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artificial life

 
Dictionary: artificial life

n.
The simulation of biological phenomena through the use of computer models, robotics, or biochemistry. Also called Alife.


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Computer Desktop Encyclopedia: artificial life
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An evolving computer science that models the behavior of biological systems. The models are used to study evolution as well as to apply the algorithms to a variety of problems in such fields as engineering, robotics and drug research.

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Philosophy Dictionary: artificial life
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While processes of selforganization, reproduction, learning, adaptation and evolution are in nature confined to the biological sphere, they can be duplicated in principle in computer simulations, either in virtual realities such as computer games provide, or in principle in the design of sufficiently complex hardware. The study of such systems promises to throw light on the natural processes underlying natural living things.

World of the Mind: artificial life
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As artificial intelligence is concerned with understanding rational thought through creating intelligent machines, so artificial life is concerned with understanding the principles underlying life, through synthesizing lifelike properties in computer simulations or in physical implementations. The motivation stretches back at least as far as the 1st century ad, when Hero of Alexandria described working models of animals and humans, using hydraulics and pneumatics. From the Middle Ages on, technological developments in clockwork led to increasingly sophisticated automata that aroused admiration for their lifelike properties. In the late 20th century, technological developments in computing allowed people to attempt to recreate different aspects of the properties of living organisms in simulations. The field of artificial life became identified under that name from a workshop organized by Chris Langton in Los Alamos in 1987, bringing together physicists, computer scientists, complexity theorists, and biologists with a common interest in trying to understand the abstract principles behind the properties of life that might underlie not only carbon-based life as we know it on this planet, but also other possible life forms elsewhere in the universe — including potentially artificially created life forms. A series of conferences and a journal form a focus for a loosely defined field distinguished by its interdisciplinarity.

Among computing pioneers with an interest in artificial life in the 1950s before the term was invented, Alan Turing modelled possible mechanisms for morphogenesis that could produce large-scale patterns through only short-scale local interactions. John von Neumann used cellular automata to describe how a (simulated) physical mechanism could replicate itself; in showing how this could be done with one part of the mechanism both directing the construction of a new version of the remainder and then being copied directly itself, he foreshadowed the later discovery of the role of DNA. Cellular automata were later used by John Horton Conway for the 'Game of Life', where local interactions between neighbouring cells on a two-dimensional lattice (displayable as black and white dots on a screen) can, with the appropriate update rules, lead to global phenomena such as 'gliders' travelling across the screen and interacting with each other. Artificial life now includes the study of the origin of life, artificial chemistry, self-organization, morphogenesis, evolutionary and adaptive dynamics, robots and autonomous agents, computer viruses, communication, and collective behaviour. Any aspect of living organisms that differentiates them from lifeless matter is a possible topic, from metabolism and self-repair to learning and behaviour. Also included are studies on the origin and evolution of language, though logic and rational thought would be considered to be traditionally the domain of artificial intelligence.

The different disciplines represented cover a range of motivations. Some theoretical biologists seek to understand real life using the new tools afforded by computer simulations, and new ideas from complexity theory. Computational neuroscience, and neuroethology — the relationship between brains and behaviour — are areas where use of computers has yielded new theoretical insights. In contrast, some computer scientists have the different goal of creating 'real artificial life' within a computer (artificial here meaning 'synthesized' rather than 'fake'); this leads to philosophical debates on just what is meant by such terms. There is a further different interest in artificial life that is application driven; designers of complex systems ranging from robots to telecommunication networks recognize that conventional designs have, so far, been lacking the robustness, the adaptivity, and the ability to self-repair that living systems have, and hope to learn practical lessons from this field. Examples where practical insights have resulted from artificial life approaches include the Sojourner Rover robot sent to Mars in 1997, based on ideas from Rodney Brooks's group at the Massachusetts Institute of Technology; evolutionary methods for optimizing the design of aircraft wings by British Aerospace and other manufacturers; the use of algorithms based on models of ant behaviour for dynamic routing; and load balancing by various telecommunication companies.

(Published 2004)

— Inman Harvey

    Bibliography
  • Brooks, R. A. (2002). Robot: The Future of Flesh and Machines.
  • Conway, J. H. (2000). On Numbers and Games (2nd edn. First published 1976).


Wikipedia: Artificial life
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Artificial life (commonly Alife or alife) is a field of study and an associated art form which examine systems related to life, its processes, and its evolution through simulations using computer models, robotics, and biochemistry.[1] There are three main kinds of alife[2], named for their approaches: soft[3], from software; hard[4], from hardware; and wet, from biochemistry. Artificial life imitates traditional biology by trying to recreate biological phenomena.[5] The term "artificial life" is often used to specifically refer to soft alife.[6]

A Braitenberg simulation, programmed in breve, an artificial life simulator

Contents

Overview

Artificial life studies the logic of living systems in artificial environments. The goal is to study the phenomena of living systems in order to come to an understanding of the complex information processing that defines such systems.

Also sometimes included in the umbrella term Artificial Life are agent based systems which are used to study the emergent properties of societies of agents.

Philosophy

The modeling philosophy of alife strongly differs from traditional modeling, by studying not only “life-as-we-know-it”, but also “life-as-it-might-be” [7].

In the first approach, a traditional model of a biological system will focus on capturing its most important parameters. In contrast, an alife modeling approach will generally seek to decipher the most simple and general principles underlying life and implement them in a simulation. The simulation then offers the possibility to analyse new, different life-like systems.

Red'ko proposed to generalize this distinction to not just to the modeling of life, but to any process. This lead to the more general distinction of "processes-as-we-know-them" and "processes-as-they-could-be" [8]

At present, the commonly accepted definition of life does not consider any current alife simulations or softwares to be alive, and they do not constitute part of the evolutionary process of any ecosystem. However, different opinions about artificial life's potential have arisen:

  • The strong alife (cf. Strong AI) position states that "life is a process which can be abstracted away from any particular medium" (John von Neumann). Notably, Tom Ray declared that his program Tierra is not simulating life in a computer but synthesizing it.
  • The weak alife position denies the possibility of generating a "living process" outside of a chemical solution. Its researchers try instead to simulate life processes to understand the underlying mechanics of biological phenomena.

Organizations

Techniques

  • Cellular automata were used in the early days of artificial life, and they are still often used for ease of scalability and parallelization. Alife and cellular automata share a closely tied history.
  • Neural networks are sometimes used to model the brain of an agent. Although traditionally more of an artificial intelligence technique, neural nets can be important for simulating population dynamics of organisms that can learn. The symbiosis between learning and evolution is central to theories about the development of instincts in organisms with higher neurological complexity, as in, for instance, the Baldwin effect.

Related subjects

  1. Artificial intelligence has traditionally used a top down approach, while alife generally works from the bottom up. [9]
  2. Artificial chemistry started as a method within the alife community to abstract the processes of chemical reactions.
  3. Evolutionary algorithms are a practical application of the weak alife principle applied to optimization problems. Many optimization algorithms have been crafted which borrow from or closely mirror alife techniques. The primary difference lies in explicitly defining the fitness of an agent by its ability to solve a problem, instead of its ability to find food, reproduce, or avoid death.[citations needed] The following is a list of evolutionary algorithms closely related to and used in alife:
  4. Evolutionary art uses techniques and methods from artificial life to create new forms of art.
  5. Evolutionary music uses similar techniques, but applied to music instead of visual art.

History

Criticism

Alife has had a controversial history. John Maynard Smith criticized certain artificial life work in 1994 as "fact-free science".[10] However, the recent publication of artificial life articles in widely read journals such as Science and Nature is evidence that artificial life techniques are becoming more accepted in the mainstream, at least as a method of studying evolution.[11]

Notable simulators

This is a list of Artificial life/Digital organism simulators, organized by the method of creature definition.

Program-based

These contain organisms with a complex DNA language, usually Turing complete. This language is more often in the form of a computer program than actual biological DNA. Assembly derivatives are the most common languages used. Use of cellular automata is common but not required.

Module-based

Individual modules are added to a creature. These modules modify the creature's behaviors and characteristics either directly, by hard coding into the simulation (leg type A increases speed and metabolism), or indirectly, through the emergent interactions between a creature's modules (leg type A moves up and down with a frequency of X, which interacts with other legs to create motion). Generally these are simulators which emphasize user creation and accessibility over mutation and evolution.

Parameter-based

Organisms are generally constructed with pre-defined and fixed behaviors that are controlled by various parameters that mutate. That is, each organism contains a collection of numbers or other finite parameters. Each parameter controls one or several aspects of an organism in a well-defined way.

  • Kyresoo Plants

Neural net–based

These simulations have creatures that learn and grow using neural nets or a close derivative. Emphasis is often, although not always, more on learning than on natural selection.

See also

References

  1. ^ "Dictionary.com definition". http://dictionary.reference.com/browse/artificial%20life. Retrieved 2007-01-19. 
  2. ^ Mark A. Bedau (November 2003). "Artificial life: organization, adaptation and complexity from the bottom up" (PDF). TRENDS in Cognitive Sciences. http://www.reed.edu/~mab/publications/papers/BedauTICS03.pdf. Retrieved 2007-01-19. 
  3. ^ Maciej Komosinski and Andrew Adamatzky (2009). Artificial Life Models in Software. New York: Springer. ISBN 978-1-84882-284-9. http://www.springer.com/computer/mathematics/book/978-1-84882-284-9. 
  4. ^ Andrew Adamatzky and Maciej Komosinski (2009). Artificial Life Models in Hardware. New York: Springer. ISBN 978-1-84882-529-1. http://www.springer.com/computer/hardware/book/978-1-84882-529-1. 
  5. ^ Christopher Langton. "What is Artificial Life?". http://zooland.alife.org/. Retrieved 2007-01-19. 
  6. ^ John Johnston, (2008) "The Allure of Machinic Life: Cybernetics, Artificial Life, and the New AI", MIT Press
  7. ^ See Langton, C. G. 1992. Artificial Life. Addison-Wesley. ., section 1
  8. ^ See Red'ko, V. G. 1999. Mathematical Modeling of Evolution. in: F. Heylighen, C. Joslyn and V. Turchin (editors): Principia Cybernetica Web (Principia Cybernetica, Brussels). For the importance of ALife modeling from a cosmic perspective, see also Vidal, C. 2008.The Future of Scientific Simulations: from Artificial Life to Artificial Cosmogenesis. In Death And Anti-Death , ed. Charles Tandy, 6: Thirty Years After Kurt Gödel (1906-1978) p. 285-318. Ria University Press.)
  9. ^ "AI Beyond Computer Games". http://lggwg.com/wolff/aicg99/stern.html. Retrieved 2008-07-04. 
  10. ^ Horgan, J. 1995. From Complexity to Perplexity. Scientific American. p107
  11. ^ "Evolution experiments with digital organisms". http://myxo.css.msu.edu/cgi-bin/lenski/prefman.pl?group=al. Retrieved 2007-01-19. 

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