Speaker's Page: RICCARDO ANTONINI Designing Worlds Worth Visiting
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6pm GMT
[2am GMT]
Active Worlds: Amusement 193 204 117 70 Riccardo Antonini, Consorzio Roma Ricerche will host a group discussion on the topic: Amusement "an international virtual space for individual and collective presence and interaction"
According to ideas of the zoologist Richard Dawkins - and other scholars and biologists - about darwinian evolution in natural and cultural scope, we have implemented the evolutionary model of a memetic ecosystem where the avatars with their behaviors, actions and mood effects in the Amusement scenes and games represent all the memetic phenotypes interacting. A few simple numerical parameters regulate and codify, as real genes-memes units, for some files that controls the behavior, the actions and expressions of every avatar while he's playing.
Every Complex Scene CS, constituting the representation of a particular Game Instance (or the choice of a game mate at the beginning of a game instance), has been implemented as the Memic-Phenotype, P, of an evolving Memic- Genotype G, that represents the particular meme. The Genotype has constituted, in turn, by single Genes (G1...GN). The evolution of the latter has been implemented using state of the art Genetic Programming.
The single genes - implemented by means of sets of simple numerical values - compete under the selective pressure of:
For example, the characteristics (governed indirectly by its genes) of a given avatar (at a given time!) is described implicitly by a genome (an evolving numerical set) and an expression function (constant) that maps the genotype recipe into the phenotype effects, expressions and actions. We have implemented, using genetic descriptions, not only the general appearance of the avatar, but its character and behavior as well.
More in detail, for example, we can describe some behavior of the avatar as a Situation-Response pair (i.e. if Situation=S then Response=R) and let it evolve under the selective pressure of the environment (i.e. hestetic sensibility and pleasure of the real players).
The response is formally described as a trajectory in the space of all responses Rm. The phenotype of the response is a m-dimensional vector of sequences.
Each sequence can be formally described as a succession of functions. The set of parameters of that succession can be regarded as the genotype of response.
In the genotype are present, as well, the parameters defining some partitioning of the Situation space in subsets (lexicalization). As consequence, the appropriateness of the response is simply the association of a given subset of situational genes in the same chromosome of a given set of response genes.
The genome of behaviors can be translated in the set of all the environmental-response pairs.
The user, hence, have not to worry about every movement, action or mood expression at each moment: this is boring and complicated, not natural. The only part of the physical appearance that evolve, once the player has chosen or has been given a physical appearance, is the clothing and accessories. That is, the expression of moods via the "clothing language" evolves according to the memic paradigm.
So, we think that it is able for i3 to build new Intelligent Information Interfaces according to this darwinian vision of the reality.
Riccardo Antonini
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