proceedings of Artificial Life IV, R. Brooks and P. Maes, Editors, 1994
Tag is a children s game based on symmetrical pursuit and evasion. In the experiments described h... more Tag is a children s game based on symmetrical pursuit and evasion. In the experiments described here, control programs for mobile agents (simulated vehicles) are evolved based on their skill at the game of tag. A player s fitness is determined by how well it performs when placed in competition with several opponents chosen randomly from the coevolving population of players. In the beginning, the quality of play is very poor. Then slightly better strategies begin to exploit the weaknesses of others. Through evolution, guided by competitive fitness, increasingly better strategies emerge over time.
Proceedings of the Game Developers Conference (GDC1999), 1999
This paper presents solutions for one requirement of autonomous characters in animation and games... more This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These “steering behaviors” are largely independent of the particulars of the character’s means of locomotion. Combinations of steering behaviors can be used to achieve higher level goals (For example: get from here to there while avoiding obstacles, follow this corridor, join that group of characters...) This paper divides motion behavior into three levels. It will focus on the middle level of steering behaviors, briefly describe the lower level of locomotion, and touch lightly on the higher level of goal setting and strategy.
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques, Jul 1987
The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beauti... more The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually. The simulated flock is an elaboration of a particle system, with the simulated birds being the particles. The aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock; the birds choose their own course. Each simulated bird is implemented as an independent actor that navigates according to its local perception of the dynamic environment, the laws of simulated physics that rule its motion, and a set of behaviors programmed into it by the “animator.” The aggregate motion of the simulated flock is the result of the dense interaction of the relatively simple behaviors of the individual simulated birds. (http://dx.doi.org/10.1145/37401.37406)
... View-Dependent Particles for Interactive Non-Photorealistic Rendering Derek Cornish, AndreaRo... more ... View-Dependent Particles for Interactive Non-Photorealistic Rendering Derek Cornish, AndreaRowan and David Luebke represents a 3D ... Volume Illustration: Non-Photorealistic Rendering of Volume Models (2000) by David Ebert and Penny Rheingans colors (and shades ...
This article presents an abstract computation model of the evolution of camouflage in nature. The... more This article presents an abstract computation model of the evolution of camouflage in nature. The 2D model uses evolved textures for prey, a background texture representing the environment, and a visual predator. A human observer, acting as the predator, is shown a cohort of 10 evolved textures overlaid on the background texture. The observer clicks on the five most conspicuous prey to remove (“eat”) them. These lower-fitness textures are removed from the population and replaced with newly bred textures. Biological morphogenesis is represented in this model by procedural texture synthesis. Nested expressions of generators and operators form a texture description language. Natural evolution is represented by genetic programming (GP), a variant of the genetic algorithm. GP searches the space of texture description programs for those that appear least conspicuous to the predator.
proceedings of Artificial Life IV, R. Brooks and P. Maes, Editors, 1994
Tag is a children s game based on symmetrical pursuit and evasion. In the experiments described h... more Tag is a children s game based on symmetrical pursuit and evasion. In the experiments described here, control programs for mobile agents (simulated vehicles) are evolved based on their skill at the game of tag. A player s fitness is determined by how well it performs when placed in competition with several opponents chosen randomly from the coevolving population of players. In the beginning, the quality of play is very poor. Then slightly better strategies begin to exploit the weaknesses of others. Through evolution, guided by competitive fitness, increasingly better strategies emerge over time.
Proceedings of the Game Developers Conference (GDC1999), 1999
This paper presents solutions for one requirement of autonomous characters in animation and games... more This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational manner. These “steering behaviors” are largely independent of the particulars of the character’s means of locomotion. Combinations of steering behaviors can be used to achieve higher level goals (For example: get from here to there while avoiding obstacles, follow this corridor, join that group of characters...) This paper divides motion behavior into three levels. It will focus on the middle level of steering behaviors, briefly describe the lower level of locomotion, and touch lightly on the higher level of goal setting and strategy.
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques, Jul 1987
The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beauti... more The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. But this type of complex motion is rarely seen in computer animation. This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually. The simulated flock is an elaboration of a particle system, with the simulated birds being the particles. The aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock; the birds choose their own course. Each simulated bird is implemented as an independent actor that navigates according to its local perception of the dynamic environment, the laws of simulated physics that rule its motion, and a set of behaviors programmed into it by the “animator.” The aggregate motion of the simulated flock is the result of the dense interaction of the relatively simple behaviors of the individual simulated birds. (http://dx.doi.org/10.1145/37401.37406)
... View-Dependent Particles for Interactive Non-Photorealistic Rendering Derek Cornish, AndreaRo... more ... View-Dependent Particles for Interactive Non-Photorealistic Rendering Derek Cornish, AndreaRowan and David Luebke represents a 3D ... Volume Illustration: Non-Photorealistic Rendering of Volume Models (2000) by David Ebert and Penny Rheingans colors (and shades ...
This article presents an abstract computation model of the evolution of camouflage in nature. The... more This article presents an abstract computation model of the evolution of camouflage in nature. The 2D model uses evolved textures for prey, a background texture representing the environment, and a visual predator. A human observer, acting as the predator, is shown a cohort of 10 evolved textures overlaid on the background texture. The observer clicks on the five most conspicuous prey to remove (“eat”) them. These lower-fitness textures are removed from the population and replaced with newly bred textures. Biological morphogenesis is represented in this model by procedural texture synthesis. Nested expressions of generators and operators form a texture description language. Natural evolution is represented by genetic programming (GP), a variant of the genetic algorithm. GP searches the space of texture description programs for those that appear least conspicuous to the predator.
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Papers by Craig Reynolds