1,240 research outputs found

    Evolving soft locomotion in aquatic and terrestrial environments: effects of material properties and environmental transitions

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    Designing soft robots poses considerable challenges: automated design approaches may be particularly appealing in this field, as they promise to optimize complex multi-material machines with very little or no human intervention. Evolutionary soft robotics is concerned with the application of optimization algorithms inspired by natural evolution in order to let soft robots (both morphologies and controllers) spontaneously evolve within physically-realistic simulated environments, figuring out how to satisfy a set of objectives defined by human designers. In this paper a powerful evolutionary system is put in place in order to perform a broad investigation on the free-form evolution of walking and swimming soft robots in different environments. Three sets of experiments are reported, tackling different aspects of the evolution of soft locomotion. The first two sets explore the effects of different material properties on the evolution of terrestrial and aquatic soft locomotion: particularly, we show how different materials lead to the evolution of different morphologies, behaviors, and energy-performance tradeoffs. It is found that within our simplified physics world stiffer robots evolve more sophisticated and effective gaits and morphologies on land, while softer ones tend to perform better in water. The third set of experiments starts investigating the effect and potential benefits of major environmental transitions (land - water) during evolution. Results provide interesting morphological exaptation phenomena, and point out a potential asymmetry between land-water and water-land transitions: while the first type of transition appears to be detrimental, the second one seems to have some beneficial effects.Comment: 37 pages, 22 figures, currently under review (journal

    THE SCIENTIFIC BASIS, SOME RESULTS, AND PERSPECTIVES OF MODELING EVOLUTIONARILY CONDITIONED NOOGENESIS OF ARTIFICIAL CREATURES IN VIRTUAL BIOCENOSES

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    This research aimed to gain a profound understanding of virtual biocenoses intricate digital ecosystems, with the goal of elucidating and replicating the emergence and evolution of intelligence in artificial creatures – referred to as noogenesis. A comprehensive analysis of existing studies within virtual biocenoses was undertaken to glean valuable insights into the complexities of modeling dynamic ecosystems where artificial agents engaged in intricate interactions. The pivotal role of neural networks in shaping the adaptive behaviors of artificial creatures within these environments was underscored. A meticulous investigation into neural networks' evolution methodologies revealed the evolution of their architecture complexity over time, culminating in the facilitation of flexible and intelligent behaviors. However, a lack of study existed in the domain of nurturing evolutionary-based communication and cooperation capabilities within virtual biocenoses. In response to this gap, a model was introduced and substantiated through simulation experiments. The simulation results vividly illustrated the model's remarkable capacity to engender adaptive creatures endowed with the capability to efficiently respond to dynamic environmental changes. These adaptive entities displayed efficient optimization of energy consumption and resource acquisition. Moreover, they manifested both intellectual and physical transformations attributed to the evolution and encoding principles inspired by the NeuroEvolution of Augmented Topologies. Significantly, it became apparent that the evolutionary processes intrinsic to the model were inextricably linked to the environment itself, thus harmonizing seamlessly with the overarching goal of this research. Future research directions in this field were outlined. These pathways provided a foundation for further exploration into the evolution of artificial creatures in virtual biocenoses and the emergence of advanced communication and cooperation capabilities. These advancements hold the potential to move artificial life and artificial intelligence to new levels of understanding and capability

    Evolving Self-Organizing Behaviors for a Swarm-bot

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    In this paper, we introduce a self-assembling and self-organizing artifact, called a swarm-bot, composed of a swarm of s-bots, mobile robots with the ability to connect to and to disconnect from each other. We discuss the challenges involved in controlling a swarm-bot and address the problem of synthesizing controllers for the swarm-bot using artificial evolution. Specifically, we study aggregation and coordinated motion of the swarm-bot using a physics-based simulation of the system. Experiments, using a simplified simulation model of the s-bots, show that evolution can discover simple but effective controllers for both the aggregation and the coordinated motion of the swarm-bot. Analysis of the evolved controllers shows that they have properties of scalability, that is, they continue to be effective for larger group sizes, and of generality, that is, they produce similar behaviors for configurations different from those they were originally evolved for. The portability of the evolved controllers to real s-bots is tested using a detailed simulation model which has been validated against the real s-bots in a companion paper in this same special issue

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Automated generation of geometrically-precise and semantically-informed virtual geographic environnements populated with spatially-reasoning agents

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    La Géo-Simulation Multi-Agent (GSMA) est un paradigme de modélisation et de simulation de phénomènes dynamiques dans une variété de domaines d'applications tels que le domaine du transport, le domaine des télécommunications, le domaine environnemental, etc. La GSMA est utilisée pour étudier et analyser des phénomènes qui mettent en jeu un grand nombre d'acteurs simulés (implémentés par des agents) qui évoluent et interagissent avec une représentation explicite de l'espace qu'on appelle Environnement Géographique Virtuel (EGV). Afin de pouvoir interagir avec son environnement géographique qui peut être dynamique, complexe et étendu (à grande échelle), un agent doit d'abord disposer d'une représentation détaillée de ce dernier. Les EGV classiques se limitent généralement à une représentation géométrique du monde réel laissant de côté les informations topologiques et sémantiques qui le caractérisent. Ceci a pour conséquence d'une part de produire des simulations multi-agents non plausibles, et, d'autre part, de réduire les capacités de raisonnement spatial des agents situés. La planification de chemin est un exemple typique de raisonnement spatial dont un agent pourrait avoir besoin dans une GSMA. Les approches classiques de planification de chemin se limitent à calculer un chemin qui lie deux positions situées dans l'espace et qui soit sans obstacle. Ces approches ne prennent pas en compte les caractéristiques de l'environnement (topologiques et sémantiques), ni celles des agents (types et capacités). Les agents situés ne possèdent donc pas de moyens leur permettant d'acquérir les connaissances nécessaires sur l'environnement virtuel pour pouvoir prendre une décision spatiale informée. Pour répondre à ces limites, nous proposons une nouvelle approche pour générer automatiquement des Environnements Géographiques Virtuels Informés (EGVI) en utilisant les données fournies par les Systèmes d'Information Géographique (SIG) enrichies par des informations sémantiques pour produire des GSMA précises et plus réalistes. De plus, nous présentons un algorithme de planification hiérarchique de chemin qui tire avantage de la description enrichie et optimisée de l'EGVI pour fournir aux agents un chemin qui tient compte à la fois des caractéristiques de leur environnement virtuel et de leurs types et capacités. Finalement, nous proposons une approche pour la gestion des connaissances sur l'environnement virtuel qui vise à supporter la prise de décision informée et le raisonnement spatial des agents situés
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