Evolving Virtual Creatures by Karl Sims 1995 Adelein Rodriguez - PowerPoint PPT Presentation

1 / 37
About This Presentation
Title:

Evolving Virtual Creatures by Karl Sims 1995 Adelein Rodriguez

Description:

Maximum strength proportional to the max cross sectional area of the 2 parts it joins. ... Very useful for automatic content creation (Games) ... – PowerPoint PPT presentation

Number of Views:74
Avg rating:3.0/5.0
Slides: 38
Provided by: longwoo
Category:

less

Transcript and Presenter's Notes

Title: Evolving Virtual Creatures by Karl Sims 1995 Adelein Rodriguez


1
Evolving Virtual Creaturesby Karl Sims
(1995)Adelein Rodriguez
2
Outline
  • Goal Perspective
  • Motivation
  • Creatures
  • Morphology
  • Control
  • Evolution
  • Coevolution
  • Demo
  • Comments
  • Other Work

3
Goal
  • Automatically create creatures by evolving its
    morphology and behaviour.
  • Creatures will be optimized for specific tasks
    such as walking, jumping, and swimming.
  • Perspective
  • Karl Sims had previously evolved expressions for
    creating virtual plants, particle effects, and
    others.
  • Genetic Programming recently invented (1992),
    evolving of variable length genomes.
  • MIT Media Lab
  • This work has been referenced 440 times.

4
Motivation
  • Tedious coding process for creating behaviours
    that look realistic.
  • Entertainment industry
  • Creating film effects
  • Creating characters
  • Need specific behaviours, thus optimization
    technique such as evolution can help bias.
  • Previous work evolved either the morphology, or
    the control structure, but not both.
  • Here we want to evolve a control for a structure,
    and a structure for the control.

5
The big picture
  • Genotype
  • Directed graphs of nodes and connections. Graphs
    provide instructions for building a creature and
    cycles for repeating same part.
  • Phenotype
  • Body parts are made by starting at the root node
    of the directed graph and following the
    connections.

6
Morphology
  • Node
  • Dimensions
  • Joint type Defines degrees of freedom type of
    movement relative to parent part.
  • Revolute
  • Rigid
  • Twist
  • Universal
  • Etc...
  • Joint Limits Point at which need to exert string
    forces.

7
  • Node (cont)
  • Recursive Limit No. of times it can generate a
    part from a cycle.
  • Neurons Given an input perform a function to
    produce and output.
  • Connections to other nodes (parts)
  • Position, orientation, scale, and reflection,
    terminal only flag.

8
Example Hand Designed Topologies
9
Control
10
Sensors
  • Connected to
  • Effector
  • Neuron
  • Embedded in body parts
  • Joint angle sensors monitors values of degrees
    of freedom.
  • Contact Sensors Positive activation (1,0) if
    contact. Negative activation (-1,0) if no
    contact. Present on all surfaces.
  • Photosensors 3 sensors combined to get
    coordinates of global light source.
  • Sensors enabled depending on environment.
    (Manually?)

11
Neurons
  • Functions sum, product, threshold, min, max, if,
    sigmoid, oscillate-wave, etc.
  • Two types of functions
  • Operate on input and give output directly
  • Recurrence, output depends on time step. Can give
    different output even if inputs is constant.
    Memory.

12
Effectors
  • Connected to
  • Sensor
  • Neuron
  • Value is exerted as a joint force
  • Maximum strength proportional to the max cross
    sectional area of the 2 parts it joins. Force
    scales with area.

13
Going from genotype to phenotype
  • Iterate over directed graph to create body parts
  • Blocks of neural circuitry can be replicated
    together with morphological nodes.
  • There can be connections between adjacent parts .
    Sensors, neurons and effectors from one part can
    connect to sensors, neurons and effectors from
    other part. Allows coordination.
  • There is a separate graph of neurons not tied to
    any part. Phenotype has only one copy of this
    graph. Brain ?
  • Can allow centralized control

14
How it all comes together
  • Nodes contain sensors, neurons (graphs), and
    effectors.
  • Connections allow flow of signals between nodes.

15
(No Transcript)
16
The idea
  • Similar to Nervous System
  • Localized distributed control (neurons for every
    part)
  • Central control (separate groups of neurons)

17
Phenotype Brain
Phenotype Morphology
18
This creature swims by making paddling motions
with the flippers
19
Evolution
  • Initial population random genotypes and previous
    evolution genotypes.
  • Population size 300
  • Selection Top fit 1/5 of population survives to
    next generation.
  • Fitness evaluation place creature in a simulated
    environment, goal is to optimize for specific
    task or behaviour (e.g. jumping).
  • Pre-screening process.

20
Fitness Evaluation
  • 4 Different Evolutions, each with different
    tasks
  • Swimming
  • Walking
  • Jumping
  • Following

21
Swimming
  • Simulated environment has no gravity.
  • Viscosity effect.
  • Faster it swims, higher fitness.
  • Straight swimming gets higher fitness than
    circling.
  • Continuous movement gets higher fitness than
    initial drastic jumps.

22
Walking
  • Walking kind of moving on land.
  • Gravity and friction.
  • Faster it moves, better. Vertical movement is
    ignored.
  • Environment could have other objects.

23
Jumping
  • Measure vertical movement.

24
Following
  • Task is to follow a light source
  • Many trials with light source at different
    positions
  • Faster it moves towards light source better.
  • Land and water environments.

25
Evolution (Cont)
  • Get surviving creatures, mate and/or mutate them.
  • Reproduction Only highest fit can reproduce,
    higher fit reproduce more.
  • To create an offspring you can mutate a parent,
    or mate two parents by either one of two
    crossover types.

26
Mutation
  • Graph mutation steps
  • 1) Node's internal parameters
  • Boolean values change from true to false and vice
    versa.
  • Scalar values change according to a Gaussian
    scale (Small adjustments are more likely than
    drastic ones)
  • 2) Add a new node to graph
  • Must be followed by a mutation that adds a
    connection to it in order to have effect.

27
Mutation (Cont)
  • Graph mutation steps (cont)
  • 3) Connection's internal parameters
  • 4) Add/Remove a connection (can only happen in
    morphological graphs, nor neural ones)
  • 5) Remove unconnected nodes and neurons.
  • Morphology graphs mutated first, then inner
    graphs.

28
Mating
  • Combines structures from two parent genotypes to
    make an offspring.
  • Used two mating types
  • Crossover
  • Graft

29
Evolution (Cont)
  • Some creatures from one evolution were used as
    seeds for other evolutions.
  • A creature from one medium could be used for
    evolution in another medium.

30
Co Evolution
  • Evolving 3D Morphology and Behaviour by
    Competition (1994)
  • Place pairs of creatures in an arena to compete
    for a common resource.
  • Taller creatures start further back.

31
(No Transcript)
32
How to pair individuals
  • Each to all
  • Very expensive
  • Each to some
  • Might not get correct idea of fitness relative to
    others.
  • Species intrabreeding
  • Species interbreeding

33
Interesting results
  • Interspecie competition was observed where both
    species developed different techniques for
    grabbing the cube, then tried to add techniques
    to stop the other from grabbing it.
  • Push cube from opponent, then follow it.

34
  • Demo

35
Additional Comments
  • Genotype-Phenotype encoding allows to specify the
    structure and behaviour in a compact way.
    Indirect encoding.
  • Only need to specify a few building blocks and
    the rules for how to combine the building blocks
  • Information reuse, modularity.
  • Avoids hardships of hand coded designs. Very
    useful for automatic content creation (Games)
  • Use of evolutionary search allows for parallel
    search over many possible structures and
    behaviours.
  • Neural structure is added as needed and tightly
    connected to the morphological structure.
    Co-adapation.

36
Additional Comments (Cont)
  • Evolution attempts to find (learn) the best
    mapping of sensors and effectors by being exposed
    to the environment.
  • Downside Fitness function and genotype language
    encoding need a lot of hand design.

37
Other Related Work
  • http//sodarace.net/
  • http//www.frams.alife.pl/a/al_pict.html
Write a Comment
User Comments (0)
About PowerShow.com