“hacking” the Petri class. However, if the idea is orig-
inal enough that the remaining participants may learn
from this code and accept it, the method can become
a valid strategy for future tournaments.
Another example of an unexpected situation was
a winner that had encrypted all of his source code,
changing identifiers by sequences of “ ” characters.
This way, when his code was made public and avail-
able to all other contestants, nobody could know his
strategies. This situation was submitted to the opin-
ion of all other participants and it was decided that,
if the competitor wanted to continue participating,
he should provide a completely documented source
code.
6 CONCLUSIONS
This paper has described an Artificial Life competi-
tion based on a computer program that simulates an
artificial life environment: a Petri dish where two
colonies of microorganisms must survive. The con-
test model has been explained and exemplified, and
the competition rules have been presented as well.
This didactic tool has generated great enthusiasm
regarding programming and AI techniques among
students. We noted important improvements along
the competitions in many different aspects: abstrac-
tion, codification skills, team work, dedication, in-
novation, creativity when designing and implement-
ing software agents; something that does not gener-
ally happen when teaching with traditional structured
methods.
The publication of the winners source code was a
big motivation for improving other competitors codes,
learning by themselves from the winner strategies.
Some people were more motivated to improve the ar-
tificial simulation environment while others preferred
to focus on more competitive algorithms. Many of
them tried to applied advanced AI techniques, such as
artificial neural networks or genetic algorithms, read-
ing and asking about these subjects to teachers, but
without a formal structure.
We consider that this kind of informal learning
methodology has provided an interesting opportunity
to students to exercise the use of their imagination
to solve previously unknown problems through self-
learning, without a formal obligation, which also pro-
moted self management. In general, the students that
participate in the contest could organize their duties
and manage their available time, exercising responsi-
bility by themselves, without it being imposed from
external pressions nor formal structures.
Among future work we can cite the development
of a new model design, that could provide higher flex-
ibility (through plugins) to generate different kinds of
competitions, for example distinguishing between be-
ginners and advanced students. Also, we are working
to provide a new version of the contest in Java, which
could simplify the multi-platform programming and
would allow to also incorporate pre-compiled C++
MOs, with a more compact and integrated graphical
interface.
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