Breedbot: An Edutainment Robotics System to Link Digital and Real World

  • Orazio Miglino
  • Onofrio Gigliotta
  • Michela Ponticorvo
  • Stefano Nolfi
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4693)


The paper describes Breedbot an edutainment software and hardware system that could be used to evolve autonomous agents in digital (software) world and to transfer the evolved minds in physical agents (robots). The system is based on a wide variety of Artificial Life techniques (Artificial Neural Networks, Genetic Algorithms, User Guided Evolutionary Design and Evolutionary Robotics). An user without any computer programming skill can determine the robot behaviour. Breedbot was used as a didactic tool in teaching Evolutionary Biology and as a futuristic toy by several Science Centers. The digital side of Breedbot is downloadable from


Edutainment User Guided Evolutionary Design Evolutionary Robotics 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Bentley, P.: Evolutionary Design by Computers. Morgan Kaufman Academic Press, San Francisco (1999)zbMATHGoogle Scholar
  2. 2.
    Jonassen, D.H.: Modeling with Technology: Mindtools for Conceptual Change, Merrill/Prentice-Hall, OH (2006)Google Scholar
  3. 3.
    Langton, C.G.: Artificial Life: An Overview. The MIT Press/A Bradford Book, Cambridge, MA (1995)Google Scholar
  4. 4.
    Lund, H.H., Pagliarini, L., Miglino, O.: The Artificial Painter. In: Proceedings of ICANN 1995 International Conference on Artificial Neural Network, 5-13/6/95, Granada, Spain (1995)Google Scholar
  5. 5.
    Milheim, W.D.: Computer-Based Simulations in Education and Training: A Selected Bibliography. Educational Technology Publications Selected Bibliography Series, 8 (1992)Google Scholar
  6. 6.
    Miglino, O., Rubinacci, F., Pagliarini, L., Lund, H.H.: Using artificial life to teach evolutionary biology. Cognitive Processing: International Quarterly of Cognitive Science 5, 123–129 (2004)CrossRefGoogle Scholar
  7. 7.
    Nolfi, S., Floreano, D.: Evolutionary Robotics: The Biology, Intelligence and Technology of Self-Organizing Machines. MIT Press/Bradford, Cambridge, MA (2000)Google Scholar
  8. 8.
    Pagliarini, L., Lund, H.H.: Art Robots and Evolution as a Tool For Creativity. In: Bentley, P., Corne, D. (eds.) Creative Evolutionary Systems, Morgan Kaufman, Seattle (2000)Google Scholar
  9. 9.
    Pan, Z., Aylett, R., Diener, H., Jin, X., Göbel, S., Li, L. (eds.): Technologies for E-Learning and Digital Entertainment. LNCS, vol. 3942. Springer, Heidelberg (2006)Google Scholar
  10. 10.
    Pappo, H.A.: Simulations for Skills Training. Educational Technology Publications (1998)Google Scholar
  11. 11.
    Singh, H.: Building effective blended learning programs. Educational Technology 43(6), 42–51 (2003)Google Scholar
  12. 12.
    Sims, K.: Artificial Evolution for Computer Graphics. Computer Graphics 25(4), 319–328 (1991)CrossRefGoogle Scholar
  13. 13.
    Towne, D.M.: Learning and Instruction in Simulation Environments. Educational Technology Publications (1995)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2007

Authors and Affiliations

  • Orazio Miglino
    • 1
    • 2
  • Onofrio Gigliotta
    • 2
    • 3
  • Michela Ponticorvo
    • 1
  • Stefano Nolfi
    • 2
  1. 1.Department of Relational Sciences ”G.Iacono”, University of Naples ”Federico II”, NaplesItaly
  2. 2.Laboratory of Autonomous Robotics and Artificial Life, Institute of Cognitive, Sciences and Technologies, National Research Council, RomeItaly
  3. 3.Department of Psychology, University of Palermo, PalermoItaly

Personalised recommendations