On Fri, Feb 11, 2005 at 10:03:33AM -0500, Brad Wyble wrote: > Just want to be clear Eugen, when you talk about evolutionary simulations, > you are talking about simulating the physical world, down to a > cellular and perhaps even molecular level?
Whole critters? Heavensforbid. Fake physics not very much behind your typical first person shooter would suffice for a crude virtual world. You can just skip actuators and make your virtual neurons apply forces to parts of body geometry. Mapping signalling networks to molecular computational cell crystals is reserved for maximum speed achievable. It is not a prerequisite for effective artificial critter de novo design by evolutionary algorithms. It's just on today's hardware your critters are very, very primitive. -- Eugen* Leitl <a href="http://leitl.org">leitl</a> ______________________________________________________________ ICBM: 48.07078, 11.61144 http://www.leitl.org 8B29F6BE: 099D 78BA 2FD3 B014 B08A 7779 75B0 2443 8B29 F6BE http://moleculardevices.org http://nanomachines.net ------- To unsubscribe, change your address, or temporarily deactivate your subscription, please go to http://v2.listbox.com/member/[EMAIL PROTECTED]
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