Demo Data from EDBT 2026 / reviewers in the wild / expert
Karl Sims
dblp:57/2935
· DBLP profile ↗
8ranked-venue papers
6as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 5 first-authorArtificial intelligence and machine learning · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Computer graphics and multimedia
3 papers |
Computer animation and physical simulation · 45% Visual content generation and editing · 19% Geometric modeling and processing · 19% | |
| Artificial intelligence
3 papers |
Image recognition and object detection · 40% Learning theory · 40% Optimization for machine learning · 20% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Parallel and multicore computing · 100% |
Topics — the 8 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › Image recognition and object detection › character recognition
handwritten character recognition |
0.0 | 1 | 1994 | Handwritten Character Classification Using Nearest Neighbor in Large Databases · IEEE Trans. Pattern Anal. Mach. Intell. 1994 |
Machine learning › Learning theory › classification › nonparametric classification
nearest neighbor classification |
0.0 | 1 | 1994 | Handwritten Character Classification Using Nearest Neighbor in Large Databases · IEEE Trans. Pattern Anal. Mach. Intell. 1994 |
Geometric modeling and processing
procedural modeling |
0.0 | 1 | 1991 | Artificial evolution for computer graphics · SIGGRAPH 1991 |
Rendering
parallel rendering |
0.0 | 1 | 1990 | Particle animation and rendering using data parallel computation · SIGGRAPH 1990 |
Computer animation and physical simulation › particle-based simulation
particle systems |
0.0 | 1 | 1990 | Particle animation and rendering using data parallel computation · SIGGRAPH 1990 |
Machine learning › Optimization for machine learning
evolutionary computation |
0.0 | 2 | 1994 | Evolving virtual creatures · SIGGRAPH 1994 Artificial evolution for computer graphics · SIGGRAPH 1991 |
Parallel and multicore computing
data-parallel programming |
0.0 | 1 | 1990 | Particle animation and rendering using data parallel computation · SIGGRAPH 1990 |
Parallel and multicore computing
parallel programming models |
0.0 | 1 | 1990 | Particle animation and rendering using data parallel computation · SIGGRAPH 1990 |
Methods — techniques the papers use, named apart from their topics
genetic algorithm · 0.0neural network · 0.0symbolic expression · 0.0spline motion · 0.0physically based simulation · 0.0penstroke feature extraction · 0.0hamming distance · 0.0confidence metric · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | The Surprising Creativity of Digital Evolution: A Collection of Anecdotes from the Evolutionary Computation and Artificial Life Research CommunitiesabstractEvolution provides a creative fount of complex and subtle adaptations that often surprise the scientists who discover them. However, the creativity of evolution is not limited to the natural world: Artificial organisms evolving in computational environments have also elicited surprise and wonder from the researchers studying them. The process of evolution is an algorithmic process that transcends the substrate in which it occurs. Indeed, many researchers in the field of digital evolution can provide examples of how their evolving algorithms and organisms have creatively subverted their expectations or intentions, exposed unrecognized bugs in their code, produced unexpectedly adaptations, or engaged in behaviors and outcomes, uncannily convergent with ones found in nature. Such stories routinely reveal surprise and creativity by evolution in these digital worlds, but they rarely fit into the standard scientific narrative. Instead they are often treated as mere obstacles to be overcome, rather than results that warrant study in their own right. Bugs are fixed, experiments are refocused, and one-off surprises are collapsed into a single data point. The stories themselves are traded among researchers through oral tradition, but that mode of information transmission is inefficient and prone to error and outright loss. Moreover, the fact that these stories tend to be shared only among practitioners means that many natural scientists do not realize how interesting and lifelike digital organisms are and how natural their evolution can be. To our knowledge, no collection of such anecdotes has been published before. This article is the crowd-sourced product of researchers in the fields of artificial life and evolutionary computation who have provided first-hand accounts of such cases. It thus serves as a written, fact-checked collection of scientifically important and even entertaining stories. In doing so we also present here substantial evidence that the existence and importance of evolutionary surprises extends beyond the natural world, and may indeed be a universal property of all complex evolving systems. Joel Lehman, Jeff Clune, Dusan Misevic, Christoph Adami, Lee Altenberg, Julie Beaulieu, Peter J. Bentley, Samuel Bernard, Guillaume Beslon, David M. Bryson, Nicholas Cheney, Patryk Chrabaszcz, Antoine Cully, Stéphane Doncieux, Fred C. Dyer, Kai Olav Ellefsen, Robert Feldt, Stephan Fischer 0002, Stephanie Forrest, Antoine Frénoy, Christian Gagné 0001, Leni K. Le Goff, Laura M. Grabowski, Babak Hodjat, Frank Hutter, Laurent Keller, Carole Knibbe, Peter Krcah, Richard E. Lenski, Hod Lipson, Robert MacCurdy, Carlos Maestre, Risto Miikkulainen, Sara Mitri, David E. Moriarty, Jean-Baptiste Mouret, Anh Totti Nguyen, Charles Ofria, Marc Parizeau, David P. Parsons, Robert T. Pennock, William F. Punch, Thomas S. Ray, Marc Schoenauer, Eric Schulte, Karl Sims, Kenneth O. Stanley, François Taddei, Danesh Tarapore, Simon Thibault, Richard A. Watson, Westley Weimer, Jason Yosinski |
Artif. Life | 46 |
| 1994 | Evolving virtual creaturesabstractThis paper describes a novel system for creating virtual creatures that move and behave in simulated three-dimensional physical worlds. The morphologies of creatures and the neural systems for controlling their muscle forces are both generated automatically using genetic algorithms. Different fitness evaluation functions are used to direct simulated evolutions towards specific behaviors such as swimming, walking, jumping, and following. A genetic language is presented that uses nodes and connections as its primitive elements to represent directed graphs, which are used to describe both the morphology and the neural circuitry of these creatures. This genetic language defines a hyperspace containing an indefinite number of possible creatures with behaviors, and when it is searched using optimization techniques, a variety of successful and interesting locomotion strategies emerge, some of which would be difficult to invent or build by design. 1 Karl Sims |
SIGGRAPH | 1 |
| 1994 | Evolving 3D Morphology and Behavior by CompetitionabstractThis article describes a system for the evolution and coevolution of virtual creatures that compete in physically simulated three-dimensional worlds. Pairs of individuals enter one-on-one contests in which they contend to gain control of a common resource. The winners receive higher relative fitness scores allowing them to survive and reproduce. Realistic dynamics simulation including gravity, collisions, and friction, restricts the actions to physically plausible behaviors. The morphology of these creatures and the neural systems for controlling their muscle forces are both genetically determined, and the morphology and behavior can adapt to each other as they evolve simultaneously. The genotypes are structured as directed graphs of nodes and connections, and they can efficiently but flexibly describe instructions for the development of creatures' bodies and control systems with repeating or recursive components. When simulated evolutions are performed with populations of competing creatures, interesting and diverse strategies and counterstrategies emerge. Karl Sims |
Artif. Life | 1 |
| 1994 | Handwritten Character Classification Using Nearest Neighbor in Large DatabasesabstractShows that systems built on a simple statistical technique and a large training database can be automatically optimized to produce classification accuracies of 99% in the domain of handwritten digits. It is also shown that the performance of these systems scale consistently with the size of the training database, where the error rate is cut by more than half for every tenfold increase in the size of the training set from 10 to 100,000 examples. Three distance metrics for the standard nearest neighbor classification system are investigated: a simple Hamming distance metric, a pixel distance metric, and a metric based on the extraction of penstroke features. Systems employing these metrics were trained and tested on a standard, publicly available, database of nearly 225,000 digits provided by the National Institute of Standards and Technology. Additionally, a confidence metric is both introduced by the authors and also discovered and optimized by the system. The new confidence measure proves to be superior to the commonly used nearest neighbor distance.> Stephen J. Smith, Mario O. Bourgoin, Karl Sims, Harry Voorhees |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 1993 | Interactive evolution of equations for procedural models
Karl Sims |
Vis. Comput. | 1 |
| 1992 | Choreographed image flowabstractAbstract Choreographed fluid‐like motions have been created and used to animate two dimensional images. Techniques are presented for generating these animations by repeatedly warping images using vector field representations of arbitrary flowing motions. Tools that allow interactively creating and aligning vector flow‐fields with images are also described. These methods lend themselves well to highly parallel computation, and have been implemented using the Connection Machine System. Karl Sims |
Comput. Animat. Virtual Worlds | 1 |
| 1991 | Artificial evolution for computer graphicsabstractThis paper describes how evolutionary techniques of variation and selection can be used to create complex simulated structures, textures, and motions for use in computer graphics and animation. Interactive selection, based on visual perception of procedurally generated results, allows the user to direct simulated evolutions in preferred directions. Several examples using these methods have been implemented and are described. 3D plant structures are grown using fixed sets of genetic parameters. Images, solid textures, and animations are created using mutating symbolic lisp expressions. Genotypes consisting of symbolic expressions are presented as an attempt to surpass the limitations of fixed-length genotypes with predefined expression rules. It is proposed that artificial evolution has potential as a powerful tool for achieving flexible complexity with a minimum of user input and knowledge of details. Karl Sims |
SIGGRAPH | 1 |
| 1990 | Particle animation and rendering using data parallel computationabstractTechniques are presented that are used to animate and render particle systems with the Connection Machine CM-2, a data parallel supercomputer. A particle behavior language provides an animator with levels of control from kinematic spline motions to physically based simulations. A parallel particle rendering system allows particles of different shapes, sizes, colors and transparencies to be rendered with antialiasing, hidden surfaces, and motion-blur. One virtual processor is assigned to each primitive data element: one to each particle, and during the rendering process, one to each pixel-sized particle fragment, and to each pixel. These tools are used to model dynamic phenomena such as wind, snow, water, and fire. Karl Sims |
SIGGRAPH | 1 |