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		<title>Computer Evolution of Buildable Objects - Versionsgeschichte</title>
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		<title>Gbachelier: Die Seite wurde neu angelegt: „   == Reference == Pablo J. Funes and Jordan B. Pollack: Computer Evolution of Buildable Objects. Evolutionary Design by Computers, pp. 387-403, Morgan Kaufman…“</title>
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		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „   == Reference == Pablo J. Funes and Jordan B. Pollack: Computer Evolution of Buildable Objects. Evolutionary Design by Computers, pp. 387-403, Morgan Kaufman…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt; &lt;br /&gt;
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== Reference ==&lt;br /&gt;
Pablo J. Funes and Jordan B. Pollack: Computer Evolution of Buildable Objects. Evolutionary Design by Computers, pp. 387-403, Morgan Kaufmann, 1999.&lt;br /&gt;
&lt;br /&gt;
== DOI ==&lt;br /&gt;
&lt;br /&gt;
== Abstract ==&lt;br /&gt;
This chapter describes our work in evolution of buildable designs using miniature plastic&lt;br /&gt;
bricks as modular components. Lego1 bricks are well known for their flexibility when it comes to&lt;br /&gt;
creating low cost, handy designs of vehicles and structures. Their simple modular concept make toy&lt;br /&gt;
bricks a good ground for doing evolution of computer simulated structures which can be built and&lt;br /&gt;
deployed.&lt;br /&gt;
Instead of incorporating an expert system of engineering knowledge into the program, which&lt;br /&gt;
would result in more familiar structures, we combined an evolutionary algorithm with a model of&lt;br /&gt;
the physical reality and a purely utilitarian fitness function, providing measures of feasibility and&lt;br /&gt;
functionality.&lt;br /&gt;
Our algorithms integrate a model of the physical properties of Lego structures with an evolu-&lt;br /&gt;
tionary process that freely combines bricks of different shape and size into structures that are evalu-&lt;br /&gt;
ated by how well they perform a desired function. The evolutionary process runs in an environment&lt;br /&gt;
that has not been unnecessarily constrained by our own preconceptions on how to solve the prob-&lt;br /&gt;
lem.&lt;br /&gt;
The results are encouraging. The evolved structures have a surprisingly alien look: they are not&lt;br /&gt;
based in common knowledge on how to build with brick toys; instead, the computer found ways of&lt;br /&gt;
its own through the evolutionary search process. We were able to assemble the final designs manu-&lt;br /&gt;
ally and confirm that they accomplish the objectives introduced with our fitness functions.&lt;br /&gt;
This chapter discusses background and related work first (section 2), then goes on to describe&lt;br /&gt;
our methods; first the model we use to simulate Lego structures (sections 3-4), then the representa-&lt;br /&gt;
tion and evolutionary algorithms (section 5). The results sections (6-7) discuss applications, show-&lt;br /&gt;
ing the results of several evolutionary runs and illustrating with pictures of the final assembled&lt;br /&gt;
Lego artifacts. Finally, on sections 8-9, current and future lines of work and conclusions are drawn.&lt;br /&gt;
&lt;br /&gt;
== Extended Abstract ==&lt;br /&gt;
&lt;br /&gt;
== Bibtex == &lt;br /&gt;
&lt;br /&gt;
== Used References ==&lt;br /&gt;
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ference on Artificial Life. P. Husbands and I. Harvey, eds., MIT Press. pp 358-367.&lt;br /&gt;
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lag, Lecture Notes in Artificial Intelligence 929. pp. 704-720.&lt;br /&gt;
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Koza, John R. (1992). Genetic Programming: On the Programming of Computers by Means of Nat-&lt;br /&gt;
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Lee, W., Hallam, J. and Lund, H. (1996). A Hybrid GP/GA Approach for Co-evolving Controllers&lt;br /&gt;
and Robot Bodies to Achieve Fitness-Specified Tasks. In Proceedings of IEEE 3rd Interna-&lt;br /&gt;
tional Conference on Evolutionary Computation. IEEE Press.&lt;br /&gt;
&lt;br /&gt;
19Leighton, T., Makedon, F., Plotkin, S., Stein, C., Tardos, E. and Tragoudas, S. (1995). Fast Approx-&lt;br /&gt;
imation Algorithms for Muticommodity Flow Problems. Journal of Computer and Syst. Sci-&lt;br /&gt;
ences 50. p. 228-243.&lt;br /&gt;
&lt;br /&gt;
Lund, H., (1995). Evolving Robot Control Systems. In J. T. Alander (ed.) Proceedings of 1NWGA,&lt;br /&gt;
University of Vaasa, Vaasa.&lt;br /&gt;
&lt;br /&gt;
Lund, H., Hallam, J and Lee, W. (1997). Evolving Robot Morphology. Invited paper in Proceedings&lt;br /&gt;
of IEEE Fourth International Conference on Evolutionary Computation. IEEE Press, NJ.&lt;br /&gt;
&lt;br /&gt;
Mataric, M and Cliff, D. (1996). Challenges In Evolving Controllers for Physical Robots. In Evolu-&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
Pollack, J. B., Blair, A. and Land, M.(1996). Coevolution of A Backgammon Player. Proceedings&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
Sims, K. (1994). Evolving Virtual Creatures. In Computer Graphics, Annual Conference Series.&lt;br /&gt;
&lt;br /&gt;
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Proceedings, MIT Press.&lt;br /&gt;
&lt;br /&gt;
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38(3): 58-68.&lt;br /&gt;
&lt;br /&gt;
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York, 3rd edition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
=== Full Text === &lt;br /&gt;
http://www.demo.cs.brandeis.edu/papers/edc98.pdf&lt;br /&gt;
&lt;br /&gt;
[[intern file]]&lt;br /&gt;
&lt;br /&gt;
=== Sonstige Links ===&lt;/div&gt;</summary>
		<author><name>Gbachelier</name></author>	</entry>

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