Abstract
The most interesting results in Artifical Life come
about when some aspect of reality is captured. In the
mid-1990s, Karl Sims energised the AL community with
his ground-breaking work on evolved moving creatures
28, 29. The life-like behaviour of Sims' creatures
resulted from combining evolved morphology with a
physics simulation based on Featherstone's earlier work
9.
The question that begged asking was: can a similar
thing be done in the physical world? Can we make
creatures that walk out of the computer screen and into
the room?
Two components were required: a language to evolve
morphologies that have real-world counterparts, and a
way to build them -- either in simulation or by
automated building and testing. We set out to
demonstrate that buildable evolution was possible using
a readily available, cheap building system -- Lego
bricks -- and an ad-hoc physics simulation that allowed
us to study the interaction of the object with the
physical world in silico; with respect to gravitational
forces at least. The result 10, 14, 12, 13, 15, 16,
25, 23, 26, 24, 27 is a system that can evolve a
variety of different shapes and is very easy to use,
set up and replicate.
Here I present an overview of the evolvable Lego
structures project. Coinciding with the publication of
this article, the source code is being released to the
community (demo.cs.brandeis.edu/pr/buildable/source).
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