphics (and physical implementation) ‰

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Why, what, where?

Language, digital DNA, hyperspace for optimization

Real-time and/or off-line rendering

Requires quite a machinery!

Karl Sims “Evolving Virtual Creatures” „ „ „ „

SIGGRAPH 1994, Alife IV Proceedings 1994 Was working for Thinking Machines at the time. Several previous publications in genetic art. Inspired by e.g. Koza (who proposed an L-system like methodology, with repeating structures)

Sim’s method and results „

Two main papers. First on basic method and different selections (previous video). Second on coevolution, i.e. competing creatures.

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"Evolving Virtual Creatures" , K.Sims, Computer Graphics (Siggraph '94 Proceedings), July 1994, pp.15-22

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"Evolving 3D Morphology and Behavior by Competition“, K.Sims, Artificial Life IV Proceedings, ed.by Brooks & Maes, MIT Press, 1994, pp.28-39.

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System representation

Directed graph for representation „ „

Genotype (directed graph)

Starting at root node Nodes

Phenotype (hierarchy of 3d parts)

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Information ‰ ‰ ‰ ‰ ‰ ‰

Control Brain is also a directed graph of neurons that can do sum, product, divide, sum-threshold, greater than, sogn-of, abs, max, min, cos, sin, oscillate, etc for input/output processing

Dimensions Joint-type Joint-limits Recursive-limit Neurons Connections ƒ Child Node ƒ Position ƒ Orientation ƒ Scale ƒ Reflection

Combining morphology and control Applied as forces and torques

Joint angle Contacts (self/environment) Photo sensors

Combining morphology and control „ „

Nested graph Blocks of neural circuitry are replicated with each instanced part (otherwise phase space wille be too big and unconstrained)

Physical simulation „

Rigid-body simulation ‰ ‰ ‰ ‰ ‰ ‰ ‰ ‰

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Collision detection (bounding box hierarchies) Collision response (projection at high v + penalty at low v) Contacts Friction and viscosity Forces Torques Mass and inertia Featherstone’s algorithm

Creatures exploit all bugs! This includes violated conservation of energy and momentum, as well as numerical errors! (self slapping, rotating paddle, falling over on box, etc.)

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Selection – genetic pressure „

Behaviour ‰ ‰ ‰ ‰

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Swimming ”Walking” Jumping Follow

Fitness function computed at each step. Interactive selection based on e.g. aesthetics

Evolving the system „

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Evolving the graph (”DNA”) „

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Compute survival ratio Compute fitness value and select the fittest Reproduce Evolve and recompute fitness value etc.

Mating graphs

Internal node parameters Add random node Connection parameters altered randomly (small) Add/remove connections randomly Remove unconnected elements Mutation frequency for each parameter type

Crossover point for copying From parents to child.

Scale mutation frequency with inverse graph size (otherwise evolution easily becomes spurious)

Running the simulation „

Minimalistic, random Pre-evolved creatures (also based on completely different fitness functions) User designed creatures

Directed graph mutation ‰

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Start configuration

Connection Machine CM-5 with 32 processors – 3 Hours ‰ ‰ ‰ ‰

Population of 300 Survival ratio 1/5 100 Generations 1-5 time steps per frame of 1/30 s

A node of a parent connected to a node of the other parent.

Method choosen randomly for each child. 40% asexual 30% crossover 30% grafting

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Homogeneity Swimmers ‰ Paddlers ‰ Tail-waggers Walkers ‰ Lizard-like ‰ Pushers/Pullers ‰ Hoppers Followers ‰ Steering Fins ‰ Paddlers

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Co-evolution „ „

Co-evolution

Second paper (Alife IV) Two creatures compete about possesion about a block

Co-evolution

Co-evolution

Co-evolution

Follow up by Tom Ray „ „ „ „ „

Zoology professor Lots’a spare time in the jungle… Developed Tierra (http://www.his.atr.jp/~ray/tierra/) Did Alife 1990-2001 (digital evolution) Virtual Aesthetic Creatures project ‰

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Variations in selection pressure (aesthetic, emotional, empathetic. Love, …etc) Prettier rendering and commercial movie Based on Mathengine 1.x physics toolkit (co-developed by Claude Lacoursiere that works with us). See http://www.his.atr.jp/~ray/ Software: VirtualLife (still works, but needs Mathengine license file. Ask me if you need help fixing it..).

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Ray’s Creatures

Conclusions „

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How far can we take this? ‰ Not entirely understood Robotics researchers have created simulations that are based on real self-repeating and varying building blocks, such that the final result actually can be manufactured. Very interesting, but not really conclusive. Marriages between computing science, physics and biology are fruitful! ‰ It seems that not many are able to integrate evolutionary algorithms, robust physics based simulation and computer graphics – and at the same time also ask the relevant scientific questions.

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For some recent research in the area see the work of e.g. Chris Adami: http://www.krl.caltech.edu/~adami/ and Richard Lenski: http://www.msu.edu/user/lenski/ They have published lots of ground breaking results, but as far as I know nothing where they also do physics simulation.

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Also see this book: Evolutionary Robotics - The Biology, Intelligence, and Technology of SelfOrganizing Machines Stefano Nolfi and Dario Floreano http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=3684

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Some recent examples following up Sims’ work: http://163.152.22.77/shim/research.htm Tim Taylor and Colm Massey at Mathengine also did some follow up on Sims’ work: http://homepages.inf.ed.ac.uk/timt/demos/mathengine/index.html

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