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Artificial Life







Miriam Ruiz

Contents

• Introduction

• Emergent Patterns

• Cellular Automata

• Agent-based modelling

• Distributed Intelligence

• Artificial Evolution

• Artificial Chemistry

• Examples

• Bibliography

What is Life?

• There is no generally accepted definition of life.

• In general, it can be said that the condition that

distinguishes living organisms from inorganic

objects or dead organisms growth through

metabolism, a means of reproduction, and

INTRODUCTION > What is Life









internal regulation in response to the

environment.

• Even though the ability to reproduce is considered

essential to life, this might be more true for species

than for individual organisms. Some animals

are incapable of reproducing, e.g. mules, soldier

ants/bees or simply infertile organisms. Does this

mean they are not alive?

What is Artificial Life?

• The study of man-made systems that exhibit

behaviors characteristic of natural living

systems .

INTRODUCTION > What is Artificial Life









• It came into being at the end of the ’80s

when Christopher G. Langton organized

the first workshop on that subject in Los

Alamos National Laboratory in 1987, with the

title: "International Conference on the

Synthesis and Simulation of Living Systems".

What is Artificial Life?

Artificial life researchers have often been

divided into two main groups:

INTRODUCTION > What is Artificial Life









• The strong alife position states that life is a

process which can be abstracted away from

any particular medium.

• The weak alife position denies the

possibility of generating a "living process"

outside of a carbon-based chemical

solution. Its researchers try instead to mimic

life processes to understand the appearance

of individual phenomena.

What is Artificial Life?

• The goal of Artificial Life is not only to

provide biological models but also to

investigate general principles of Life.

INTRODUCTION > What is Artificial Life









• These principles can be investigated in their

own right, without necessarily having to

have a direct natural equivalent.

The Basis of Artificial Life

• Artificial Life tries to transcend the limitation

INTRODUCTION > The Basis of Artificial Life









to Earth bound life, based beyond the

carbon-chain, on the assumption that life is

a property of the organization of matter,

rather than a property of the matter itself.

The Basis of Artificial Life

• Synthetic Approach: Synthesis of

INTRODUCTION > The Basis of Artificial Life









complex systems from many simple

interacting entities.

• If we captured the essential spirit of ant

behavior in the rules for virtual ants, the

virtual ants in the simulated ant colony

should behave as real ants in a

real ant colony.

The Basis of Artificial Life

• Self-Organization: Spontaneous formation

INTRODUCTION > The Basis of Artificial Life









of complex patterns or complex behavior

emerging from the interaction of simple

lower-level elements/organisms.

• Emergence: Property of a system as a

whole not contained in any of its

parts. Such emergent behavior results

from the interaction of the elements of such

system, which act following local, low-level

rules.

The Basis of Artificial Life

• Levels of Organization: Life, as we

INTRODUCTION > The Basis of Artificial Life









know it on Earth, is organized into at

least four levels of structure:

– Molecular level.

– Cellular level.

– Organism level.

– Population-ecosystem level.

The Basis of Artificial Life

• We have to distinguish between the perspective of

an observer looking at an creature and the

INTRODUCTION > The Basis of Artificial Life









perspective of the creature itself.

• In particular, descriptions of behavior from an

observer's perspective must not be taken as the

internal mechanisms underlying the described

behavior of the creature.

• The observed behavior of a creature is always the

result of a system-environment interaction. It

cannot be explained on the basis of internal

mechanisms only.

• Seemingly complex behavior does not necessarily

require complex internal mechanisms. Seemingly

simple behavior is not necessarily the results of

simple internal mechanisms.

Linear vs. Non-Linear Models

• Linear models are unable to describe many natural

phenomena.

• In a linear model, the whole is the sum of its

parts, and small changes in model parameters

INTRODUCTION > Linear Models









have little effect on

the behavior of the model.

• Many phenomena such as weather, growth of plants, traffic

jams, flocking of birds, stock market crashes, development

of multi-cellular organisms, pattern formation in nature (for

example on sea shells and butterflies), evolution,

intelligence, and so forth resisted any linearization; that is,

no satisfying linear model was ever found.

Linear vs. Non-linear Models

• Non-linear models can exhibit a number of features

not known from linear ones:

– Chaos: Small changes in parameters or initial conditions

INTRODUCTION > Non-Linear Models









can lead to qualitatively different outcomes.

– Emergent phenomena: Occurrence of higher level

features that weren‟t explicitly modelled.

– As a main disadvantage, non-linear models typically

cannot be solved analytically, in contrast with Linear

Models. Nonlinear modeling became manageable only

when fast computers were available .

• Models used in Artificial Life are always non-

linear.

Contents

• Introduction

• Emergent Patterns

• Cellular Automata

• Agent-based modelling

• Distributed Intelligence

• Artificial Evolution

• Artificial Chemistry

• Examples

• Bibliography

Lindenmeyer Systems

• Lindenmayer Systems or L-systems are a

mathematical formalism proposed in 1968 by

biologist Aristid Lindenmayer as a basis for an

axiomatic theory on biological development.

EMERGENT PATTERNS > L-Systems









• The basic idea underlaying L-Systems is rewriting:

Components of a single object are replaced using

predefined rewriting rules.

• Its main application field is realistic plants

modelling and fractals.

• They‟re based in symbolic rules that define the

graphic structure generation, starting from a

sequence of characters.

• Only as small amount of information is needed to

represent very complex models.

EMERGENT PATTERNS > L-Systems

Lindenmeyer Systems

Lindenmeyer Systems

EMERGENT PATTERNS > L-Systems









• Even though Lindenmeyer Systems do not directly

generate images but long sequences of symbols,

they can be interpreted in such a way that it is

possible to visualize them as Turtle Graphics

(Turtle Graphics were created by Seymour Papert

for the LOGO language).

EMERGENT PATTERNS > L-Systems

Lindenmeyer Systems

Diffusion Limited Aggregation (DLA)

• "Diffusion limited aggregation, a kinetic critical

phenomena“, Physical Review Letters, num. 47,

published in 1981.

• It reproduces the growth of vegetal entities like

mosses, seaweed or lichen, and chemical

EMERGENT PATTERNS > DLA









processes such as electrolysis or the

crystallization of certain products.

• A number of moving particles are freed inside an

enclosure where we have already one or more

particles fixed.

• Free particles keep moving in a Brownian motion

until they reach a fixed particle nearby. In that case

they fix themselves too.

Diffusion Limited Aggregation (DLA)

EMERGENT PATTERNS > DLA

Diffusion Limited Aggregation (DLA)

EMERGENT PATTERNS > DLA

Diffusion Limited Aggregation (DLA)

EMERGENT PATTERNS > DLA

Diffusion Limited Aggregation (DLA)

EMERGENT PATTERNS > DLA

Contents

• Introduction

• Emergent Patterns

• Cellular Automata

• Agent-based modelling

• Distributed Intelligence

• Artificial Evolution

• Artificial Chemistry

• Examples

• Bibliography

Cellular Automata

• Discrete model studied in computability theory and

mathematics.

• It consists of an infinite, regular grid of cells,

each in one of a finite number of states.

CELLULAR AUTOMATA > Introduction









• The grid can be in any finite number of dimensions.

• Time is also discrete, and the state of a cell at time

t is a function of the state of a finite number of cells

called the neighborhood at time t-1.

• The neighbourhood is a selection of cells relative

to some specified, and does not change.

• Every cell has the same rule for updating, based

on the values in this neighbourhood.

• Each time the rules are applied to the whole grid a

new generation is produced.

Wolfram‟s Cellular Automata

CELLULAR AUTOMATA > Wolfram CAs









• Studied by Stephen Wolfram at the beginning of

the ‟80s.

• Unidimensional cellular automata with a

neighbourhood of 1 cell around the one we‟re

studying.

• There are 256 elemental Wolfram CAm each of

them with an associated “Wolfram Number”.

CELLULAR AUTOMATA > Wolfram CAs

Wolfram‟s Cellular Automata

CELLULAR AUTOMATA > Wolfram CAs

Wolfram‟s Cellular Automata

Wolfram‟s four Classes of CA

• Class I (Empty): Tends to spatially homogeneous

state (all cells are in the same state). Patterns

disappear with time. Small changes in the initial

conditions cause no change in final state.

CELLULAR AUTOMATA > Wolfram CAs









• Class II (Stable or Periodic): Yields a sequence of

simple stable or periodic structures (endless cycle

of same states). Point attractor or periodic attractor.

Small changes in the initial conditions cause

changes only in a region of finite size.

• Class III (Chaotic): Exhibits chaotic aperiodic

behavior. Pattern grows indefinitely at a fixed rate.

Small changes in the initial conditions cause

changes over a region of ever-increasing size.

• Class IV (Complex): Yields complicated localized

structures, some propagating. Pattern grows and

contracts with time. Small changes in the initial

conditions cause irregular changes.

CELLULAR AUTOMATA > Wolfram CAs

Class IV CA Examples

CELLULAR AUTOMATA > Wolfram CAs

1-D CA Example: Seashells

Conway‟s Game of Life

CELLULAR AUTOMATA > Conway’s Game of Life





• Invented by english mathematician John Conway and

published by Martin Gardner in Scientific American in 1970.

• Bidimensional board, in each cell can be one or none live

cells (binary).

• The neighbourhood is the 8 surrounding cells.

• Very simple rule set:

– Survival: A cell survives if there are 2 or 3 live cells in its

neighbourhood.

– Death: A cell surrounded by other 4 or more dies of

overpopulation. If it is surrounded by one or none, dies of isolation.

– Birth: An empty place surrounded by exactly three cells gives place

to a new cell‟s birth.

• The result is a Turing-Complete system.

CELLULAR AUTOMATA > Conway’s Game of Life

Conway‟s Game of Life

CELLULAR AUTOMATA > Conway’s Game of Life

Conway‟s Game of Life

Contents

• Introduction

• Emergent Patterns

• Cellular Automata

• Agent-based modelling

• Distributed Intelligence

• Artificial Evolution

• Artificial Chemistry

• Examples

• Bibliography

Agent-based Modelling

• Computational model based in the analysis of

specific individuals situated in an environment,

for the study of complex systems.

• The model was conceptually developed at the end

of the ‟40s, and had to wait for the arrival of

computers to be able to develop totally.

• The idea is to build the agents, or computational

AGENTS > Introduction









devices, and simulate them in parallel to be able to

model the real phenomena that is being analysed.

• The resulting process is the emergency from

lower levels of the social system (micro)

towards the upper levels (macro).

Agent-based Modelling

• Simulations based in agents have two

essential components:

– Agents

– Environment

• The environment has a certain autonomy

from the actions of the agents, although it

AGENTS > Introduction









can be modified by their behaviour.

• The interaction between the agents is

simulated, as well as the interaction

between the agents and their surrounding

environment.

Artificial Societies: Chimps

• Charlotte Hemelrijk has investigated (1998) the emergence

of structure in societies of primates in the real world and in

simulation.

• Her creatures were able to move and to see each other. If

creatures perceived someone nearby, they engaged in

dominance interactions.

• The effects of losing (and winning) are self-reinforcing:

after losing a fight the chance to loose the next fight is larger

(even if the opponent is weak). The winner effect is the

converse.

• If they were not engaged in dominance interactions, they

followed rules of moving and turning, that kept them

AGENTS > Chimps









aggregated (because real primates are group-living).

• It is unnecesary to consider the representation of a

hierarchical structure in the individual minds of the

chimps, because it appears spontaneously as an

emergent structure of the group.

Artificial Societies: Chimps

AGENTS > Chimps

Artificial Societies: Chimps

• Interactions among these artificial chimps are just triggered

by the proximity of others not by record keeping or other

strategic considerations.

• A dominance hierarchy arose, and a social-spatial

structure, with dominants in the center and subordinates

at the periphery, similar to what has been described for

several primate species.

• For an external observer, support in fights appeared to be

repaid, despite the absence of a motivation to support or

keep records of them.

• This was a consequence of the occurrence of a series of

cooperation that consisted of two creatures alternatively

AGENTS > Chimps









supporting each other to chase away a third.

• These originated because by fleeing from the attack range

of one opponent the victim ended up in the attack range of

the other opponent. This typically ended when the spatial

structure had changed such that one of both cooperators

attacked the other.

Artificial Societies: Chimps

AGENTS > Chimps

Contents

• Introduction

• Emergent Patterns

• Cellular Automata

• Agent-based modelling

• Distributed Intelligence

• Artificial Evolution

• Artificial Chemistry

• Examples

• Bibliography

Distributed Intelligence

• Complex behaviour patterns of a group, in which

DISTRIBUTED INTELLIGENCE > Introduction









there is no central command.

• It arises from “emergent behaviour”.

• It appears in a group as a whole, but is no

explicitly programmed in none of the individual

members of the group.

• Simple behaviour rules in the individual members

of the group can cause a complex behaviour

pattern of the group as a whole.

• The group is able to solve complex problems a

partir only local information.

• Examples: Social insects, immunological system,

neural net processing.

Didabots

• Experiment carried on in 1996, studying the

collective behaviour of simple robots,

DISTRIBUTED INTELLIGENCE > Didabots









called Didabots.

• The main idea is to verify that apparently

complex behaviour patterns can be a

consequence of very simple rules that

guide the interactions between the entities

and the environment.

• This idea has been successfully applied for

example to the study of social insects.

Didabots

• Infrared sensors can

be used to detect

DISTRIBUTED INTELLIGENCE > Didabots









proximity up to about

5 cm.

• Programmed

exclusively for

avoiding obstacles.

• Sensorial stimulation

of the left sensor

makes the bot turn a

bit to the right, and

viceversa.

DISTRIBUTED INTELLIGENCE > Didabots

Didabots

Didabots

• Initially the cubes are randomly distributed.

• Over time, a number of clusters start to form. In the end,

there are only two clusters and a number of cubes along

DISTRIBUTED INTELLIGENCE > Didabots









the walls of the arena.

• These experiments were performed many times and the

result is very consistent.

• Apparently Didabots are cleaning the arena, grouping

blocks into clusters, from an external observer point of view.

• The robots were only programmed to avoid obstacles.

• This happens because when there is a cube right in front of

the Didabot, it is not able to detect it, and thew Didabot

pushes the cube until it collides with another cube. The

cube being pushed is slightly moved and it enters the

perception space of one of the sensors. The Didabot turns a

bit then and leaves the cube.

Social Insects

• The main quality for the so-called social

DISTRIBUTED INTELLIGENCE > Social Insects









insects, ants or bees, is to form part of a self-

organised group, whose key aspect is

“simplicity”.

• These insects solve their complex problems

through the sum of simple interactions of

every individual insect.

Bees

• The distribution of brood and

DISTRIBUTED INTELLIGENCE > Social Insects









nourishment in the comb of honey bees is

not random, but forms a regular pattern .

• The central brooding region is close to a

region containing pollen and one containing

nectar (providing protein and carbohydrates

for the brood).

• Due to the intake and outtake of pollen and

nectar, the pattern is changing all the time on

a local scale, but it stays stable if observed

from a more global scale.

Bees

• This is not the result of an individual bee

DISTRIBUTED INTELLIGENCE > Social Insects









being aware of the global pattern of brood-

and food-distribution in the comb, but of

three simple local rules, which each

individual bee follows:

– Deposit brood in cells next to cells already

containing brood.

– Deposit nectar and pollen in discretionary cells

but empty the cells closest to the brood first.

– Extract more pollen than nectar.

Bees

• Bees keep the thermal stability of the beehive

DISTRIBUTED INTELLIGENCE > Social Insects









through a decentralised mechanism in which every

bee acts subjectively and locally.

• If the temperature is too high, worker bees start

feeling oppressed and flutter to throw the warm air

out of their nest. They also feel oppressed when it‟s

too cold, in which case they crowd together and

warm the beehive with the sum of their bodies.

• A typical colony comes from a single mother (the

queen), but from very different fathers (between 10

and 30) and thus the genetics of the colony varies

widely, and it won‟t happen that all the bees feel

oppressed at the same time. That way, a thermal

stability is achieved.

Ants

• Ants are able to find the shortest path between a

DISTRIBUTED INTELLIGENCE > Social Insects







food source and their anthill without using visual

references.

• They are also able to find a new path, the shortest

one, when a new obstacle appears and the old

path cannot be used any more.

• Even though an isolated ant moves randomly, it

prefers to follow a pheromone-rich path. When

they are in a group, then, they are able to make

and maintain a path through the pheromones they

leave when they walk.

• Ants who select the shortest path get to their

destination sooner. The shortest path receives then

a higher amount of pheromones in a certain time

unit. As a consequence, a higher number of ants

will follow this shorter path.

DISTRIBUTED INTELLIGENCE > Social Insects

Ants

Boids (bird-oids)

• They were invented in the mid-80s

by the computer animator Craig

Reynolds.

DISTRIBUTED INTELLIGENCE > Boids









• Their behavior is controlled by very

simple local rules:

– Collision avoidance. Only position of the

other boids is taken into account, not their

velocity.

– Velocity matching. In this case only their

velocity is taken into account.

– Flock centering makes a boid want to be

near the center of the perceived flockmates.

if the boid is at the periphery, flock centering

will cause it to deflect towards the center.

DISTRIBUTED INTELLIGENCE > Boids

Boids (bird-oids)

Contents

• Introduction

• Emergent Patterns

• Cellular Automata

• Agent-based modelling

• Distributed Intelligence

• Artificial Evolution

• Artificial Chemistry

• Examples

• Bibliography

Self Replication

• Self Replication is the process in which

something makes copies of itself.

• Biological cells, in an adequate environment, do

replicate themselves through cellular division.

• Biological viruses reproduce themselves by using

EVOLUTION > Self Replication









the reproductive mechanisms of the cells they

infect.

• Computer virus reproduce themselves by using the

hardware and software already present in

computers.

• Memes do reproduce themselves using human

mind as their reproductive machinery.

Self Replicant Cellular Automata

• In 1948, mathematician von Neumann approached the topic

EVOLUTION > Self Replicant Cellular Automata







of self-replication from an abstract point of view. He used

cellular automata and pointed out for the first time that it

was necessary to distinguish between hardware and

software.

• Unfortunately, Von Neumann‟s self reproductive automata

were too big (80x400 cells) and complex (29 states) to be

implemented.

• In 1968, E. F. Codd lowered the number of needed states

from 29 to 8, introducing the concept of „sheaths‟: two layers

of a particular state enclosing a single „wire‟ of information

flow.

• In 1979, C. Langton develops an automata with self

reproductive capacity. He realised that such a structure

need not be capable of universal construction like those

from von Neumann and Codd. It just needs to be able to

reproduce its own structure.

EVOLUTION > Autómatas Celulares

Langton Loops

Core War

• It is a game published in May 1984 in Scientific

American, in which two or more programs, written

in an special assembler language called Redcode,

try to conquer all the computer‟s memory fighting

each other.

• It is executed in a virtual machine called MARS

(Memory Array Redcode Simulator).

• Inspired in Creeper, a useless program that

replicated itself inside the computer‟s memory and

EVOLUTION > Core War









was able to displace more useful programs (it might

be called a virus) and Reaper, created to seek and

destroy copies of Creeper.

• The fighting programs reproduce themselves and

try to corrupt the opponent’s code.

• There are no mutations.

EVOLUTION > Genetic Evolution

Genetic Evolution

Biomorphs

• Created by Richard Dawkins in

the third chapter of his book

“The Blind Watchmaker”.

• The program is able to show the

power of micromutactions and

accumulative selection.

• Biomorph Viewer lets the user

EVOLUTION > Biomorphs









move through the genetic space

(of 9 dimensions in this case)

and keep selecting the desired

shape.

• User‟s eye take the role of

natural selection.

EVOLUTION > Biomorphs

Biomorphs

Karl Sims' Virtual Creatures

• Developed by Karl Sims in 1994.

• Sims evolves morphology and neural control.

EVOLUTION > Karl Sims’ Virtual Creatures









• Sims was one of the first to use a 3-D world

of simulated physics in the context of virtual

reality applications.

• Simulating physics includes considerations of

gravity, friction, collision detection, collision

response, and viscous fluid effects (e.g. in

simulated water).

• Because of the simulated physics, these

agents interact in many unexpected ways

with the environment.

EVOLUTION > Karl Sims’ Virtual Creatures

Karl Sims' Virtual Creatures

EVOLUTION > Karl Sims’ Virtual Creatures

Karl Sims' Virtual Creatures

Evolutive Algorithms

• Genetic Algorithms: The most common

form of evolutive algorithms. The solution to

a problem is search as a text or a bunch of

EVOLUTION > Evolutive Algorithms









numbers (usually binary), aplying mutation

and recombination operators and

performing a selection on the possible

solutions.

• Genetic Programming: Solutions in this

case are computer programs, and their

fitness is determined by their ability to solve

a computational problem.

EVOLUTION > Genetic Algorithms

Genetic Algorithms

EVOLUTION > Genetic Programming

Genetic Programming

Tierra

• Developed by biologist Thomas Ray, inspired by

the game of competing computer programs called

“Core Wars”.

• The creatures are composed of a sequence of

instructions from a limited set of assembly

language operands.

• The universe for these things is the domain of the

computer, competing for space (computer

memory) and energy (CPU cycles).

• The virtual machine that executed the programs

EVOLUTION > Tierra









was designed to allow a small error rate, which

allows mutations while copying, in an analogous

way to natural mutation.

• A `reaper' program was included to kill some of the

organisms, with an artificial nod and wink to

natural catastrophes.

Tierra

• The universe was seeded with a single

organism (hand coded by Ray), which just

had the ability to reproduce. It had a length

of 80 instructions and it took over 800

instruction cycles to replicate.

• Once the space was filled by 80%, the

organism started competing for space and

CPU cycles.

EVOLUTION > Tierra









• Soon mutations only 79 instructions

long proliferated - after a while even shorter

organisms. Evolution had begun

optimising the code.

Tierra

• An organism of only 45 instructions was born

and started doing very well soon. This is

confusing: 45 instructions is certainly not

enough for self replication.

• These organisms coexist with organisms of

more than 70 instruccions.

• The number of the longer and shorter

organisms seemed to be linked.

EVOLUTION > Tierra









• These organisms do not have any self-

replication code of their own but they use

the code inside the longer ones

instead.They‟re a kind of parasites.

Tierra

• A very long organism that had developed immunity to the

parasites emerged. It could `hide' from them.

• Soon the parasites evolved into a 51 instruction

long parasite, which could find the immune organism, and

so the evolutionary arms race continued.

• Hyperparasites evolved which could exploit the parasites.

• These hyperparasites could be seen to “cooperate”, this

means that they would exploit each other leading to the

evolution of “social cheaters”, which would exploit them

EVOLUTION > Tierra









both.

• The system continued with its evolution of competing

and cooperating self-replicating organisms

Tierra

EVOLUTION > Tierra









• Many hosts (red)

• Some parasites appear (yellow)

Tierra

EVOLUTION > Tierra









• Parasites have increased a lot.

• Hosts are lowering.

• The first immune creatures (blue) appear

Tierra

EVOLUTION > Tierra









• Parasites are spacially displaced.

• Non-immunte hosts lower even more.

• Immune creatures keep increasing and diplace the parasites.

Tierra

EVOLUTION > Tierra









• Parasites are even more scarce.

• Non-immune hosts keep lowering.

• Immune creatures are the domintant life form.

AVida

• Avida is an auto-adaptive genetic system

designed primarily for use as a platform in

Digital or Artificial Life research.

• Digital world in which simple computer

programs mutate and evolve.

• Adds Genetic Programming to the virtual

world.

EVOLUTION > Avida









• It‟s similar to Tierra, but:

– Has a virtual CPU for each program.

– Creatures can evolve for more than just

reproduction. Configurable fitness function.

EVOLUTION > Avida

AVida

Physis

• Physis goes a step further:

– 1st Phase: Building the processor’s structure and

instruction set according to the description in the

genoma.

– 2nd Phase: Executing the code with the newly built

processor.

EVOLUTION > Physis

Contents

• Introduction

• Emergent Patterns

• Cellular Automata

• Agent-based modelling

• Distributed Intelligence

• Artificial Evolution

• Artificial Chemistry

• Examples

• Bibliography

Artificial Chemistry

• Artificial Chemistry is the computer

simulation of chemical processes in a

similar way to that found in real world.

ARTIFICIAL CHEMISTRY > Introduction









• It can be the foundation of an artificial life

program, and in that case usually some kind

of organic chemistry is simulated.

Contents

• Introduction

• Emergent Patterns

• Cellular Automata

• Agent-based modelling

• Distributed Intelligence

• Artificial Evolution

• Artificial Chemistry

• Examples

• Bibliography

EXAMPLES > Games > SimLife

SimLife

SimLife

• One of the first examples of entertainment

software announced as based in Artificial Life

investigation was SimLife by Maxis,

published in 1993.

• In essence, SimLife lets the user observe

EXAMPLES > Games > SimLife









and interact with a simulated ecosystem

with a variable terrain and climate, and a

great variety of species of plants, plant

eaters and carnivores.

• The ecosystem is simulated using cellular

automata techniques, and makes very little

use of autonomous agents.

EXAMPLES > Games > Creatures

Creatures

Creatures

• Creatures is a game made in 1996 for Windows 95 and

Macintosh, that offers the possibility of getting in touch with

Artificial Life technologies.

• Creatures generates a simulated environment in which a

number of synthetic agents coexist, and with which the

user can interact in real-time. Agents, which are called

EXAMPLES > Games > Creatures









Creatures, try to be a kind of “virtual pets”.

• Internal architecture of the Creatures is inspired by

animal biology. Every Creature had a neural network

responsible for the motor-sensorial coordination and for its

behaviour, and an artificial biochemical system that

simulates a simple energetic metabolism and an hormonal

system that interacts with the neural network. A learning

mechanism allows the neural network to keep adapting

during Creature‟s life.

EXAMPLES > Games > The Sims

The Sims

The Sims

• The Sims, created by Maxis, is probably one of the best

examples of Artificial Life and Artificial Intelligence based in

fuzzy state machines in the videogames‟ industry at the

moment.

• The game let the user design small virtual buildings and

their neighbourhood and populate them with virtual

EXAMPLES > Games > The Sims









residents ("Sims"). Every Sim can be created with a great

diversity of personalities and physical traits.

• Sims behaviour depends on their environment as well at the

personality traits they‟re given. Even though most of the

Sims are able to survive on their own, they need lots of

cares from the person who‟s playing to improve.

• Objects inside the virtual world (which is called "smart

terrain" by its designer Will Wright) incorporate inside them

all the possible behaviours and actions related to that

object. That makes adding new objects to the game easier.

EXAMPLES > Galapagos

Galapagos

Galapagos

• Galapagos is an Artificial Life simulation project in which a

number of creatures evolve over time.

• By implementing mutations and crossovers and the implicit

natural selection in the simulation the overall result is an

evolution of the creatures in which new breeds of

creatures make different ecological niches araise.

• In this simulation the creatures lives on a height landscape

containing water, sand, soil, rocks, grass, trees etc.

• All creatures are landborn four legged and have a number

EXAMPLES > Galapagos









of genes determining their physical properties, such as how

well they can digest different forms of food, the length and

size of different body parts, etc.

• Their genome also includes a simple but flexible fuzzy

behaviour based AI brain that allows the creatures to

evolve different behaviours.

• Simulations typically start out as dumb grasseater with a

high mortality but after a while the creatures split up into

different evolutionary paths and creatures such as carrion

eaters and carnivores emerge.

EXAMPLES > FramSticks

FramSticks

FramSticks

• The objective of these experiments is to

study evolution capabilities of creatures in

simplified Earth-like conditions.

• This conditions are: a three-dimensional

environment, genotype representation of

organisms, physical structure (body) and

EXAMPLES > FramSticks









neural network (brain) both described in

genotype, stiumuli loop (environment –

receptors – brain – effectors – environment),

genotype reconfiguration operations

(mutation, crossing over, repair), energetic

requirements and balance, and

specialization.

Contents

• Introduction

• Emergent Patterns

• Cellular Automata

• Agent-based modelling

• Distributed Intelligence

• Artificial Evolution

• Artificial Chemistry

• Examples

• Bibliography

Bibliography

• Tierra: www.his.atr.jp/~ray/tierra/

• Avida: http://dllab.caltech.edu/avida/

• Physis: http://physis.sourceforge.net/

• Galapagos: http://www.lysator.liu.se/~mbrx/galapagos/

• Wikipedia: www.wikipedia.org

• Course on Artificial Life by University of Zurich:

http://ailab.ch/teaching/classes/2003ss/alife

• Course on Artificial Life:

http://www.ifi.unizh.ch/groups/ailab/teaching/AL00.html

• Vida artificial, Un enfoque desde la Informática Teórica:

http://members.tripod.com/~MoisesRBB/vida.html

• Digitales Leben:

http://homepages.feis.herts.ac.uk/~comqdp1/Studienstiftung/tierra_avida

_hysis.ppt

• GNU/Linux AI & Alife HOWTO: http://zhar.net/gnu-

linux/howto/html/ai.html

• Matrem: www.phys.uu.nl/~romans/

Bibliography

• Diffusion-Limited Aggregation:

http://classes.yale.edu/fractals/Panorama/Physics/DLA/DLA.html

• DLA - Diffusion Limited Aggregation:

http://astronomy.swin.edu.au/~pbourke/fractals/dla/

• John Conway's solitaire game "life“: http://ddi.cs.uni-

potsdam.de/HyFISCH/Produzieren/lis_projekt/proj_gamelife/ConwaySci

entificAmerican.htm

• Boids, background and update, by Craig Reynolds:

http://www.red3d.com/cwr/boids/

• Flocks, Herds, and Schools: A Distributed Behavioral Model:

http://www.cs.toronto.edu/~dt/siggraph97-course/cwr87/

• Creatures: Artificial Life Autonomous Software Agents for Home

Entertainment:

http://mrl.snu.ac.kr/CourseSyntheticCharacter/grand96creatures.pdf

• Evolving Virtual Creatures:

http://www.genarts.com/karl/papers/siggraph94.pdf

• Core War, artículos escaneados de A.K. Dewdney:

http://www.koth.org/info/sciam/

• FramSticks: http://www.frams.alife.pl/

• StarLogo: http://education.mit.edu/starlogo/


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