Virtual Worlds Timeline: Origins, Evolution and Future of the Medium

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Jul 11, 2008 - Early exemplar: Karl Sims' Evolving Virtual Creatures (1991-4) .... 3) Sensors (how aspects of the environment (and the organism itself) are.
The EvoGrid

An Evolution Grid in Cyberspace Grey Thumb/British Computer Society, July 11, 2008 Bruce Damer

See more at

damer.com biota.org ccon.org digitalspace.com digibarn.com

EvoGrid: Itinerary

is Biota? ´ What is Artificial Life, and where is A-Life today? ´ What is the EvoGrid? ´ How would the EvoGrid affect the way we think about ourselves and our place in the universe? ´ What

Biota.org (version 1.0) A multi-disciplinary visionary conference series 1997-2001 paleontology, artificial life, simulation, virtual worlds, art, game design, science fiction

1997 – Banff Canada, Burgess Shale

1998 –Cambridge UK

1999 – San Jose CA

2001 – Berkeley CA

1997: Digital Biota Conferences: Digital Burgess (Banff Centre)

1997: Digital Biota Conferences: Digital Burgess (Banff Centre)

1998: Digital Biota 2 (Cambridge UK, Magdalene College)

1999: Digital Biota 3 (San Jose State University)

2001: Digital Biota 4 (UC Berkeley, NA Paleontological Convention)

Biota.org Projects SIGGRAPH 1997: Nerve Garden - Growing gardens in cyberspace

Biota.org (version 2.0) Biota Podcast by Tom Barbalet (History, news, discussion about artificial life)

What is Artificial Life And what is the status of A-Life today?

Early exemplar: Karl Sims’ Evolving Virtual Creatures (1991-4)

Artificial Life: Exemplar: Karl Sims’ Evolving Virtual Creatures

Creatures with genomes evolving in the simulated physics of a Connection Machine.

Artificial Life: More recent projects: Noble Ape

By Tom Barbalet, a number of autonomous simulation components including a landscape simulation, biological simulation, weather simulation, sentient creature (Noble Ape) simulation and a simple intelligent-agent scripting language (ApeScript).

Artificial Life: Grey Thumb A-life “clubs” growing, Grey Thumb Boston

Artificial Life: More recent projects: Grey Thumb Boston-Nanopond

A simple hypercycle that has evolved within a modified variant of the Nanopond evolvable instruction set virtual machine called Nanopond-MV. By Adam Ierymenko.

Artificial Life: More recent projects: Grey Thumb Boston-Ant farm colony

Ants collect aphids and food in an ant colony simulation written by Brian Peltonen.

Artificial Life: More recent projects: Grey Thumb Boston-Robot Vision System

Robot vision system using evolved algorithms annotating an image for depth and boundaries. By Martin C. Martin.

Artificial Life: More recent projects: Grey Thumb Boston-Breve Evolved Agents

A physically simulated evolved agent in breve learns to walk. By Jonathan Klein.

Artificial Life: More recent projects: Darwin’s Park, University of Paris

“Growing” L-System Garden with photo and chemo-tropism.

Artificial Life: Gerald de Jong: Darwin@Home

Evolving virtual creatures a la Karl Sims, using elastic interval geometry (tensegrity structures).

Artificial Life: Gerald de Jong: Darwin@Home

Artificial Life: Will Wright - Spore

Artificial Life… NOT!

EvoGrid: A new initiative for the Artificial Life community Ending the isolations of the Walled Gardens

Early artificial life Grids: 199194, Karl Sims evolving virtual creatures on Connection Machine (2K processors), and Tom Ray’s Tierra, running across the Internet on servers (1992-98). World of Warcraft, Second Life today are all grids.

What would an artificial life Grid for the 21st Century look like? Running across the modern Internet: XML semantic spaces, web 2.0 interfaces

EvoGrid: In Two Flavours Broad EvoGrid Connecting existing A-life simulations to observe emergent behavior Deep EvoGrid Hoyle/Gordon’s “Origin of Artificial Life” simulation. Starting from “the void” and enabling a “cellular” structure and copying/mutation mechanism to emerge spontaneously.

Broad EvoGrid: a new initiative for the Artificial Life community Concept development stage (Q1-Q2 2008) Imagine an L-System forest, a herbivore simulation and a carnivore simulation all developed separately without each having its own graphical front end. Each object in the separate simulations would communicate locally or via the network using some agreed upon protocol. Next, picture one or more 3D front end “view portals” with all the bells & whistles that visualize what is going on in the engines and traffic, putting any local “area” together into a coherent scene. If it existed, such an A-life system could be run as a true grid, an “Evolution Grid” or “EvoGrid” which would take advantage of: - Free from the tyranny of the render cycle clock - Use multi-core processors - Multiple engines, scenegraphs - Projects don’t go extinct once they become citizens of the grid - Whole system complexity and adaptation grows faster than individual parts

Broad EvoGrid: Concept Development – discussants so far: Tom Barbalet, Gerald de Jong, Jeffrey Ventrella, Robert Rice, Bruce Damer. Inviting more participants from Grey Thumb and beyond.

What are the distributable atomic components of an EvoGrid? 1) Physics (laws determining how objects and energies change and interact over space and time) 2) Genotype (determines 3, 4, 5, and 6 below) 3) Sensors (how aspects of the environment (and the organism itself) are perceived and fed to the brain) 4) Brain (takes sensor data, process it, and then affects the actuators) 5) Actuators (what the brain affects) 6) Geometry (organism bodies (objects) consisting of 3D coordinates, polygons, and parametric primitives (if any).) 7) Rendering (It's sole job should be to render the geometry)

Broad EvoGrid: Concept Development – First cut XML Implementation Sample EvoGrid landscape and creature definitions (ref Tom Barbalet)