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Artificial Life

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Title: Artificial Life


1
Artificial Life
and Computer Graphics
  • Alexander Bisler
  • Fraunhofer IGD
  • Fraunhoferstr. 5
  • 64283 Darmstadt
  • alexander_at_bisler.de

2
Synopsis
  • ALife Introduction
  • Cellular Automata
  • Self-Organization
  • L-Systems
  • Genetic Algorithms
  • Artificial Evolution for CG
  • Simulations Instantiations
  • Summarized Principles

3
  • ALife

4
ALife - Definition
  • Biology study of carbon-based life
  • "life as we know it"
  • ALife study of the dynamics of living systems,
  • regardless of substrate
  • "life as it could be"
  • Substrates abstract chemistries, logical
    networks, cellular automata, abstract ecosystems,
    emulated computers

5
ALife - Definition
  • Artificial Life ("AL" or "Alife") is the name
    given to a new discipline that studies "natural"
    life by attempting to recreate biological
    phenomena from scratch within computers and other
    "artificial" media.
  • Alife complements the traditional analytic
    approach of traditional biology with a synthetic
    approach in which, rather than studying
    biological phenomena by taking apart living
    organisms to see how they work, one attempts to
    put together systems that behave like living
    organisms.

6
ALife Bio-Logic
  • We want a general understanding of living
    systems.
  • Living systems are
  • complex
  • non-linear
  • synergistic (whole greater than sum of parts)
  • Decompositional approaches (math) are limited.
  • Synthetic methods (simulations) are needed.

7
ALife Emergence Self-Regulation
  • "The signal feature of life is not the
    carbon-based substrate
  • (but) that the local dynamics of a set if
    interacting entities
  • (e.g. molecules, cells, etc. )
  • supports an emergent set of global dynamical
    structures
  • which stabilize themselves by setting the
    boundary conditions
  • within which the local dynamics operates."
  • Charles Taylor, biologist, UCLA

8
ALife Properties of ALife-Systems
  • Synthetic bottom-up, multiple interacting agents
  • Self-Organizing global structure is emergent
  • Self-Regulating no global/centralized control
  • Adaptive learning and/or evolving
  • Complex on the edge to chaos dissipative

9
ALife Relevant Domains for ALife
  • Individual organisms physiology,behavior,develop
    ment
  • Evolutionary biologyecology emergence of
    ecosystems
  • Social insect colonies emergence of
    "super-organisms (Ant Colony Optimization)
  • Evolutionary Robotics
  • MicroEconomics populations of buyers sellers
  • Sociology emergence evolution of
    societies
  • Traffic emergence of flow/jam patterns
  • Abstract computational models logic, chemistry,
    physics

10
ALife Why Study ALife ?
  • Understanding emergent phenomena
  • Synthetic approaches vs. analytic reductionism
  • Chaos, complexity, self-organization
  • Biological research
  • Controllable reproducible evolutionary
    simulations
  • New technologies
  • Genetic engineering
  • AI multi agent systems, evolutionary computation
  • Educational toolkits
  • Social system (SimCity)
  • Ecosystems (SimLife, SimEarth)

11
  • Cellular Automata

12
Cellular Automata
  • Discrete system of cells that iterates based on a
    set of rules.
  • von Neumann's self-reproductive automaton
  • Langtons loop
  • Conways Game of Life
  • Wolframs classification of 1-dimensional CAs
  • Langtons l-parameter

13
Cellular Automata
  • John von Neumann
  • Invented CAs as a medium for
  • Universal Self-Reproductive Automata.
  • But his USRA was huge and never fully implemented.

14
Langtons Loop
  • Christopher Gale Langton
  • Organized A-life I.
  • September 21, 1987, Los Alamos.

15
Langtons Loop
  • Self-replicating CA (1986)
  • 8 states and 179 control rules
  • not universal (could only replicate itself)
  • A key property of living systems was thereby
    realized in an alternate medium.

22222222 2170140142 2022222202 212 212 212
212 212 212 212 212 21222222122222 207107107
111112 2222222222222
Smallest self-replicating unsheathed loop
(Reggia, 1993) 00 Lgt00
16
Game of Life
  • is a 2-dim CA
  • invented by John Horton Conway
  • (Didnt have a comp when inventing the game!)

17
Game of Life - Rules
  • The world is a 2D-grid. Each cell lives or is
    dead .

A cell is born, if it has exactly 3 neighbors.
A cell survives, if it has 2 or 3 neighbors.
A cell dies, if it has less than 2 or more than 3
neighbors.
18
Game of Life Life Forms
  • Block
  • (stable)

Glider (periodic)
Blinker (periodic)
Superstring
19
Game of Life Life Forms
R-Pentomino (stablizes after 1103 generations)
Rabbits (stablizes after 17331 generations)
20
Game of Life
  • Set of simple rules ? complex behavior emerges
  • Even a universal computer is possible !

21
1-dim CAs
  • Stephen Wolfram
  • Mathematica
  • A New Kind of Science

22
1-dim CAs - Rules
One generation is shown on a horizontal line.
23
1-dim CAs - Classification
  • 256 sets of rules. Wolfram divided the 256 CAs in
    4 classes.
  • Class 1 static
  • All configurations map to a homogeneous state.

24
1-dim CAs - Classification
  • Class 2 periodic
  • All configurations map to simple, separated
    periodic structures.

25
1-dim CAs Classification
  • Class 3 chaotic
  • Produces chaotic patterns (impossible to predict
    long time behavior).

26
1-dim CAs Classification
  • Class 4 complex
  • Produces propagating structures.

27
1-dim CAs CA-Patterns in Nature

Cone shell markings may be produced by a chemical
analogue of a 1-dim CA.
28
Langton's l-Parameter Classifying CA Rules
  • K of possibles states of a cell (2)
  • N of cells considered to compute next
    state (3)
  • S KN of possible neighborhood states (8)
  • KS of possible CA rules (256)
  • A rule defines one of K possible next states
  • for each of the S possible neighbor states.

29
Langton's l-Parameter
  • n of neighbor states that map to a selected
    state, s (e.g. 0)
  • (S n) / S, l ? 0, 1
  • l near 0 ? most states map to s
  • l near 1 ? no states map to s
  • l near (K 1)/K ? even distribution of s and
    other next states

30
Langton's l-Parameter
  • Langton's l-Parameter for 1-dim CAs
  • Langton
  • Life exists
  • on the edge to chaos.

31
Life on the Edge of Chaos in Nature
  • Black Smokers
  • Deep-sea hydrothermal vents supporting
    extraordinary ecosystems deep beneath the surface
    of the oceans.
  • Temperature differences
  • smokers 400C
  • deep sea -1C 4C

32
  • Self-Organization

33
Self-organization

34
Self-organization
Stuart Kauffman Boolean networks, 1965
The Origins of Order - Self-organization and
Selection in Evolution At Home in the
Universe - The Search for the Laws of
Self-organization and Complexity
35
Self-organization
  • Neo-Darwinism
  • Evolution chance mutations natural selection
  • ? Life is a lucky accident
  • ? Complexity takes eons to develop
  • Order for Free
  • Natural laws of self-organization create ordered
    patterns in complicated systems
  • Evolution self-organization drive systems to
    "the edge of chaos", where maximum adaptibility
    is possible(regulation more evolution)
  • ? Life is expected ! ? We are At Home in the
    Universe

36
Self-organization General Lessons
  • "Much of the order we see in organisms
  • may be the direct result not of natural
    selection
  • (acting on random variations)
  • but of the natural order selection was
    privileged to act on .... Evolution is not just a
    tinkering ....
  • It is emergent order honored and honed by
    selection."
  • Stuart Kauffman
  • Abtract ALife simulations ? key insights into
    ontogeny evolution

37
Self-organization In Biological Systems

38
  • L-Systems

39
L-Systems
  • Aristid Lindenmayer
  • Przemyslaw Prusinkiewicz
  • The Algorithmic Beauty of Plants

40
L-Systems Grammar

A system of rules used to model growth and
development of organisms.
41
L-Systems Examples

42
L-Systems Examples

43
  • Genetic Algorithms

44
Genetic Algorithms
  • John Henry Holland
  • Ingo Rechenberg
  • Evolutionsstrategien (1973)
  • The universe has its own cure for stupidity.
    Unfortunately, it does not always apply it.

45
Genetic Algorithms Basic Concepts
  • Both biological and simulated evolutions involve
    thebasic concepts of
  • genotype and
  • phenotype,
  • the processes of expression and
  • selection, and
  • reproduction with variation.

46
Genetic Algorithms Algorithm
  • A population of individuals is chosen at random.
  • The fitness of the individuals is determined
    through a defined function.
  • Fit individuals are kept and unfit ones are not.
  • The new population undergoes the process.
  • Individuals are in practice arrays of bits or
    characters.

47
Genetic Algorithms Reproduction with variation
  • Perfect copy 10010101 ? 10010101
  • ? nothing will ever change
  • slightly variations are needed
  • Mutation 10010101 ? 10011101
  • Crossover String1 10110001 ? 1011 1011
  • String2 01101011 ? 0110
    0001

48
Genetic Algorithms Example Ants
  • David Jefferson, UCLA
  • An ant has to follow (on a 2D-grid) a given trail
    (cells are marked kind of pheromone).
  • An ant is simulated by a FSM which is described
    by 450 bits.
  • input state of cell in front of the ant
  • output turn left/right, go forward, dont move
  • The top 10 of a population are taken for the
    next generation.
  • Their genes are crossed over and mutated.

49
Genetic Algorithms Example Ants cont.
  • The 1st population of 65536 ants is randomly
    created. Most ants dont move at all.
  • After 70 generations, most ants follow the
    complete trail.
  • ? artificial evolution

50
Genetic Algorithms
  • Danny Hillis
  • Thinking Machines

Connection Machine
51
Genetic Algorithms Ramps
  • Ramps little programs to sort 16 numbers
  • Populations of 65536 Ramps
  • After 5000 generations, the best Ramps needed
    only 65 exchanges to sort the numbers. Best
    humans solution 60.
  • The Ramp-population was stuck in a local maximum.

52
Genetic Algorithms The Red Queen Hypothesis
  • Red Queen in Alice in Wonderland Constant
    running is required to remain in the same place.
  • Biology evolutionary arms races
  • When two populations of different species are set
    against each other, in predator-prey or
    host-parasite relationships

53
Genetic Algorithms Anti-Ramps
  • Hillis introduced anti-Ramps into his
    systems. Programs which created test cases
    for the Ramps.They were rewarded for difficult
    test cases.
  • Best solution found 61 exchanges
  • ? Accelerated evolution thru coevolving parasites

54
Genetic Algorithms Fitness Curve
  • Periods of stability are
  • shattered by sudden leaps
  • in fitness.

55
  • Artificial Evolution for CG

56
Artificial Evolution for CG Genetic Images
  • Genetic Images is a media installation in which
    visitors can interactively "evolve" abstract
    still images. A supercomputer generates and
    displays 16 images on an arc of screens. Visitors
    stand on sensors in front of the most
    aesthetically pleasing images to select which
    ones will survive and reproduce to make the next
    generation.
  • Karl Sims, 1993

57
Artificial Evolution for CG Exploring Parameter
Space
  • Procedural models such as fractals and procedural
    texturing allow a user to create a high degree of
    complexity with relatively simple input
    information.
  • One method of procedural structure creation
    involves
  • a set of N input parameters
  • each of which has an effect on a developmental
    process
  • which assembles the structure.
  • The set of possible structures corresponds tothe
    N-dimensional space of possible parameter values.

58
Artificial Evolution for CG Exploring Parameter
Space
  • more options added ? more variations
  • of input parameters grows ? it becomes
    increasingly difficult to predict the effects of
    adjusting particular parameters and combinations
    of parameters
  • An alternative approach is to sample randomly in
    the neighborhood
  • of a currently existing parameter set
  • by making random alterations to a parameter or
    several parameters,
  • then inspect and select the best sample or
    samples of those presented.

59
Artificial Evolution for CG Artificial Evolution
  • genotype is the parameter set
  • phenotype is the resulting structure
  • selection is performed by the user(picking
    preferred phenotypes from groups of samples)

60
Artificial Evolution for CG Evolving 3D plant
structures
  • Parameters - used to generate 3-dim tree
    structures - describe
  • fractal limits
  • branching factors
  • scaling
  • stochastic contributions, etc.
  • Growth rules use 21 genetic parameters and
  • the hierarchy location of each segment in the
    tree to determine
  • how fast that segment should grow
  • when it should generate new buds
  • and in which directions.

61
Artificial Evolution for CG Mutation
  • Mutating parameter sets (one possibility)
  • normalizing each parameter for a genetic value
    between 0.0 and 1.0
  • copying each genetic value or gene, g_i,with a
    certain probability of mutation, m
  • mutation is achieved by adding a random amount,
    /-d, to the gene
  • for each g_i
  • if random(.0,1.0) lt m
  • then g'_i g_i rand(-d, d)
  • clamp or wrap g'_i to legal bounds
  • else g'_i g_i

62
Artificial Evolution for CG Mating
  • Possible methods
  • Crossovers
  • Copying each gene independently from one parent
    or the other (fig. right)
  • Each gene can receive a random percentage, p, of
    one parent's genes, and a 1 - p percentage of the
    other parent's genes
  • each new gene can independently receive a random
    value between the two parent values of that gene

63
Artificial Evolution for CG Forest of "evolved"
plants
64
Artificial Evolution for CG Expressions as
Genotypes
  • A limitation of genotypes consisting of a fixed
    number of parameters and fixed expression rules
    is that there are solid boundaries on the set of
    possible phenotypes.
  • ? include procedural information in the genotype
  • Symbolic lisp expressions as genotypes
  • A set of lisp functions and a set of argument
    generators are used to create arbitrary
    expressions which can be mutated, evolved, and
    evaluated to generate phenotypes.

65
Artificial Evolution for CG Evolving Images
  • X Y abs(X)
  • X abs(Y) X AND Y bw-noise(0.2, 2)
  • color-noise(0.1, 2)
  • grad-direction( bw-noise(0.15, 2), 0.0, 0.0)
  • warped-color-noise( (X 0.2), Y, 0.1, 2)

66
Artificial Evolution for CG Mutation
  • Lisp expressions are traversed as tree structures
    and each node is in turn subject to possible
    mutations.
  • Any node can mutate into a new random expression.
  • Scalar values add some random amount.
  • Vector add random amounts to each element.
  • Functions can mutate into different functions.
  • An expression can become the argument to a new
    random function. Other arguments are generated at
    random if necessary.
  • An argument to a function can jump out and become
    the new value for that node.
  • A node can become a copy of another node from the
    parent expression.

67
Artificial Evolution for CG Mating
  • Two methods were used for mating symbolic
    expressions.
  • The first method requires the two parents to be
    somewhat similar in structure. The nodes in the
    expression trees of both parents are
    simultaneously traversed and copied to make the
    new expression. When a difference is encountered
    between the parents, one of the two versions is
    copied with equal probability.
  • parent1 ( (abs X) (mod X Y))
  • parent2 ( (/ Y X) ( X -.7))
  • child1 ( (abs X) (mod X Y))
  • child2 ( (abs X) ( X -.7))
  • child3 ( (/ Y X) (mod X Y))
  • child4 ( (/ Y X) ( X -.7))

68
Artificial Evolution for CG Mating
  • The second method for mating expressions combines
    the parents in a less constrained way.
  • A node in the expression tree of one parent is
    chosen at random and replaced by a node chosen at
    random from the other parent.
  • This crossing over technique allows any part of
    the structure of one parent to be inserted into
    any part of the other parent and permits parts of
    even dissimilar expressions to be combined.
  • With this method, the parent expressions above
    can generate 61 different child expressions -
    many more than the 4 of the first method.

69
Artificial Evolution for CG Examples
70
Genetic Algorithms Galápagos
  • Galápagos is an interactive media installation
    that allows visitors to "evolve" 3D animated
    forms.
  • Karl Sims, 1997

71
Genetic Algorithms Galápagos
  • These images show a "parent" in the upper left
    corner, and the remaining 11 are "offspring" from
    that parent.
  • Mutations cause various differences between the
    offspring and their parents.

72
Genetic Algorithms Galápagos
73
Genetic Algorithms Morph-Lab
  • Morph-Lab is a little Java-applet.
  • 16 artificial organisms called BioMorphs.
  • Morphs have a genotype and a phenotype.
  • Each morph has 16 genes that code its structure
    and color.
  • User selects a morph for asexual reproduction.
  • This morph and its mutant progeny become the next
    generation.

74
  • Simulations Instantiations

75
Simulations Instantiations
  • Boids
  • Framsticks
  • PolyWorld
  • AntFarm
  • Biotopia
  • Avida
  • Tierra

76
Boids
  • Computer model of coordinated animal motion such
    as bird flocks and fish schools.
  • Generic simulated flocking creatures are called
    boids.
  • Set of simple rules
  • complex behavior emerges
  • self-organized flock of birds
  • Craig Reynolds, 1986

77
Boids Steering Behaviors
  • 3 simple steering behaviors

Separation steer to avoid crowding local
flockmates
Alignment steer towards the average heading of
local flockmates
Cohesion steer to move toward the average
position of local flockmates
78
Framsticks
  • The objective of these experiments is a study of
    evolution capabilities of creatures in simplified
    Earth-like conditions.
  • They are
  • a three-dimensional environment
  • genotype representation of organisms, physical
    structure (body) and neural network (brain) both
    described in genotype
  • stimuli loop (environment receptors brain
    effectors environment)
  • genotype reconfiguration operations (mutation,
    crossing over, repair)
  • energetic requirements and balance
  • and specialization.

79
Framsticks
  • Creatures are made of sticks (limbs).
  • Muscles (red) are controlled by a neural network,
    which makes them bend and rotate.

80
Framsticks
  • Sticks can be specialized for various purposes
  • assimilation (green)
  • strength (thickness)
  • ingestion (small yellow spots) etc.
  • The energy ball on the right is ingested faster
    because of the specialized stick ending.

81
Framsticks
  • Creatures may have different receptors.
  • The creature shown has a sense of touch (on the
    top) and a sense of equilibrium (glass-like
    cell).

82
Framsticks
  • A small creature ("Antelope") attacking another,
    big one ("Spider").

After the collision "Spider" broken apart into
pieces. "Antelope" consumes energy from the dead
body.
83
Framsticks
84
Framsticks
85
Principles
  • Emerging behavior
  • Self-organization
  • Artificial evolution
  • Accelerated evolution
  • Sudden leaps in fitness

86
.end
  • Advances in Evolution

87
References
  • Books
  • Artificial Life - A Report from the Frontier
    where Computers Meet Biology
  • by Steven Levy, ISBN 0679743898
  • Introduction to Artificial Life
  • by Christoph Adami, ISBN 0387946462
  • Self-Organization in Biological Systems
  • by Scott Camazine et al., ISBN 0-691-01211-3
  • http//www.scottcamazine.com/personal/selforganiz
    ation/SOMain.html
  • At Home in the Universe, ISBN 0195111303
  • The Origins of Order, ISBN 0195079515
  • by Stuart Kauffman
  • The Algorithmic Beauty of Plants
  • by Przemyslaw Prusinkiewicz, Aristid Lindenmayer

88
References
  • Sites
  • Alife-intro
  • http//www.mikrotron.com/alife/index.html
  • http//www.webslave.dircon.co.uk/alife/intro.html
  • Self-replicating CAs
  • http//lslwww.epfl.ch/pages/embryonics/thesis/Cha
    pter3.html
  • Conways Game of Life
  • http//www.ericweisstein.com/encyclopedias/life/
  • Genetische Algorithmen
  • http//www.chevreux.org/diplom/node32.html
  • Genetic Images
  • http//www.genarts.com/karl/genetic-images.html
  • Galapagos
  • http//www.genarts.com/galapagos/index.html
  • Morph-lab
  • http//alife.fusebox.com/

89
References
  • Persons
  • John H. Holland (genetische Algorithmen)
  • http//www.evalife.dk/bbase/list_author.php?au_id
    393 publications
  • Thomas Ray (Tierra)
  • http//www.isd.atr.co.jp/7Eray/
  • Craig Reynolds (Boids)
  • http//www.red3d.com/cwr/index.html
  • Karls Sims (Genetic Images, Galapagos)
  • http//www.genarts.com/karl/
  • Demetri Terzopoulos (künstliche Fische)
  • http//www.cs.toronto.edu/dt/
  • http//www.cs.toronto.edu/7Edt/
  • John von Neumann (1903--1957) (CAs and more)
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