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MichielVanDePanne - 26 Feb 2006
CPSC 526 Class Wiki
Test post for paper discussion.
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MichielVanDePanne - 04 Nov 2011
Contribution:
Virtual characters are represented as directed graphs having nodes and connection. A genetic language based evolution of motor as well as neural control is suggested. No user information regarding shape/size, joint constraints etc are assumed when developing the creatures.
Computation of results:
Since the entire task is computationally expensive, parallel implementation of the task is done. Evolutions of about 50 to 100 generations i.e. by mating directed graphs either by crossover operation (30%) or by grafting(30%) and sometimes asexually (only using mutations) (40%), are performed corresponding to four types of behavior, i.e. swimming, jumping, walking and following.
Another suggested method was to interactively evolve a morphology so as the creatures have aesthetic touch to them instead of just goal based evolution. Hybrid world creatures were also developed.
Reproducibility:
My view is that the paper is reproducible. Although models are not detailed mathematically, they make up for it by giving exhaustive description of the same. The models used for sensors, nerons and Effectors are detailed properly in section 3. Details about the use of physical simulation techniques e.g Feather's method to calculate accelerations, Runge-Kutta fehlberg method for integration and other details for virtual world simulation (e.g water, collison etc) are provided in section 4. The genetic optimization based behavior selection method is also well explained in section 5.
Improvements in Research/Writing:
Overall the paper is well written but I would have preferred some more light to be thrown on the technical aspects of the overall model and specially the modeling of characters as directed graphs and the genetic evolution process.
-- Main.sumanm - 17 Nov 2011
Above is the review of :
"Evolving Virtual Creatures"
-- Main.sumanm - 17 Nov 2011
Topic revision: r6 - 2011-11-17
- sumanm