In this essay the construction of an interactive genetic algorithm and agents based application will be described. This construction
is driven to plan the development of a human mosaic, starting from an initial design and an adjustment of several parameters.
In addition, the same idea of generation will be show as suitable to be applied to character group movements inside a videogame.
The software developed is enclosed, as far as the “creative” part of the solution is concerned, inside the evolutionary computation
paradigm; while into agent orientation regarding characters coordination.
Keywords Genetic algorithm - software agents - interactive genetic algorithm - videogames - human mosaics - group movements