The Creatures Global Digital Ecosystem

  title={The Creatures Global Digital Ecosystem},
  author={Dave Cliff and Stephen Grand},
  journal={Artificial Life},
An artificial life entertainment-software product called Creatures was released in Europe in late 1996 and in the United States and Japan in mid-1997. When installed on a domestic computer (PC or Macintosh), each Creatures CD-ROM creates a virtual world in which autonomous software agents exist. The agents, known as norns, interact with the human user, with each other, and with objects in their virtual world. Each norn coordinates perception and action via its own modular recurrent neural… 
Creatures: Entertainment Software Agents with Artificial Life
We present a technical description of Creatures, a commercial home-entertainment software package. Creatures provides a simulated environment in which exist a number of synthetic agents that a user
Biologically-Inspired Computing Approaches To Cognitive Systems: a partial tour of the literature
This review is intended as a rapid tour through the area (rather than a leisurely wander); and it should be readable in a few hours.
Evolutionary Computation: An Overview
Evolutionary computation is an area of computer science that uses ideas from biological evolution to solve computational problems that often require a system to be adaptive— that is, to continue to perform well in a changing environment.
Large-scale, Small-scale Systems
Digital Ecosystems
The Digital Ecosystem is created, a novel optimisation technique inspired by biological ecosystems, where the optimisation works at two levels: a first optimisation, migration of agents which are distributed in a decentralised peer-to-peer network, operating continuously in time; this process feeds a second optimisation based on evolutionary computing that operates locally on single peers and is aimed at finding solutions to satisfy locally relevant constraints.
Jumping Genes-mutators Can Rise Efficacy Of Evolutionary Search
This communication proposes a strategy of construction of a new approach exploiting the most essential aspects of co-evolution of the hosts-chromosomes and their genetic parasites known as the Two-level Evolving Worlds, and applies it to one of known benchmark problems - the John Muir ant's trail test.
AI in computer games : generating interesting interactive opponents by the use of evolutionary computation
A quantitative metric of the ‘interestingness’ of opponent behaviours is defined based on qualitative considerations of what is enjoyable in such games, and a mathematical formulation grounded in observable data is derived.
The Bio-Chemical Information Processing Metaphor as a Programming Paradigm for Organic Computing
  • P. Dittrich
  • Chemistry, Computer Science
    ARCS Workshops
  • 2005
Several aspects of how the metaphor of chemistry can be used to build technical information processing systems are discussed, namely, how to program emergent chemi cal processes.
Digital ecosystems: stability of evolving agent populations
The Digital Ecosystem is considered to investigate the stability of an evolving agent population through simulations, for which the results were consistent with the original Chli-DeWilde definition of stability.
Creating a Digital Ecosystem: Service Orientated Architectures with Distributed Evolutionary Computing
This work defines Ecosystem-Oriented Architectures for the creation of Digital Ecosystems, imbibed with the properties of self-organisation and scalability from biological ecosystems, including a novel form of distributed evolutionary computing.


Creatures: artificial life autonomous software agents for home entertainment
A technical description of Creatures, a commercial home-entertainment software package that provides a simulated environment in which exist a number of synthetic agents that a user can interact with in real-time, and a discussion of the scientific implications of the system.
Artificial life meets entertainment: lifelike autonomous agents
Langton offers a nice overview of the different research questions studied by the discipline, which spans such diverse topics as artificial evolution, artificial ecosystems, artificial morphogenesis, molecular evolution, and many more.
Computational Genetics, Physiology, Metabolism, Neural Systems, Learning, Vision, and Behavior or PolyWorld: Life in a New Context
PolyWorld attempts to bring together all the principle components of real living systems into a single artificial (man-made) living system, and may serve as a tool for investigating issues relevant to evolutionary biology, behavioral ecology, ethology, and neurophysiology.
Evolving 3D Morphology and Behavior by Competition
This article describes a system for the evolution and coevolution of virtual creatures that compete in physically simulated three-dimensional worlds that can adapt to each other as they evolve simultaneously.
An Evolutionary Approach to Synthetic Biology: Zen and the Art of Creating Life
  • T. Ray
  • Biology, Art
    Artificial Life
  • 1993
This essay is intended to communicate a way of thinking about synthetic biology that leads to a particular approach: to understand and respect the natural form of the artificial medium, to facilitate the process of evolution in generating forms that are adapted to the medium, and to let evolution find forms and processes that naturally exploit the possibilities inherent in the medium.
SimLife: The Official Strategy Guide
From the Publisher: SimLife, the latest software toy from Maxis, is the first program available that gives you the power to create and evolve life right on your computer screen! And SimLife: The
Landscapes, Learning Costs, and Genetic Assimilation
Conditions under which genetic assimilation can take place in the evolutionary process as traits that are initially acquired become genetically specified in later generations are presented.
(Not) Evolving Collective Behaviours in Synthetic Fish
It is argued that formulating an effective fitness evaluation function for use in evolving controllers can be at least as difficult as hand-crafting an effective controller design.
Genetic programming - on the programming of computers by means of natural selection
  • J. Koza
  • Computer Science
    Complex adaptive systems
  • 1993
This book discusses the evolution of architecture, primitive functions, terminals, sufficiency, and closure, and the role of representation and the lens effect in genetic programming.
On the Dynamics of Small Continuous-Time Recurrent Neural Networks
  • R. Beer
  • Computer Science
    Adapt. Behav.
  • 1995
This article begins a systematic examination of the dynamics of continuous-time recurrent neural networks with a fairly complete description of the possible dynamical behavior and bifurcations of one- and two-neuron circuits.