Previewed
Previewed
Doodle Garden uses a technique called Genetic Programming to evolve
new drawings.
A small computer program draws each doodle. You can Mutate (randomly
change) a doodle program, or you can Cross programs (attach part of
one to part of another) with interesting results. You guide this
process by selectively breeding your favorite doodles.
Click on your favorite doodle and a Button Bar will appear. This bar
protects the doodle during breeding. You use the buttons to mutate,
cross, load, save or view a doodle. You can gain more control over
your results by adjusting the breeding parameters and drawing
functions.
Animate will automatically generate new doodles every few seconds by
mutating and crossing the currently protected doodles. You can even
use it as a Screen Saver.
Doodle Garden starts with random graphics. For best results, we
suggest that you start by loading a previously saved doodle. Just
push the buttons on your favorite doodles to explore Genetic
Programming and a fascinating visual space.
Doodle Garden was written by Andy Singleton
![[example IMOGENE screen snapshot]](imogene.gif)
Basically I found that this was quite a fun program with a polished interface, unfortunately the code doesn't go far enough, there is no way to save or reload the "program" that make up a picture. I also had problems saving the pictures as bitmaps, the whole program gives a feeling of being unfinished, I'm trying to contact the author to see if there is a more recent version around.
Introduction derived from the Help file
Imogene lets you interactively generate pictures which dynamically adapt to your own aesthetic sense over successive generations using genetic programming.
Each generation contains 9 images laid out in a 3x3 grid. Each of the 9 images is generated by a mathematical formula which is applied to each (x,y) co-ordinate in the image to produce a palette index (and thus a color) for that co-ordinate.
In the first generation, the formulae are generated randomly based on a set of primitive formula elements, such as addition, subtraction, logical bitvector operations, and the formula input (the x and y co-ordinates). The neat thing is that, for most formulae, the pattern which results from the application of the formula to all the points in the image is coherent and sometimes even beautiful.
In generations after the first, the formula for each image is no longer generated randomly. Instead, for each image, two formulae are chosen from the previous generation. These formulae are combined and mutated to form a new formula. The chances of a formula being selected are based on its fitness.
Example Screen![[example RandPic screen snapshot]](rndpic.gif)
Example Screen![[example Trees screen snapshot]](etree.gif)
The user interface is not too complicated, but I did have to skim through the short but adequate doc file to control the program properly. Unfortunately I have been unable to actually produce any POV output from this program.
![[example Bomb screen snapshot]](bomb.gif)
Example Screen![[example Cybertation organism]](cyber.gif)
A professional piece of software although the help file is just a small text file the program doesn't really warrant any more.
Organic Art is a program developed by Artworks, who include William Latham, Mark Atkinson and Chris Jones. This program runs as a Windows 95 program and screensaver.
It is of course the definitive Latham organic art program.
There is also a detailed review at PC Format
http://www.futurenet.com/pcnet/howto/features/graphics/organic/organic.html Artworks Home Page
Preview Still to be generated
A Commercial implementation of Biomorphs (also known as "The Blind Watchmaker Softwareo") is available from W. W. Norton & Company, Inc. although I have not seen it in action. I also have seen a conversion for IBM PC compatibles by SPA Ltd of a program designed and written by Richard Dawkins to demonstrate how even simple seemingly arbitrary selection could produce intricate apparently "designed" objects. An excellent primer program.
Biomorphs are computer generated creatures whose evolution
you can examine and control using selection, drift and
'genetic engineering'.
When the computer draws a biomorph it is really drawing a
simple branching tree. However, these simple trees give rise
to an extraordinary variety of biomorph shapes, some
abstract, many biological, sometimes grotesque, and often
very beautiful.
The shape of a biomorph is under the influence of nine
genes, each of which has a value represented by a number.
The numbers influence the shapes because some genes affect
the angle of tree branching, others the lengths of the
branches, the angles and lengths being taken from the
numbers.
The biomorphs can reproduce asexually, and when they do
their children carry random mutations. That is, their gene
values differ slightly from their parents. The USER SELECTS
option in the EVOLVE menu allows you to choose one of the
litter of mutant progeny from which to breed. You can then
choose one of its children in turn as a new parent and so on
generation after generation.
I am trying to discover the commercial availabilty of this program
The Artificial Painter derives from our Artificial Life simulations using Genetic Algorithms on Neural Networks that represents small organisms (see e.g. my paper in Artificial Life 2:2). The Artificial Painter was originally developed as a research project financed by ABACO s.r.l. and the Italian National Research Council. Later, there appear to be great public interest in the Artificial Painter, so we are now negotiating with different companies like Benetton, Swatch and Sector on selling the rights or licenses to the use of the program. Further, the artist V. Vucic from ex-yugoslavia is using the Artificial Painter (on a special license) as a way of new enformel or non-figurative painting. His project is connected with multidimensional perception and developing skills for dynamic and contextual thinking and percpetion which is crucial for those who suffer from trauma or for those who face a lack of information and positive stimuli from their environment.
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