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The World of Artificial Life:
FRAMSTIKS
Presents by :
Sayyed Zainab
Khan Sameera
Shafaque Islam
Contents Of Presentation
ALife
What is Framsticks?
Characteristics of Framsticks
System Architecture
Collision Detection
Evolutionary Process
Software Tools
Physical Structures
Application
Example of evolved swimming creature
Conclusion
Artificial life(ALife)
1.The name is obviously connected with "Artificial Intelligence" –
both fields of study partly overlap, but AL has more in common with biology
and physics.
2.Computing has been enormously successful for abstract problem solving,
but led to this insidious popular view that humans and animals think and
behave like problem-solving computers.
Definition of AL
Biology = study of carbon-based life
"life as we know it"
ALife= study of the dynamics of living systems, regardless of substrate
"life as it could be“ Substrates:
abstract chemistries, logical networks, cellular automata, abstract,
ecosystems emulated computers.
What is Framsticks?
Framsticks is a system for simulation and optimization of the three-
dimensional agent structures and their control systems.
Characteristics of Framsticks
Are as follows:
 a three-dimensional environment.
 genotype representation of organisms, physical structure (body) and
neural network (brain) both described in genotype.
 stimuli loop (environment – receptors – brain – effectors – environment).
 genotype reconfiguration operations (mutation, crossing over, repair).
 energetic requirements and balance and specialization.
System Architecture
The main aim is to design model so that it allow for spontaneous and open
ended evolution this creature living in this 3D world is fully controlled by its
brain i.e. neural network.
Sticks can be specialized for various purposes
1.Creatures are made of sticks (limbs).
2.Muscles (red) are controlled by
a neural network, which makes the
bend and rotate.
Cont…
3.assimilation (green)
4.strength (thickness)
5.Ingestion (small yellow spots) etc.
6. Receptors:
The creature shown has a sense
of touch (on the top) and a sense
of equilibrium (glass-like cell).
Collision Detection
A small creature ("Antelope") attacking
another, big one ("Spider").
After the collision: "Spider" broken apart
into pieces. "Antelope" consumes
energy from the dead body.
Evolutionary Process
Gene pool
Selection
Genetic operators
Artificial world simulation
Software Tools
The Simulating software use is Framsticks Theater 2.10.
cont …
The Framsticks software is available for Linux and MS Windows.
Both as Graphical User Interface programs and as command line
programs.
Parts of the C++ source, mainly those concerning genetics are also
available within the GDK
Physical Structures
First behaviors tested were the
mechanisms of locomotion and orientation.
The kinds of interaction between physical
objects:
Static and dynamic friction, damping,
action and reaction forces, and energy
losses after deformations, gravitation.
cont…
Forces involved in the simulation
Sensors and effector s of framstacks
->Two kinds of muscles:
bending
rotating
->Three kinds of receptors (senses):
Those for orientation in space
(equilibrium sense, gyroscope).
Detection of energy/food (non-directional
smell).
Detection of physical contact (directional
touch).
Equilibrium Sense Smell Sense Touch Sense
Application
Able to directly compare simulation results with reality .
Exclusively used in film industries.
Like Lion King", "Batman forever" and many advertisements are framsticks
based.
Many 3D games are build using this
technology.
Example of evolved swimming creature
Two bending muscles and two gyroscopes, four neurons.
Note that the two neurons at the top of the diagram do not control any muscle. The
neuron in the middle bends the muscle, what in turn affects input signal from the
gyroscope (implicit feedback). The bottom neuron produces constant, bending
signal.
cont….
Pre-designed creature (“lizard”). Neural network connections and weighs evolved with
fitness defined as speed. One touch and one equilibrium receptors. Walks in a realistic
way.
Conclusion
 Interaction at design time and lean back, user should know the design
behind the system in order to change the behavior.
 Interaction at run time, user determines the fitness of the individuals
hence can influence the evolution.
 The challenge for Alife Inspired Creative Systems still remains.
Framsticks

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Framsticks

  • 1. The World of Artificial Life: FRAMSTIKS Presents by : Sayyed Zainab Khan Sameera Shafaque Islam
  • 2. Contents Of Presentation ALife What is Framsticks? Characteristics of Framsticks System Architecture Collision Detection Evolutionary Process Software Tools Physical Structures Application Example of evolved swimming creature Conclusion
  • 3. Artificial life(ALife) 1.The name is obviously connected with "Artificial Intelligence" – both fields of study partly overlap, but AL has more in common with biology and physics. 2.Computing has been enormously successful for abstract problem solving, but led to this insidious popular view that humans and animals think and behave like problem-solving computers.
  • 4. Definition of AL Biology = study of carbon-based life "life as we know it" ALife= study of the dynamics of living systems, regardless of substrate "life as it could be“ Substrates: abstract chemistries, logical networks, cellular automata, abstract, ecosystems emulated computers.
  • 5. What is Framsticks? Framsticks is a system for simulation and optimization of the three- dimensional agent structures and their control systems.
  • 6. Characteristics of Framsticks Are as follows:  a three-dimensional environment.  genotype representation of organisms, physical structure (body) and neural network (brain) both described in genotype.  stimuli loop (environment – receptors – brain – effectors – environment).  genotype reconfiguration operations (mutation, crossing over, repair).  energetic requirements and balance and specialization.
  • 7. System Architecture The main aim is to design model so that it allow for spontaneous and open ended evolution this creature living in this 3D world is fully controlled by its brain i.e. neural network.
  • 8. Sticks can be specialized for various purposes 1.Creatures are made of sticks (limbs). 2.Muscles (red) are controlled by a neural network, which makes the bend and rotate. Cont…
  • 10. 6. Receptors: The creature shown has a sense of touch (on the top) and a sense of equilibrium (glass-like cell).
  • 11. Collision Detection A small creature ("Antelope") attacking another, big one ("Spider"). After the collision: "Spider" broken apart into pieces. "Antelope" consumes energy from the dead body.
  • 12. Evolutionary Process Gene pool Selection Genetic operators Artificial world simulation
  • 13. Software Tools The Simulating software use is Framsticks Theater 2.10. cont …
  • 14. The Framsticks software is available for Linux and MS Windows. Both as Graphical User Interface programs and as command line programs. Parts of the C++ source, mainly those concerning genetics are also available within the GDK
  • 15. Physical Structures First behaviors tested were the mechanisms of locomotion and orientation. The kinds of interaction between physical objects: Static and dynamic friction, damping, action and reaction forces, and energy losses after deformations, gravitation. cont… Forces involved in the simulation
  • 16. Sensors and effector s of framstacks ->Two kinds of muscles: bending rotating ->Three kinds of receptors (senses): Those for orientation in space (equilibrium sense, gyroscope). Detection of energy/food (non-directional smell). Detection of physical contact (directional touch).
  • 17. Equilibrium Sense Smell Sense Touch Sense
  • 18. Application Able to directly compare simulation results with reality . Exclusively used in film industries. Like Lion King", "Batman forever" and many advertisements are framsticks based. Many 3D games are build using this technology.
  • 19. Example of evolved swimming creature Two bending muscles and two gyroscopes, four neurons. Note that the two neurons at the top of the diagram do not control any muscle. The neuron in the middle bends the muscle, what in turn affects input signal from the gyroscope (implicit feedback). The bottom neuron produces constant, bending signal. cont….
  • 20. Pre-designed creature (“lizard”). Neural network connections and weighs evolved with fitness defined as speed. One touch and one equilibrium receptors. Walks in a realistic way.
  • 21. Conclusion  Interaction at design time and lean back, user should know the design behind the system in order to change the behavior.  Interaction at run time, user determines the fitness of the individuals hence can influence the evolution.  The challenge for Alife Inspired Creative Systems still remains.