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Frankencritters Greg Reshko and Chris Smoak
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Background 1989 Larry Yaeger – Apple Computer Polyworld – Artificial Life Software Simulated small creatures that could eat, mate, attack, see, and move 5 - 15 sec./frame Some emergent behavior – showed promise
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Artificial Life Model and simulate complex biological systems Usually combines multiple traditional AI parts Introduces more biologically-based parts Explore complex systems Life, Tierra, Eden, Polyworld, etc.
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Goals Continue Polyworld’s intentions Improve performance Improve algorithms and correctness Observe emergent behavior Learn about ALife and complex systems Validate biologically-based complex systems
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Simulated World Large open space for critters to live in Not too large to encourage interaction Critters 50 – 100 at once Obstacles Plants Long simulation time
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Critter Design - Physical Simple triangular shape Vision Sensitivity to color Adjustable field of view Movement / Turning ability Eating / Mating / Attacking / Lighting Energy provides life 2 types of energy: stored and ready
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Critter Design - Mental BCM – like neural network brain Model developed to approximate neurons in the visual cortex Adapt to changing inputs – plasticity Vision and Energy inputs Move / Eat / Attack, etc. outputs Neurons appear in groups 10 – 32 neuron groups and same for neurons in groups Neurons excitatory or inhibitory
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Critter Design - Evolution Employs standard genetic algorithm No explicit fitness function Fitness evaluated by “passing along your genes” Crossover / Mutation of genes Critter described by its genome ~1460 genes Describe all physical / mental aspects
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Critter Design - Evolution Physical genes Energy usage rates Base metabolism / Max energy usage Indirectly describe size / strength Mental genes Describe general layout of brain and its interconnections Brain “grown” from these parameters – no two alike
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Architectural Design Distributed system with multiple cross-platform clients (Windows / Linux / Solaris) Server handles rendering the world and interactions Clients process the neural networks Real-time analysis client IPC network protocol Library by Reid Simmons (CMU/RI) OpenGL rendering (5 – 15 frames/sec.) User display and each critter’s view Movie output (AVI format)
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Analysis Dumping of individual brains in multiple formats Plaintext (in the future: import brains) HTML (group connectivity overview).GDL (graphical layout) Dumping of critter genome Real-time dumping of various system-wide statistics HTML with JPEGs Num. births / deaths, avg. critter energy, etc.
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Analysis (cont) Movie output Speeds up visual observation Keeps record of interesting behavior Critter selection / observation Behind-the-shoulder view Eye view Various statistics
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Lasers Greg got bored and made our simulator a “game” You were the only one to have a weapon It was a laser It was red It killed the other critters Playtesting currently in progress
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Behaviors Interesting to note tendency of critters to always be turning Caused by the way the turn behavior is expressed Observed behaviors Grazing – critter slows down when near food, eats – multiple observations Prolific mating
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Future Work Getting all the bugs out More analysis tools Cross-generation genome analysis Longer test-runs Testing fitness Placing existing critter in new environment Mixing separately-evolved populations Increased performance
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