11. Artificial Men and Artificial Animals

2020 ◽  
pp. 61-67
Keyword(s):  
2002 ◽  
Vol 21 (3) ◽  
pp. xvii-xvii
Author(s):  
Demetri Terzopoulos
Keyword(s):  

2010 ◽  
Vol 39 ◽  
pp. 295-305
Author(s):  
Guo Wei Yang ◽  
Yang Yang

Some local motion models of artificial animals and a method momentarily continuously to switch the models are given. A society behaviour system of artificial fishes based on the way and method is exploited, which can exhibit life behaviours and intelligence of animals. How momentarily continuously to switch the motion models of animated agents in the system is better settled. The system can illimitably generalizedly circularly run and has good man-computer interaction. Moreover the appearance, motion and behaviour of the animals in the system are lifelike and convinced. There are not bad visions such as ‘mutation’, ‘suddenly disappearring’, ‘jumpiness’of animated agents.


2011 ◽  
Vol 467-469 ◽  
pp. 1012-1017
Author(s):  
Guo Wei Yang ◽  
Wei Liu

Some local motion models of artificial animals and a method momentarily continuously to switch the models are given. A society behaviour system of artificial fishes based on the way and method is exploited, which can exhibit life behaviours and intelligence of animals. How momentarily continuously to switch the motion models of animated agents in the system is better settled. The system can illimitably generalizedly circularly run and has good man-computer interaction. Moreover the appearance, motion and behaviour of the animals in the system are lifelike and convinced. There are not bad visions such as ‘mutation’, ‘suddenly disappearring’, ‘jumpiness’of animated agents.


2018 ◽  
Vol 9 (1) ◽  
pp. 55-82 ◽  
Author(s):  
Claes Strannegård ◽  
Nils Svangård ◽  
David Lindström ◽  
Joscha Bach ◽  
Bas Steunebrink

Abstract A computational model for artificial animals (animats) interacting with real or artificial ecosystems is presented. All animats use the same mechanisms for learning and decisionmaking. Each animat has its own set of needs and its own memory structure that undergoes continuous development and constitutes the basis for decision-making. The decision-making mechanism aims at keeping the needs of the animat as satisfied as possible for as long as possible. Reward and punishment are defined in terms of changes to the level of need satisfaction. The learning mechanisms are driven by prediction error relating to reward and punishment and are of two kinds: multi-objective local Q-learning and structural learning that alter the architecture of the memory structures by adding and removing nodes. The animat model has the following key properties: (1) autonomy: it operates in a fully automatic fashion, without any need for interaction with human engineers. In particular, it does not depend on human engineers to provide goals, tasks, or seed knowledge. Still, it can operate either with or without human interaction; (2) generality: it uses the same learning and decision-making mechanisms in all environments, e.g. desert environments and forest environments and for all animats, e.g. frog animats and bee animats; and (3) adequacy: it is able to learn basic forms of animal skills such as eating, drinking, locomotion, and navigation. Eight experiments are presented. The results obtained indicate that (i) dynamic memory structures are strictly more powerful than static; (ii) it is possible to use a fixed generic design to model basic cognitive processes of a wide range of animals and environments; and (iii) the animat framework enables a uniform and gradual approach to AGI, by successively taking on more challenging problems in the form of broader and more complex classes of environments


1999 ◽  
Vol 202 (23) ◽  
pp. 3477-3484
Author(s):  
J.E. Hokkanen

This review is about a field that does not traditionally belong to biological sciences. A branch of computer animation has its mission to create active self-powered objects living artificial lives in the theoretical biology zone. Selected work, of particular interest to biologists, is presented here. These works include animated simulations of legged locomotion, flexible-bodied animals swimming and crawling, artificial fish in virtual ecosystems, automated learning of swimming and the evolution of virtual creatures with respect to morphology, locomotion and behaviour. The corresponding animations are available for downloading via the Internet. I hope that watching these intriguing pieces of visual simulation will stimulate digitally oriented biologists to seize the interactive methods made possible by ever-increasing computing power.


Lab Animal ◽  
2018 ◽  
Vol 47 (8) ◽  
pp. 201-204 ◽  
Author(s):  
Alla Katsnelson
Keyword(s):  

1998 ◽  
Vol 30 (20-21) ◽  
pp. 1923-1932 ◽  
Author(s):  
Paulo Heleno ◽  
Manuel Próspero dos Santos
Keyword(s):  

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