Here, they get to fly around, flock together, hunt down enemies, struggle for survival. You can watch the movie in which an even better generation is spawned from crossing the Docole and the Timude.Ĭreatures pit their strengths against each other in the arena. Creatures are recombined using a genetic algorithm that constructs a new DNA from the information stored in both ancestors' DNA. Internally in the programming code, each creature is stored as a little piece of DNA. Notice how their children have both the Docole's tentacles and the Timude's flippers, it's not that ferocious anymore but it has flippers for speed and some basic intelligence, which will likely improve its chances of finding food. The Timude on the other hand is a cute and docile flocker, fast and bright which gives it good evasive qualities. The Docole is a fast and aggressive predator, but not too bright. In the example below we cross-bred Docole and Timude species. A good breeding programme is essential for the world's evolution. These we can then use as ancestors to evolve new creatures that are better balanced and have a higher chance of rising up in the food chain. The factory gets a bit more interesting once we have determined a number of creatures that have a high potential of surviving a hostile environment. Combined with a high cunning you get a typical tiger-hunter that tries to ambush a flock of prey and hunts down the weakest creatures first. Combined with a low cunning you get a sort of brute that relentlessly keeps on chasing a prey. Creatures with a lot of tentacles tend to be very aggressive. More tentacles not only look more daunting, but make a creature more ferocious and self-assured. Tentacles: are a creature's main weapons.Flippers: enhance a creature's velocity.The drawback of being big is that you become slower and more pacifist. Bigger creatures have a greater health and are more difficult to hurt, more complex creatures have a greater cunning. Cores: the complexity of a creature's body influences its fitness and its intelligence.Tails: make a creature more agile, allows it to take sharper turns - a greater potential when chasing and evading.This cunning allows the creature to employ better hunting strategies (ambushing and intercepting) or better evasive strategies (deception, hiding in the flock in the hope that the predator loses interest and starts picking on someone else). Heads: make a creature smarter, imbue it with a cunning.This makes the environment entirely procedural: there is an endless variation of creatures and therefore an endless variation of behaviour and ways creatures interact with each other!ĭifferent components and their behavioural impact: The way a creature is constructed determines it's behaviour later on in the survival game. Each creature is constructed randomly from a pool of components (or body parts): we discern between heads, tails, cores, flippers and tentacles. The factory is the place where creatures are born and bred. What happens when we use genetics to describe or create visual communication? Is there a generative strategy to design? Is there something like a design crossover, a historical gene tree from which contemporary design emerges? Is it possible to recombine "good designs" to create even better ones? These can be used in parts of the planned Gravital research project by applying them on graphic design in general instead of roaming creatures. The idea is to extract a tested set of genetic algorithms from the project later on. By recombining the domesticated cells creatures are created that interact with each other in a hostile environment. These cells are great material for a genetics proof-of-concept in NodeBox. She devised a set of parental cells and evolutionary rules with which she could domesticate graphic cell organisms from microscopic components. The Evolution project is a sequel to Ludivine Lechat's Graphic Cellular Domestication postgraduate program at Transmedia.
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