

In most modern video games, the set of content shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. Video game content includes the levels, models, items, weapons, and other objects encountered and wielded by players during the game. In addition to describing technical details, this paper concludes with a discussion of the scientific implications of the system. Creatures, available on Windows95 platforms since late 1996, offers users an opportunity to engage with Artificial Life technologies.

Learning includes the ability to acquire a simple verb–object language.Additionally, both the network architecture and details of the biochemistry for a creature are specified by a variable-length genetic encoding, allowing for evolutionary adaptation through sexual reproduction. A biologically inspired learning mechanism allows the neural network to adapt during the lifetime of a creature. Each creature has a neural network responsible for sensory-motor coordination and behavior selection, and an artificial biochemistry that models a simple energy metabolism along with a hormonal system that interacts with the neural network to model diffuse modulation of neuronal activity and staged ontogenetic development. The internal architecture of the creatures is strongly inspired by animal biology. The agents (known as creatures) are intended as sophisticated virtual pets. Creatures provides a simulated environment in which exist a number of synthetic agents that a user can interact with in real-time.

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We present a technical description of Creatures, a commercial home-entertainment software package.
