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Recent developments in the evolution of morphologies and controllers for physically simulated creatures
1International Centre for Computer Games and Virtual Entertainment, University of Abertay Dundee, Bell Street, Dundee DD1 1HG, UK. tim.taylor@abertay.ac.uk
Abstract:
Karl Sims' work on evolving body shapes and controllers for three-dimensional, physically simulated creatures generated wide interest on its publication in 1994. The purpose of this article is threefold: (a) to highlight a spate of recent work by a number of researchers in replicating, and in some cases extending, Sims' results using standard PCs (Sims' original work was done on a Connection Machine CM-5 parallel computer). In particular, a re-implementation of Sims' work by the authors will be described and discussed; (b) to illustrate how off-the-shelf physics engines can be used in this sort of work, and also to highlight some deficiencies of these engines and pitfalls when using them; and (c) to indicate how these recent studies stand in respect to Sims' original work.