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                    136                                     Biomimetics: Biologically Inspired Technologies

                    product are engineered in concert rather than sequentially. Some small changes to the morphology
                    may make the controller design task much simpler and vice versa.

                    4.3.3 Evolving Bodies and Brains

                    One may wonder what happens if the evolutionary process is given even more freedom in the
                    design of both the morphology and control. Sims (1994) explored this idea in simulation using 3D
                    cubes and oscillators as building blocks. Inspired by that work, we were interested in exploring
                    physically realizable machines and start with lower-level building blocks, such as simple neurons
                    and 1D elements (Lipson and Pollack, 2000). We used a design space consisting of bars and linear
                    actuators for the morphology and neurons for the control (Figure 4.4a). The design space we used
                    comprised bars and actuators as building blocks of structure and artificial neurons as building
                    blocks of control. Bars connected with free joints can potentially form trusses that represent
                    arbitrary rigid, flexible, and articulated structures, as well as multiple detached structures, and
                    emulate revolute, linear, and planar joints at various levels of hierarchy. Similarly, sigmoidal
                    neurons can connect to create arbitrary control architectures such as feed-forward and recurrent
                    nets, state machines and multiple independent controllers. The bars can connect to each other
                    through ball-and-socket joints, neurons can connect to other neurons through synaptic connections,
                    and neurons can connect to bars. In the latter case, the length of the bar is governed by the output
                    of the neuron by means of a linear actuator. No sensors were used. Variation operators used in the
                    evolutionary process were allowed to connect, disconnect, add, remove, or modify any of the
                    components.
                       Starting with a population of 200 blank machines that were comprised initially of zero bars
                    and zero neurons, we conducted evolution in simulation. The fitness of a machine was determined
                    by its locomotion ability: the net distance its center of mass moved on an infinite plane in a fixed
                    duration. The process iteratively selected fitter machines, created offspring by adding, modifying,
                    and removing building blocks and replaced them into the population. This process typically
                    continued for 300 to 600 generations. Both body (morphology) and brain (control) were thus
                    coevolved simultaneously. The simulator we used for evaluating fitness supported quasi-static
                    motion in which each frame is statically stable. This kind of motion is simpler to transfer reliably
                    into reality, yet is rich enough to support low-momentum locomotion.
                       Typically, several tens of generations passed before the first movement occurred. For example,
                    at a minimum, a neural network generating varying output must assemble and connect to an
                    actuator for any motion at all (see sequence in Figure 4.4a, for an example). A sample instance
                    of an entire generation, thinned down to unique individuals is shown in Figure 4.4b. Various
                    patterns of evolutionary dynamics emerged, some of which are reminiscent of natural phylogenic
                    trees. Figure 4.4c presents examples of extreme cases of convergence, speciation, and massive
                    extinction, and Figure 4.4d shows progress over time of one evolutionary run. Figure 4.4e shows
                    some of the fitter machines that emerged from this process; these machines were ‘‘copied’’ from
                    simulation into reality using rapid-prototyping technology (Figure 4.4f). The machines performed
                    in reality, showing the first instance of a physical robot whose entire design — both morphology
                    and control — were evolved.
                       In spite of the relatively simple task and environment (locomotion over an infinite horizontal
                    plane), surprisingly different and elaborate solutions were evolved. Machines typically contained
                    around 20 building blocks, sometimes with significant redundancy (perhaps to make mutation less
                    likely to be catastrophic). Not less surprising was the fact that some exhibited symmetry, which was
                    neither specified nor rewarded for anywhere in the code; a possible explanation is that symmetric
                    machines are more likely to move in a straight line, consequently covering a greater net distance
                    and acquiring more fitness. Similarly, successful designs appear to be robust in the sense that
                    changes to bar lengths would not significantly hamper their mobility. The three samples shown in
                    Figure 4.4d exploit principles of ratcheting, anti-phase synchronization, and dragging. Others (not
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