On Fri, Feb 11, 2005 at 10:03:33AM -0500, Brad Wyble wrote:

> Just want to be clear Eugen, when you talk about evolutionary simulations, 
> you are talking about simulating the physical world, down to a 
> cellular and perhaps even molecular level?

Whole critters? Heavensforbid.

Fake physics not very much behind your typical first person shooter would
suffice for a crude virtual world. You can just skip actuators and make 
your virtual neurons apply forces to parts of body geometry.

Mapping signalling networks to molecular computational cell crystals is
reserved for maximum speed achievable. It is not a prerequisite for effective
artificial critter de novo design by evolutionary algorithms.

It's just on today's hardware your critters are very, very primitive.

-- 
Eugen* Leitl <a href="http://leitl.org";>leitl</a>
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