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Virtual Worlds 2000 is the second in a series of international
scientific conferences on virtual worlds held at the International
Institute of Multimedia in Paris La Defense (Pole Universitaire
Leonard de Vinci). The term "virtual worlds" generally refers to
virtual reality applications or experi ences. We extend the use of
these terms to describe experiments that deal with the idea of
synthesizing digital worlds on computers. Thus, virtual worlds
could be de fined as the study of computer programs that implement
digital worlds. Constructing such complex artificial worlds seems
to be extremely difficult to do in any sort of complete and
realistic manner. Such a new discipline must benefit from a large
amount of work in various fields: virtual reality and advanced
computer graphics, artificial life and evolutionary computation,
simulation of physical systems, and more. Whereas virtual reality
has largely concerned itself with the design of 3D immersive
graphical spaces, and artificial life with the simulation of living
organisms, the field of virtual worlds, is concerned with the
synthesis of digital universes considered as wholes, with their own
"physical" and "biological" laws."
1 Introduction Imagine a virtual world with digital creatures that
looks like real life, sounds like real life, and even feels like
real life. Imagine a virtual world not only with nice three
dimensional graphics and animations, but also with realistic
physical laws and forces. This virtual world could be familiar,
reproducing some parts of our reality, or unfa miliar, with strange
"physical" laws and artificial life forms. As a researcher
interested in the sciences of complexity, the idea of a conference
about virtual worlds emerged from frustration. In the last few
years, there has been an increasing interest in the design of
artificial environments using image synthesis and virtual reality.
The emergence of industry standards such as VRML [1] is an illustra
tion of this growing interest. At the same time, the field of
Artificial Life has ad dressed and modeled complex phenomena such
as self organization, reproduction, development, and evolution of
artificial life like systems [2]. One of the most popular works in
this field has been Tierra designed by Tom Ray: an environment
producing synthetic organisms based on a computer metaphor of
organic life in which CPU time is the "energy" resource and memory
is the "material" resource [3]. Memory is or ganized into
informational patterns that exploit CPU time for self replication.
Muta tion generates new forms, and evolution proceeds by natural
selection as different creatures compete for CPU time and memory
space.
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