SID Manner Concept Representations TOTAL
/3 /4 /3
306198983 0%
306127415 2 3 1 60%
306181940 3 3 2 80%
306183838 3 3 2 80%
305216597 2 3 2 70%
306189437 3 4 3 100%
306124807 2 3 2 70%
305130242 1 4 2 70%
306191172 2 2 1 50%
306168006 2 3 2 70%
306170221 2 3 2 70%
305164449 1 2 2 50%
306187744 3 4 2 90%
306168227 2 3 2 70%
306162563 3 3 3 90%
200313851 2 2 1 50%
306072912 2 3 2 70%
305181157 3 3 2 80%
306168065 3 3 2 80%
306112205 2 3 2 70%
306160013 3 3 3 90%
306131978 3 4 2 90%
306111292 1 2 1 40%
306172720 2 3 2 70%
306180677 3 3 2 80%
306139030 0%
200433603 2 4 2 80%
306167751 3 3 2 80%
200216476 0%
306220504 2 2 1 50%
305130293 3 4 3 100%
305191527 2 3 2 70%
305224131 0%
306124238 3 4 1 80%
200010513 0%
Averages: 2.3 3.1 1.9 62.86%
Standard Deviation: 0.7 0.6 0.6 29.46%
0-49
50-64
66-74
75-84
85+
85+
75-84
66-74
50-64
0-49
0 2 4
Comments
Katamari Damacy, evolving characters. Presentation
good. Need to better define how the attributes of the
characters affect the outcome, perhaps some sort of
simple simulation of the actual game.
Little fighting dudes. Your GA seems to be buried in an
RTS. Perhaps scaling it back to a more generation-
based gladiatorial system?
Evolving music using musical theory concepts. Time
fitness + riffs fitnes sounds good. Look into the MIDI
and soundwave libraries for processing, or how to
interface with another program.
Generative musical visualisation. Evolving a response
to music sounds very interesting, but you haven't really
nailed down exactly what makes a visualisation good.
Focus on that first.
Generating cartoon faces. Mad presentation movie!
Face fitnesses sound very cool. Maybe you could steal
somethin from face recognition software?
Co-evolutionary creatures. What determines the
behaviour of a creature? Are you evolving
rules/responses? Or evolving attributes? Sidescroller
needs more idea of exactly what defines the game, but
is a cool concept.
Immune system & blood cells. I think you have a solid
idea of what determines fitness, but not so much on the
genotype: what each blood cell can do and how that
makes it better or worse at killing viruses. Cool idea,
though.
Evolving loudspeakers visualisations. What exactly are
you evolving here? What makes a visualisation good?
What's different between visualisations?
Evolving Guild Wars creatures. Need more explanation
of what makes different creatures good in different
ways.
Evolving strategies in FPSes. I like it, but you need
some more detail on how the strategies are
represented. PS: Freaking Wally? WALLY?
Evolving note positions and colours. You needed to
speak clearer and louder. Also, needs more on what
makes a picture "correct".
Harmonix. Really cool idea, your fitness evaluation
neds to be thought about some more, Beyond
harmonics, what makes a mix good?
Fashion design. Interactive fitness sounds interesting,
how well this will work will come down to
Gladiator forum game. Sounds really interesting, but
will be made or broken by the game system.
Fighting characters. You need to make sure that what
make a character "good" isn't just getting the best
value in the health and strength stats, so that the
winner won't just be obvious to spot from the stats.
Evolving sim-ants. You need to make sure you focus
on the evolving, rather than the complexity of the
terrain/world etc. A dozen different tile types is only
cool if the ants responses are really different to each.
Evolving game weapons. I like the idea, but you're
going to have to do some thinking about what actually
makes a weapon "damaging".
Sheep-rounding-up. I like the idea, but you've got a
tricky problem of how to evolve the behaviour of a
sheepdog. It's almost an AI problem, for which GAs
work, but it's tricky.
Evolving short musical riffs to inspire composers. I like
the idea of providing tunes, but your problem is going
to be generating things that are tunes rather than
sequnces of notes.
Generative visualisation. I like the idea, but you've got
to be careful that you're evolving a visualisation, rather
than just designing some kind of sonic visualisation.
You're absoutely right on the nature of most generative
music. I like the idea of avoiding that, but it's
obviously going to be tricky. You'll need to define
struture of the music somehow.
Generating characters. You need to think about what
makes a particular haracter good, what you described
here was a grammar-based system, not a GA.
Generating armies. You need to figure out what
variables exist in creating an army, to add more depth
than quality vs quantity.
Generating pathfinding soldiers. Cool idea, nice to see
some coding already, but you need to make sure
there's multiple possible ways of succeeeding here,
rather than just maxing out various variables
automatically meaning success.
Ludicrously complicated Goo! You need to make sure
you don't spend too long on a massive goo-game and
not enough on the evolving bit. If you pull it all off,
though, it's cool.
Urban monster rampage. Need to define exactly what's
evolving and what's useful for a monster to have.
Absent Fail.
Ninjas vs pirates. The problem here is that youv'e said
they get stronger, cover more ground, etc. but not so
much about how. You need to differentiate more
between individuals than four stats.
Rollercoasters. Neat idea for fitness, I like it. Working
out how to create a path will be your challenge.
Evolving odd faces. Need to think about maybe having
"oddness" be created by combinations of features
rather than single ones.
Absent Fail.
Evolving bodies. Cool idea and cool problem, but you
need to think more about what makes a particular body
particularly resistant or susceptive to a particular
problem, and that becomes your representations.
Absent Fail.
5
5
10
8
6
6 8 10 12