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WP-2003-Virtual World chapter#3 of book
Chapter 3
The Virtual World
This chapter outlines the virtual world used for conducting the experiments
to be presented in this thesis. It is divided into five main sections. First, we briefly
discuss the physics engine used to simulate the creature and its environment. Next,
we explain in detail the setup of the creature’s morphology. Then we describe
the basic workings of an artificial neural network (ANN) that act as the creature’s
locomotion controller, as well as evolutionary methods of learning for ANNs. The
next section then explains the genotype used to represent the artificial creature’s
locomotion controller including an outline of the process which converts the genotype
into the operational ANN used to control the movement of the artificial creature.
Finally we discuss the choice of our common evolutionary, simulation parameters
and statistical test of significance used for the experiments conducted in this thesis.
3.1 Physics-Based Simulation
The accurate modelling of the simulation environment plays a crucial part
in producing artificial creatures that move and behave realistically in 3D (Taylor and
Massey 2001). A dynamic rather than kinematic approach is paramount in allowing
for effective artificial evolution to occur. Physical properties such as forces, torques,
inertia, friction, restitution and damping need to be incorporated into the artificial
evolutionary system. To this end, the Vortex physics engine (CM Labs 2002) was
39
CHAPTER 3. THE VIRTUAL WORLD 40
employed to generate the physically realistic artificial creature and its simulation
environment.
By virtue of conducting our artificial evolution within a physically accurate
virtual world, rich dynamical interactions are able to occur between the simulated
creature and its environment. This in turn enables complex walking behaviors to
emerge as the creature evolves the use of its sensors to control the actuators in
its limbs through dynamical interactions with the environment. Furthermore, th
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