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Projects
Showcase Projects 2008
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8) Huntin' (Oregon Trail Style)
Hunt wild animals just like in the old days of Oregon Trail.
Instructions:
To start the hunting simulation, press go. To pause to the simulation, press
stop. To reset the simulation, press Playfield reset. To use the gun, put your
mouse in the center of the scope and click. Then center the scope over the
target and click the mouse. To reload the weapon, put the gun down and click
gun reload.
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10) Microangelo
Create works of art with the assistance of microbe like agents
operating on information processing principles.
Instructions:
Click the Playfield Init button and sit back and watch.
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12) Mouse in a Maze
A mouse must use positive taxis to quickly travel through a maze to find a wedge of cheese while avoiding poison, malnutrition, and simply getting too fat.
Instructions:
Using smell, the mouse knows the general direction of the cheese, but it must navigate the maze to find it. In addition, it has to avoid deadly stimuli (poisoned cheese) and reach the real cheese before time runs out. To guide the mouse away from the poisoned cheese, the user will apply positive cues (cupcakes) to the maze that will lead the mouse to its correct destination. The cupcakes and cheese are equally attractive to the mouse. The cupcakes, however, must be used strategically; too many will result in an extremely slow, unhealthy mouse, which will inevitably result in death.
To begin the game: press START button
To add a cupcake to the maze: Add Cupcake button (Note: The mouse will only smell cupcakes that are added after the START button has been pressed.)
To restart the game from the first level: press Reset Game
To restart the current level: press Reset Level
There are 3 levels, each with 35 seconds on the timer.
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18) Smart Missile Kommando
a fast paced space defense game in which the player must defend their home cities from wave after wave of ever increasingly smart missile attacks. Guard your cities wisely as they hold the means of production for the very missiles you need to defend the planet with.
Instructions:
The user simply has to start the game and click on the field to where they want to have a missile launched from the center turret explode. If the enemy missile hits a friendly city it will explode and no longer produce more ordianace. The game is won when all attacks have been survived but is lost if all cities are destroyed.
The game can be restarted by hiting the reset button.
The user will start the game by pressing the start game button.
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20) Treasure Hunt pick up treasure and bring it back to your ship before the sharks get you!
Instructions: The object of this game is to steer the diver to collect
the treasure at the bottom of the bay. Once the diver has the treasure, he
then has to bring it back to his ship before it can be counted towards his
overall booty. All the while the diver has to avoid the shark, which will
direct itself towards the diver using the difference in activation between two
sensors (Tropotaxis) to determine its direction. There are also jellyfish
which are positioned randomly throughout the playfield and slowly swim towards
the surface. These fish are also deadly to the diver and can stun the shark.
Smart divers will use the jellyfish to their advantage and lure the shark into
them.
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Other Individual Projects 2008
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1) Alien Attack
abduct as many men as possible while avoiding the fighter jet
Instructions:
The goal is to pick up 10 men while avoiding the fighter jet.
The space craft can be controlled using the arrow keys on the keyboard.
The game will end when
the craft is destroyed by the fighter jet or the goal has been achieved.
The game will commence when the player pushes the 'go' button.
The game can be reset when the player pushes the 'Playfield
reset' button.
This can be done at any time during the game or after the game is over.
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2) Attraction In A Maze
a mouse looking for cheese in a maze
In the first a few trials, it just heads up and make random turning at the
intersections. But gradually, it will have got a sense of where is the cheese,
and at the end, it can go directly to the terminal without wandering.
Instructions:First, set the terminal by dropping the cheese on any
position (blue block);
Second, click playfield reset to zero the memory of the mouse;
Third, click go and the agent starts moving in the maze until it finds the cheese;
Forth, click mouse reset to start another trial; after the it reaches the cheese, reset it again and again...
You will find that the mouse spends less and less time to reach the cheese,
just like it remembers the way to the terminal. After one orientation is
established, you can change the position of the cheese, and then the mouse will
forget the old one and start a new exploring.
Click the "playfield reinforcementshow" to monitor the process of reinforcement
learning from the color bar on each position. Click the "playfield
reinforcementhide" to hide the color bar.
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3) Campaign08
Watch Obama and Clinton compete.
They'll forage for votes along the campaign trail until they run out of
campaign dollars, when they'll have to either go into the central US, taking
precious time from the trail, to get money from individual voters, or, if
they're desperate, they'll go to Alaska to get money from lobbyists. Watch out
though, the lobbyist money may prolong their trip along the trail but it'll
take away from their reputation (confidence).
Instructions: Watch and enjoy (NOT FULLY FUNCTIONAL).
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4) College Rivalries
A chance for Rival NCAA Teams to compete in a pseudo evolutionary
tournament
The project involves a competition between various colleges (based on school
colors/mascotts). The prizes will be coded as food bits, but will stand as
various awards. Different colleges will have to use a multitude of strategies
in order to obtain the most 'awards'...This does not go to say that some
schools may have an inscripted 'edge' over others :). Using, phototaxis,
chemotaxis, foraging, kinesis, and perhaps a few other elements, the mascotts
will in essence race to obtain the largest number of prizes.
Instructions:
The playfield reset button will randomly position both the schools and the prizes. The timer reset button will reset the time to 0. The counters for schools will increase arithmetically in correspondance to the number of prizes obtained.
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5) Feeding Time Trivia
Two players match wits to endow their frogs with the best predatory strategy, which is built from the four-step predatory motor sequence outlined by Carew.
The game's goal is to demonstrate how modifying different components of a
frog's four-step predatory strategy increases (or decreases) the frog's
foraging efficiency. For example, how important to a successful foraging
strategy is the accuracy of a frog's initial prey orientation relative to how
quickly it approaches that prey? My program features two different frogs, each
of which features a script (not yet devised) underlying each of the four
behaviors of the predatory motor sequence. The frogs will prey on
several "bugs," who will be programmed with limited frog-avoidance strategies.
Outside the playfield, a "screen" and several buttons will allow players to
participate in the trivia portion of the game.
Instructions: Pressing "Start New Game," unsurprisingly, starts a new
game (or resets a current one). The "Next," "Previous," and "Go!!" buttons
allow a player to toggle from screen to screen. Each player receives several
multiple-choice questions. The "telephone pad" is used to answer. For each
question answered correctly, a player increases his/her frog's hunting
efficiency by optimizing one of the four behaviors that comprises the frog's
predatory motor sequence; these behaviors, in order, are orientation, approach,
fixation and snapping. (NOT FULLY FUNCTIONAL)
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6) Fish Fight
You, a jawfish, fight the computer for pebbles and shells in order to make your fort bigger and better. You obtain these resources by blowing them off
your opponent's fort with a cannon and going out to retrieve the debris.
Instructions: To start the game, simply press the start button in the
center of the playfield. To reset the game, click the reset button in the
lower right corner.
Your fish is controled with the joystick which correspond to move up/tilt
cannon up, move left/enter castle, move down/tilt cannon down, and move
right/leave castle. Additionally The fishes body has to be moved over the
entry to the castle in order to access the cannon. You must periodically
leave the castle to collect rocks and shells to repair the damage done by the
computer. Rocks must be placed over the entry to input them into walls
of the fort. The game ends when either you lose all your rocks or when you take
all of your opponents rocks.
(MAY NOT DISPLAY PROPERLY ON NON-WIDESCREEN DISPLAYS)
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7) Hockey Shootout
The hockey player (Wayne Gretzky) will skate toward the puck ("puck-taxis"), then
skate through obstacles to approach the net and shoot. The number of
goals the player scores will be recorded for a certain amount of time.
Instructions: Click Reset, then Go.
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9) King of the Hill
Different creatures battle it off with different behavior styles to stay
at the top of the brightness hill for the longest time.
Instructions: There are two normal bots (red and blue) that just move
towards the light
and retreat when attacked. There is a predator that follows the players
and attacks them, keeping them from being around the high brightness, which
can be thought of as a food source or something else advantageous. Each player
gets penalized when attacked at their weak backsides or heart and awarded when
hitting another player with their front. This simulation illustrates the
relationship between predators and prey and the advantages of different sensing
techniques.
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11) Mouse and Cheese
The mouse must search on sunny, rocky ground for the cheese.
Instructions:
Press the Go button to start the simulation. Once the mouse has reached the
cheese, the simulation stops and you can reset the mouse. |
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13) Octi
Octi the octopus uses food taxis to feed on the red sea slugs. After he eats two sea slugs, the octopus switches to home taxis. The octopus switches back to food taxis once enough time has passed. The sea slugs simultaneously use food taxis and predator taxis. When the octopus gets too close, the slugs switch to home taxis. The octopus is unable to enter the yellow shelter. The slugs switch back to food taxis when their hunger level reaches a certain point.
Instructions: Press go and enjoy.
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14) PacBot Get as much food before the time expires.
The goal is for the little PacMan to gather as much food as he can before the time expires while avoiding predators that are trying to get him. The major design elements include the PacMan himself, the food, and the predator. It will illustrate food taxis, predator avoidance, and collision response behaviors.
Instructions:
To begin the game, the user need only press the green "Go" button on the control panel. To reset the game, a reset button will replace all of the food pieces as well as put the PacMan and predators back in a starting position within the playfield. The user will use the arrow keys to move the PacMan around the playfield to gather the food. As the PacMan gathers more food, the predators will move faster making the level of difficulty increase as the game progresses.
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15) PauLePoulet a simulated chicken.
The chicken uses taxis to find
corn and avoid pebbles; uses photokinesis to sleep at night and forage during
the day. The chicken needs to gain enough energy to lay an egg.
Instructions: To run the simulation, press the "Start" button. This
button brings the initial chicken to life. The "Reset" button initializes
the simulation. (NOT FULLY FUNCTIONAL)
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16) Pleurb
Simulate the behavior of the predatory sea slug Pleurobranchaea in
a diverse environment.
The goal is to simulate the cost-benefit decision making and
learning of Pleurobranchaea in an environment which has food,
poisonous creatures that look like food (may induce avoidance learning
with advanced programming), and predators. Combination of these
stimuli should influence the behavior of the slug, which will be
evident in it's orienting and avoidance turning. Two major drives of
the slug's behavior will be hunger and fear. Two sensors, the
tentacles, which are chemoreceptors, will be used to target stimuli
and transmit the information to the ganglia for further processing.
Instructions:
The slug will run on it's own and will explore the environment.
The player will be able to alter this environment and observe the
changes in slug's behavior. The player will be able to use simple
buttons to introduce stimuli into the slug's world. Watchers will be
available to keep track of the slug's hunger and fear levels.
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17) Pirate Attack rescue sailors stranded in lifeboats before being attacked by the pirate ship.
Instructions:
Use the joystick to control the red rescue boat; pick up stranded sailors from
as many lifeboats as possible, while avoiding the pirate ship.
The pirate ship picks up speed and makes better turns as your score increases.
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19) Social Communication
A demonstration of social guidance as means of overcoming a potential evolutionary disadvantage: weak food sensors
The goal of this project is to demonstrate how organisms might overcome a weak
sensory input (such as poor ability to detect food) by using social cues from
other organisms.
The first part of the design, food taxis, will be
very similar to what we've seen in an earlier exercise involving foraging
behavior based on food sensory input. However, this will be modified to make
the sensors much less potent than previously. Without the second part of the
design, the bots will be poor foragers. The second part is to make the bots
sensitive to a social guidance cue from other bots that may have already found
food. The cue is a color change in bots that have found food. This cue will be
strong enough that all bots that have to ability to respond to this food will
rapidly approach the food source upon receipt of this cue.
Instructions: The clearAll, addBot, and addFood commands will be readily
seen on the front page of the project. One the first page, the user will add
food and a couple of bots, and see observe whether the bots are efficient
foragers without the social guidance cue.
When implemented, the user will be able to press a button directing him/her to
the next page of the project, where the user will again add a bot and some
food, and observe whether the bots are efficient foragers with the social
guidance cue. Also, when implemented, the user will be able to quantitatively
note the difference between the two conditions by observing a counter that will
appear at the bottom of each page of the project.
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