Title: Artificial Life
1Artificial Life
- Lenka Lhotska
- Gerstner laboratory, Department of Cybernetics
- CTU FEE Prague
- http//cyber.felk.cvut.cz
- lhotska_at_fel.cvut.cz
2Introduction
- biology is the scientific study of life on Earth
based on carbon-chain chemistry - Artificial Life (AL'' or Alife'') - 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. - Artificial life amounts to the practice of
synthetic biology'' and, by analogy with
synthetic chemistry, the attempt to recreate
biological phenomena in alternative media will
result in not only better theoretical
understanding of the phenomena under study, but
also in practical applications of biological
principles in the technology of computer hardware
and software, mobile robots, spacecraft,
medicine, nanotechnology, industrial fabrication
and assembly, and other vital engineering
projects. - empirical research in biology -
life-as-we-know-it - study of Artificial Life - life-as-it-could-be
3Introduction (cont.)
- 3 forms of synthetic approach
- In software computer programs exhibiting
certain properties of life - In wetware hardware robotics,
nanotechnologies - Replicating and selfdeveloping macromolecules -
RNA
4Basic propositions of artificial life
- Information substance of life, not the material
form serves only for preservation and
processing - Certain complexity
- Two types of information
- Non-interpreted genotype passed to
descendants - Interpreted phenotype source for creation of
structure of a new individual - Evolution selfreproduction, mutation, selection
- Synthetic process bottom-up from elementary
primitives controlled by simple rules to complex
structures exhibiting complex behaviour - High level of parallelism of dynamics of local
primitives - Mutual local effects new phenomena on the
global level emergent behaviour without any
central control - Non-linear behaviour of elementary primitives
non-validity of the principle of superposition
5Kinematic model
- John von Neumann
- Idea of self-reproducing automaton based on a
computer and additional elements - Manipulator
- Separator
- Coupler
- Sensor recognizes elements and passes the
information to the centre - Girders two functions skeleton of the whole
structure and memory
6Kinematic model (cont.)
- Study of NASA
- Based on von Neumann model
- Self-growing lunar factory
- two concepts
- self-replicating full realization of kinematic
model - growing variant
7Cellular automata
- Dynamic system discrete in time and space
- Composed of regular structure of cells in
N-dimensional space (frequently 2D) - Each cell one of K possible states (frequently
2 states 0 dead cell, 1 living cell) - Value in next time step (next generation)
synchronous calculation based on local transition
function - Arguments of this function current values in
the cell and its neighbours (von Neumann or full
neighbourhood) - Assumptions
- infinite structure
- paralelism
- locality (new state depends only on the current
state of the cell and its neighbours) - homogeneity (all cells have the same transition
function)
8Cellular automata
- Von Neumann neighbourhood Moore
neighbourhood (full neighb.)
9Von Neumanns cellular automaton
- 200 000 cells 29 states
- Body consisting of 80 x 400 cells (components A,
B and C factory, duplicator and computer from
the kinematic model) - Long outgrowth 150 000 cells (analogy of strip
at Turing machine) - Emergent behaviour simple local cell behaviour
results in complex global behaviour of the whole
organism - Replication
- On one end of the body an arm slides out, a copy
of original structure starts to grow - The process is controlled by commands on the
strip - The information is copied to the offspring
- The offspring splits from the original automaton
10Game of life - LIFE
- John Horton Conway mathematician at University
of Cambridge - CA two states (empty and living cell) and full
neighbourhood - Rules
- Birth in the neighbourhood of an empty cell
there are three living cells - Survival in the neighbourhood of a living cell
two or three living cells - Death - in the neighbourhood of a living cell 0,
1, 4, 5, 6, 7 or 8 other living cells - Biological interpretation
- Resulting situations
- death (structure A on the following slide)
- stable (in future steps constant) (structure B on
the following slide) - Cyclic repetition (structure C on the following
slide) - Cyclic repetition but shifted (structure D -
glider on the following slide) - R-pentomino (structure E on the following slide)
stabilizes in 1103rd generation resulting
structure consists of 15 simple stable patterns,
4 cyclic structures (C) and 6 gliders
11Game of life LIFE (cont.)
12Codd automata 2D
- E.F. Codd
- CA 8 states, von Neumann neighbourhood
- 4 states structural
- 0 empty cell
- 1 signal pathway
- 2 coating of the signal pathway
- 3 special application, e.g. gate
- 4 states functional signal (4, 5, 6, 7)
- Basic information element tuple of signal cell
and empty cell - In one generation shift by one position
- Total number of possible rules 85 32K
- Really used rules approx. 500
13Langton Q-loops
- Based on Codd model
- Simpler version of self-reproducing 2D CA
so-called Q-loops (SR-loops Self Reproducing
loops) - Total number of rules 85 32K
- Used number of rules - 219
- information 70 70 70 70 70 70 40 40 moving in
the loop - Generations on the figures 0, 7, 34, 69, 120,
126, 127, 137, 151, 451, 901
14Wolfram 1D CA
- Wolfram studied properties of 1D CA
- Advantages of 1D CA
- Relatively small number of possible rules
- Illustrative representation of successive
generations in rows - The simplest case two state system
- Neighbourhood 2 neighbours
- New value of the cell determined by three old
values 8 combinations - 28 output combinations
- Resulting number of possible groups of rules
256 - 256 CAs divided into 4 groups according to the
complexity of behaviour
15Wolfram 1D CA (cont.)
CA1 quickly converging into one state (either 0
or 1)
CA2 initial activity decreases, stable clusters
or repeated patterns appear
16Wolfram 1D CA (cont.)
CA3 apparently chaotic development prevails,
the patterns resemble random noise
CA4 exhibit complex, but obvious regularity,
new usually shifting structures are generated
(e.g. gliders), the structures are living
relatively long
17Quantitative evaluation of dynamics of CA
- Langton quantification based on Wolfram
classification of 1D CA - Focused on ability of CA to transfer information
- Langton All living organisms process
information. Information is used for
reproduction, food search, maintenance keeping
inner structure. - 2nd law of thermodynamics entropy is increasing
in the closed system - Entropy measure of the disorder
- Increase of entropy in seeming contradiction to
the process of evolution - For evaluation of the ability of a CA system to
transfer and save information lambda parameter - Lambda number of rules having non-quiet
states on their output / total number of rules - quiet state cell in quiet state having in the
neighbourhood only cells in quiet states does not
change its state in the next generation
18Quantitative evaluation of dynamics of CA (cont.)
- Lambda parameter significant with large number
of sets of rules when examination of all
combinations is impossible - Relation between Wolfram classes and lambda
parameter - Small values of lambda CA1 and CA2 (information
is frozen, it can be kept for long time, but it
is impossible to transfer it) - Large values of lambda CA3 (information is
transfered easily, even chaotically, but it is
difficult to save it) - Boundary values of lambda CA4 (transfer of
information is possible, but it is not so fast
that the link to its former location is lost) - First two modes are not favourable for existence
of life, the third mode is favourable life
exists on the very edge of chaos (critical limit
of complexity)
19Lindenmayer systems
- L-systems - a mathematical formalism proposed by
the biologist Aristid Lindenmayer in 1968 as a
foundation for an axiomatic theory of biological
development. - several applications in computer graphics -
generation of fractals and realistic modelling of
plants - Central to L-systems, is the notion of rewriting,
where the basic idea is to define complex objects
by successively replacing parts of a simple
object using a set of rewriting rules or
productions. The rewriting can be carried out
recursively. - The most extensively studied and the best
understood rewriting systems operate on character
strings. - Chomsky's work on formal grammars (1957) spawned
a wide interest in rewriting systems.
Subsequently, a period of fascination with
syntax, grammars and their application in
computer science began, giving birth to the field
of formal languages.
20Lindenmayer systems (cont.)
- new type of string rewriting mechanism,
subsequently termed L-systems. - essential difference between Chomsky grammars and
L-systems - method of applying productions - In Chomsky grammars productions are applied
sequentially, whereas in L-systems they are
applied in parallel, replacing simultaneously all
letters in a given word. This difference reflects
the biological motivation of L-systems.
Productions are intended to capture cell
divisions in multicellular organisms, where many
division may occur at the same time. - D0L-system
- The simplest class of L-systems (D0L stands for
deterministic and 0-context or context-free) - Triple composed of the set of symbols V, starting
non-empty word A (axiom) and set of rules P of
the form XS, where X a symbol and S a word. Word
is a chain of symbols.
21Lindenmayer systems (cont.)
- Fractals and graphic interpretation of strings
- A state of the turtle is defined as a triplet (x,
y, a), where the Cartesian coordinates (x, y)
represent the turtle's position, and the angle a,
called the heading, is interpreted as the
direction in which the turtle is facing. Given
the step size d and the angle increment b, the
turtle can respond to the commands represented by
the following symbols - F Move forward a step of length d. The
state of the turtle changes to (x',y',a),
where x' x d cos(a) and y' y d sin(a). A
line segment between points (x,y) and (x',y') is
drawn. - f Move forward a step of length d without
drawing a line. The state of the turtle changes
as above. - Turn left by angle b. The next state of the
turtle is (x,y,ab). - - Turn right by angle b. The next state
of the turtle is (x, y,a-b). - The turtle turns by 180.
22Lindenmayer systems (cont.)
- Koch flake
- Axiom FFF ( isosceles triangle)
- a 60
- FF-FF-F
- Axiom and first four iterations
- Linear magnification 3x, thus 4 3D and
dimension of Koch flake D 1.2618 - Circumference of the flake converges to
infinity(O 3 4/3 4/3 4/3 4/3 ), but the
area has finite value that is lower than area of
the circle circumscribed the original triangle
23Lindenmayer systems (cont.)
- Sierpinski triangle
- Axiom FXFFFFF
- a 60
- F FF X FXF--FXF--FXF
- 3 2D and D 1.5849625
- Unremoved area converges to 0 and the
circumference converges to infinity. - Axiom and first four iterations
24Lindenmayer systems (cont.)
- Plants
- Axiom F
- a 22.5
- F FFF-F-F--FFF
25Lindenmayer systems (cont.)
- Stochastic L-systems
- Axiom F
- a 22.5
- F (0.5) FFF-F-F--FFF F (0.5)
FFF-F--FF
26Lindenmayer systems (cont.)
- Context L-systems
- 1L systems context is represented by a single
symbol K before symbol S, denoted K(S, or K after
S, denoted S)K - 2L systems context is represented by one
symbol before and one after S, denoted P(S)Z - kontext predstavuje po jednom symbolu pred a za
S, oznacuje sa P(S)Z - IL - systems or (k,l) systems considering k
symbols before and l symbols after symbol S - Parametric L-systems
- Axiom A(0)
- a 30
- A(p) p lt P (R) FL-LA(pd) A(p) p gt
P (R) FL-LB B (R) K
27Lindenmayer systems (cont.)
- Axiom A(0)
- a 45
- A(p) pgt0 A(p-1) A(p) p 0
F(1)A(4)-A(4)F(1)A(0) F(a) F(1.23a)
28Interesting web pages
- www.alife.org
- www.swarm.org
- http//www.frams.alife.pl/
- http//www.swarms.org/
- http//www.alcyone.com/max/links/alife.html
- http//www.math.com/students/wonders/life/life.htm
l - http//psoup.math.wisc.edu/Life32.html
- http//www.people.nnov.ru/fractal/Life/Game.htm