Interactive evolution of dynamical systems
Created by W.Langdon from
gp-bibliography.bib Revision:1.8178
- @InProceedings{Sims:1994:ieds,
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author = "Karl Sims",
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title = "Interactive evolution of dynamical systems",
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booktitle = "Toward a Practice of Autonomous Systems: Proceedings
of the First European Conference on Artificial Life",
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year = "1992",
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editor = "Francisco J. Varela and Paul Bourgine",
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pages = "171--178",
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address = "Paris, France",
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month = "11-13 " # dec,
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publisher = "MIT Press",
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keywords = "genetic algorithms, genetic programming, cellular
automata, CA, parallel running, connection machine",
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ISBN = "0-262-72019-1",
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URL = "http://www.alife.org/conference/ecal-1991",
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URL = "http://www.karlsims.com/papers/DynamicalSystemsECAL92.pdf",
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URL = "https://mitpress.mit.edu/books/toward-practice-autonomous-systems",
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size = "8 pages",
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abstract = "This paper describes a novel system for creating
virtual creatures that move and behave in simulated
three-dimensional physical worlds. The morphologies of
creatures and the neural systems for controlling their
muscle forces are both generated automatically using
genetic algorithms. Different fitness evaluation
functions are used to direct simulated evolutions
towards specific behaviours such as swimming, walking,
jumping, and following.A genetic language is presented
that uses nodes and connections as its primitive
elements to represent directed graphs, which are used
to describe both the morphology and the neural
circuitry of these creatures. This genetic language
defines a hyperspace containing an indefinite number of
possible creatures with behaviors,and when it is
searched using optimization techniques, a variety of
successful and interesting locomotion strategies
emerge, some of which would be difficult to invent or
build by design.",
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notes = "ECAL-91 Interactive evolution of artistic images.
Discusses drawback of using GA to define CA state
transition tables. Second half, discrete CA states are
replaced by one or more continuous variables, whose
initial value and rate of change are controlled by
differential equations (which may depend upon the cells
state and that of its neighbours). Both initial value
and rate of change are given by a lisp s-expressions. 5
different types of mutation. 'estimates of computation
times are made, and slow expressions are automatically
eliminated before being used.' Crossover not clear: may
be different from Koza, exchanging only a single node
between expressions rather than subtrees. Also when
mated both the s-expression controlling the initial
state and the rate of change are crossed over. Some
runs use complex (ie i,j) rather than real numbers. Run
on connection machine, one virtual processor per cell.
256 by 256 arrays processed at interactive rates.
Mutations and crossovers performed in a front end
machine. Genotypes evolved (interactively) 'in
timescales such as 10 minutes'",
- }
Genetic Programming entries for
Karl Sims
Citations