Title: Artificial Life
1Artificial Life
and Computer Graphics
- Alexander Bisler
- Fraunhofer IGD
- Fraunhoferstr. 5
- 64283 Darmstadt
- alexander_at_bisler.de
2Synopsis
- ALife Introduction
- Cellular Automata
- Self-Organization
- L-Systems
- Genetic Algorithms
- Artificial Evolution for CG
- Simulations Instantiations
- Summarized Principles
3 4ALife - 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
5ALife - 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.
6ALife 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.
7ALife 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
8ALife 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
9ALife 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
10ALife 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 12Cellular 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
13Cellular Automata
- John von Neumann
- Invented CAs as a medium for
- Universal Self-Reproductive Automata.
- But his USRA was huge and never fully implemented.
14Langtons Loop
- Christopher Gale Langton
- Organized A-life I.
- September 21, 1987, Los Alamos.
15Langtons 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
16Game of Life
- is a 2-dim CA
- invented by John Horton Conway
- (Didnt have a comp when inventing the game!)
17Game 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.
18Game of Life Life Forms
Glider (periodic)
Blinker (periodic)
Superstring
19Game of Life Life Forms
R-Pentomino (stablizes after 1103 generations)
Rabbits (stablizes after 17331 generations)
20Game of Life
- Set of simple rules ? complex behavior emerges
- Even a universal computer is possible !
211-dim CAs
- Stephen Wolfram
- Mathematica
- A New Kind of Science
221-dim CAs - Rules
One generation is shown on a horizontal line.
231-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.
241-dim CAs - Classification
- Class 2 periodic
- All configurations map to simple, separated
periodic structures.
251-dim CAs Classification
- Class 3 chaotic
- Produces chaotic patterns (impossible to predict
long time behavior).
261-dim CAs Classification
- Class 4 complex
- Produces propagating structures.
271-dim CAs CA-Patterns in Nature
Cone shell markings may be produced by a chemical
analogue of a 1-dim CA.
28Langton'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.
29Langton'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
30Langton's l-Parameter
- Langton's l-Parameter for 1-dim CAs
- Langton
- Life exists
- on the edge to chaos.
31Life 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 33Self-organization
34Self-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
35Self-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
36Self-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
37Self-organization In Biological Systems
38 39L-Systems
- Aristid Lindenmayer
- Przemyslaw Prusinkiewicz
- The Algorithmic Beauty of Plants
40L-Systems Grammar
A system of rules used to model growth and
development of organisms.
41L-Systems Examples
42L-Systems Examples
43 44Genetic Algorithms
- John Henry Holland
- Ingo Rechenberg
- Evolutionsstrategien (1973)
- The universe has its own cure for stupidity.
Unfortunately, it does not always apply it.
45Genetic 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.
46Genetic 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.
47Genetic 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
48Genetic 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.
49Genetic 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
50Genetic Algorithms
- Danny Hillis
- Thinking Machines
Connection Machine
51Genetic 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.
52Genetic 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
53Genetic 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
54Genetic Algorithms Fitness Curve
- Periods of stability are
- shattered by sudden leaps
- in fitness.
55- Artificial Evolution for CG
56Artificial 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
57Artificial 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.
58Artificial 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.
59Artificial 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)
60Artificial 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.
61Artificial 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
62Artificial 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
63Artificial Evolution for CG Forest of "evolved"
plants
64Artificial 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.
65Artificial 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)
66Artificial 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.
67Artificial 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))
68Artificial 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.
69Artificial Evolution for CG Examples
70Genetic Algorithms Galápagos
- Galápagos is an interactive media installation
that allows visitors to "evolve" 3D animated
forms. - Karl Sims, 1997
71Genetic 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.
72Genetic Algorithms Galápagos
73Genetic 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
75Simulations Instantiations
- Boids
- Framsticks
- PolyWorld
- AntFarm
- Biotopia
- Avida
- Tierra
76Boids
- 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
77Boids 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
78Framsticks
- 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.
79Framsticks
- Creatures are made of sticks (limbs).
- Muscles (red) are controlled by a neural network,
which makes them bend and rotate.
80Framsticks
- 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.
81Framsticks
- Creatures may have different receptors.
- The creature shown has a sense of touch (on the
top) and a sense of equilibrium (glass-like
cell). -
82Framsticks
- A small creature ("Antelope") attacking another,
big one ("Spider"). -
After the collision "Spider" broken apart into
pieces. "Antelope" consumes energy from the dead
body.
83Framsticks
84Framsticks
85Principles
- Emerging behavior
- Self-organization
- Artificial evolution
- Accelerated evolution
- Sudden leaps in fitness
86.end
87References
- 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
88References
- 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/
89References
- 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)