Evolving pseudo-creatures in computer simulation to run a short course

I love the idea of simulating evolution through computer models. The purpose of such an exercise is not so much to prove that evolution happened, or to prove that complexity can evolve from simple rulesets (though that’s certainly important), but to show that randomness and flexibility in solving tasks can create novel approaches that are more creative even than anything that intelligences like ourselves have worked out.

This particular example shows some behaviours from creatures built out of four types of blocks that emulate hopping, running and dragging themselves along a course, in a simulation where creatures that make it across a trial field quickest are rewarded by having more offspring in subsequent generations.

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