Frankencritters - PowerPoint PPT Presentation

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Frankencritters

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Frankencritters Greg Reshko and Chris Smoak – PowerPoint PPT presentation

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Title: Frankencritters


1
Frankencritters
  • Greg Reshko and Chris Smoak

2
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

3
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.

4
Goals
  • Continue Polyworlds intentions
  • Improve performance
  • Improve algorithms and correctness
  • Observe emergent behavior
  • Learn about ALife and complex systems
  • Validate biologically-based complex systems

5
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

6
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7
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

8
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

9
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10
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

11
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

12
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 critters view
  • Movie output (AVI format)

13
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.

14
Analysis (cont)
  • Movie output
  • Speeds up visual observation
  • Keeps record of interesting behavior
  • Critter selection / observation
  • Behind-the-shoulder view
  • Eye view
  • Various statistics

15
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

16
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

17
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

18
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