Biomorph
Biomorphs are graphical representations that simulate the forms of living organisms. The term, a portmanteau of "biological" and "morph" (meaning shape or form), was popularized in the field of artificial life by the British mathematician and writer Richard Dawkins in his 1986 book, "The Blind Watchmaker". Biomorphs are used to explore the processes of evolution, natural selection, and genetic algorithms through visual means. They serve as a tool for understanding how simple rules can generate complex structures and behaviors reminiscent of those found in nature.
Overview[edit | edit source]
Biomorphs are created using computer algorithms that mimic the process of natural selection. Starting from a simple shape or a set of initial parameters, these algorithms apply rules that simulate genetic variation and selection. Over successive generations, the shapes evolve, producing forms that can be surprisingly complex and lifelike. The parameters defining a biomorph can include aspects such as size, shape, color, and structure, which are analogous to genetic traits in natural organisms.
History[edit | edit source]
The concept of biomorphs dates back to the work of Richard Dawkins in the mid-1980s. Dawkins introduced biomorphs as a way to demonstrate the power of cumulative selection - a fundamental principle of evolution. He developed a simple computer program that generated two-dimensional shapes that could evolve over time. The user of the program could select which biomorphs would "reproduce," influencing the direction of their evolution. This interactive process illustrated how even simple selection criteria could lead to the emergence of complex and unexpected forms.
Applications[edit | edit source]
Biomorphs have applications in various fields, including biology, genetics, artificial intelligence, and computer graphics. In biology and genetics, they are used as educational tools to explain evolutionary concepts. In artificial intelligence, biomorphs can help in the study of evolutionary algorithms and the development of machine learning models. In computer graphics, they inspire techniques for generating complex and organic shapes.
Generating Biomorphs[edit | edit source]
The generation of biomorphs typically involves the use of genetic algorithms. These algorithms start with a population of simple shapes encoded by a set of parameters or "genes." Through processes analogous to mutation and crossover, new generations of shapes are produced. Selection criteria, which can be determined by the user or by the algorithm itself, guide the evolution of these shapes towards more complex or desirable forms.
Examples[edit | edit source]
One of the most famous examples of biomorphs is the "Biomorphs" software itself, created by Richard Dawkins. Another example is the virtual creatures evolved in Karl Sims' work in the field of artificial life, where three-dimensional virtual organisms evolve body shapes and behaviors that are effective in simulated environments.
See Also[edit | edit source]
External Links[edit | edit source]
- Wikimedia Commons - for images related to biomorphs and evolutionary simulations.
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