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Simulation of Plant Growth using Genetic Algorithms Peter Barber Dr. John Bonomo Project Goals  Strategy Game Proof of Concept  Original plan: an interactive game where players grew a plant to compete with computer-created opponents  Time constraints led to simulation  Goal: to show that a genetic algorithm could be used to promote competition in a game type of environment Genetic Algorithm   What is it?  Adaptive heuristic search and optimization algorithm  Mimics genetics & natural selection How does it work?  Initial solution population  Individuals represented by a genome  Apply the solutions to the problem  Rank the solutions  Individuals rated by a fitness function  Trim the population  Use survivors to populate next generation GAs cont.  How does it work? (cont.)  Crossover   Combine two (or more) genomes Mutation  Small chance for random mutation of genome  Start over with new generation  Repeat until optimal solution is reached Simulation Details  Simple plant-like structures  Stems & Branches - shape  Leaves - sunlight  Roots - water Simulation cont.  Two-dimensional environment  Sun moves across the sky as the “day” progresses  Plants interact with environment & one another  Leaves cast shadows  Roots compete for water Plant Competition Plant Growth  How do the plants grow?  Each plant starts as a seed with finite resources  Growth can occur at set intervals   Frequency is variable On grow opportunity:  Chance to refuse growth  Else, traverse plant structure  Every existing piece has the possibility to make a growth action Growth   Growth Actions  Extend (Stems, Branches, Roots)  Branch (Stems, Branches, Roots)  Leaf (Branch) Genome controls choices  Probabilities of growth actions  Structural information  Lengths, angles, etc.  Component properties  Plant properties Growth  Genome Details   Growth specifics  Extend chance  Extend length  Branch chance  Branch angle  Branch location Properties  Sunlight absorption  Water absorption Judging Fitness  Need a way to determine how well a plant performs  Simple solution: resource levels  Plant compete in collecting resources  Plants consume resources:  Passively, by “living”  Actively, by growing  If a plant consumes all its resources, it dies. Resource Spending  Passive consumption   Dependent on total size of plant Growth consumption  Dependent on several factors  The type of growth (new vs. old)  How much it grows by  The “quality” of the growth Challenges   How to keep plant structure “sane”  Nature is hard to mimic  Growth can lead to illogical and convoluted structure Current Solution:  Component-specific structural constraints  Each component has its own set of instructions for how to interpret each growth action Challenges   How to balance resource expenditure  Adjusting values determines how algorithm performs  Unbalancing leads to “cornering” of the algorithm  Goal is to promote competition, not to find loopholes Current Solution:  Provide checks & balances where possible  ex: High sunlight absorption -> High cost to grow leaves Current Work  Implementation of the algorithm still in progress  Immediate goals:  Show noticeable evolution of plant “strategy”  Introduce environmental effects   Weather patterns (overcast skies, drought, etc.) Future goals:  Further environmental effects   Insect life, terrain effects More growth actions  Seed, Flower, Fruit, etc. Applications  More complex versions of this type of simulation could conceivably be used as:  Entertainment    Strategy game similar to original goal Educational Tool  Simple, game-like version to interest young children in biology and science  More complex implementations as a demonstrative tool for teaching biology and evolution in high school and beyond Agricultural Simulator  A realistic, highly evolved form of the simulation could be used to test new crops and planting patterns Thank You  Questions?