Evolution - Learning Creatures
OS :
Version :3.0.5
Size :66.64Mb
Updated :Sep 3,2020
Developer :Keiwan Donyagard
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Description
Use joints, bones and muscles to build creatures that are only limited by your imagination. Watch how the combination of neural networks and an evolutionary algorithm can enable your creatures to learn and improve at their given tasks all on their own. The tasks include running, jumping and climbing. Can you design the ultimate creature that is good at all of the tasks? The latest update allows you to easily share your simulation saves and creature designs with your friends. Note that this is more of a simulation than a game. There are no real objectives. But there is a lot to learn if you are interested in the basics of machine learning and neural networks. You can even look at the source code if you want. There is also a Mac & PC version available for download and a browser version for you to try out on the main project website (keiwan.itch.io/evolution).
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Comments (2)
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    By /-\ppleUserDec 10,2020
    This is a simulator about natural selection where these little stick-creatures try to evolve and do different tasks by changing how their muscles move, but not their body shape. It’s cool how you can build your own creatures. TO THE DEVELOPER: I know how many people want the creatures’ bodies to evolve, which would be neat, but it would be hard to do. But, I do have an idea for a big update: to add to running, jumping, obstacle jump, and climbing, you should add Swimming. Here’s how it would work: The task is to swim the furthest, like running. There would be a surface where water physics aren’t a thing, and then maybe 25 meters deep would be the ground, because that would be weird not to have a ground. Whatever part of a creature is submerged, it has hydrodynamics applied to it. (Like aerodynamics.) Hope you add this feature and please respond with you thoughts.
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    By cuzco1May 13,2018
    For a basic look at how evolutionary algorithms work, this is a fun start. I did however quickly bump up against some limitations which I think could make it better. - Muscles should have maximum and minimum stretch. I tried to make a creature with bones only connected by muscles (no joints) and found that the muscles could stretch to absurd lengths. So much so that they would extend way beyond the edge of the screen - There should be a zoom out/zoom in feature so you can see your entire creature if it extends beyond the edges of your device - It would be interesting to allow exact attachment locations on a bone rather than just the middle - Multiple muscles between bones would also make it more interesting - For experimenting with boneless creatures, it would be cool to have direct muscle to node connections rather than restricting them to bone connections - And finally, for longer simulations (10 seconds or more) the creatures often get trapped in a steady state where nothing happens...