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Artificial Life:Evolving to true
Artificial Intelligence
VirgilPlayful Technologist
Phreaknic 9October 21, 2005
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What is Life?
Hydro-carbon chains Something that reproduces Information Processing Something that squishes when you step
on it ?
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What is Artificial Life?
Theoretical biology Artifactual (man-made), not fake Not explicitly designed
Bottom up, not top down Harnesses emergence and evolution
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What’s “Artificial” about A-Life? “The ‘artificial’ in Artificial Life refers to the
component parts, not the emergent processes. If the component parts are implemented correctly, the processes are genuine—every bit as genuine as the natural processes they imitate.”
“The big claim is that a proper set of artificial primitives carrying out the same functional roles as biomolecules in natural living systems will support a process that is “alive” in the same way that natural organisms are alive. Artificial Life will be genuine life—it will simply be made of different stuff than the life that has evolved here on Earth.”
— Chris Langton
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Early Artificial Life: Ross Ashby
Author of Design for a Brain (1952) and Introduction to Cybernetics (1956)
Declared internal stability to changes in the environment a defining attribute of life
Created an “ultrastable” system, the Homeostat. Device with electronic switches and four pivoting
magnets Returned to homeostasis regardless of magnitude of
perturbations.
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Homeostat
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[ Homeostat Java Applet ]
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Cellular Automata
First self-reproducing machine Developed by John von Neumann (1951)
Devised a 29-state 2-D cellular automata with ~85,000 cells that could make copies of itself
Design was later greatly simplified by others
Conway’s Game of Life (1970)
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Modern Artificial Life
“Agent-based” models Economics Ecological Resource Management Disease Propagation Societal Dynamics Cosmology… QuickTime™ and a
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Modern Artificial Life
Robotics
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Rodney Brooksand COG
Cynthia Breazeland Kismet
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Evolution
Evolution is an algorithm
Given only: Variable population Selection Reproduction with occasional errors
Regardless of substrate, you get evolution!
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Evolution: An Example Problem
From random noise, lets see if evolution can find perfect squares
For convenience, lets use 0 - 100 Perfect Square’s:
[ 0, 1, 4, 9, 16, 25, 36, 49, 64, 81, 100 ]
Python code used for this example is available at: http://www.romanpoet.org/223
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Evolution Example: Description
Start with 25 random integers from 0 to 100. Start making copies of each number
The closer a number is a perfect square, the more copies we make
Chance of making a copy: P(x) = * (1 / <# integers from closet square>) ; =
1.5
When copying, there is a 50% chance we add/subtract 1 from the number
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Evolution isn’t perfect
Evolution is limited by what worked before Sometimes can’t afford to lose fitness, even in
order to gain more later Once starting down a path, it can’t go back
and try again
For actual organisms Variations in core vital functions (metabolism,
etc.) can be fatal
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What can you do with Evolution?
Optimization Traffic Lights Air Foil Shape Linux Kernel Art
Fuzzy Problems Sonar response from sunken ships versus live
submarines Scientific Models of:
Computer Viruses Tribal Societies
…
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Evolution and Art - Karl Sims
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Blocky Creatures - Karl Sims Node specifies part type,
joint, and range of movement Edges specify part placement
within the entire body
Population? Graphs of Nodes and Edges
Selection? Ability to perform some
task (walking, jumping, etc.)
Reproduction/Mutation? Nodes type changed or
new nodes grafted on
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What is Intelligence?
The ability to think and reason Ability to acquire and use knowledge “The ability to perceive relationships
and co-relationships between objects” SAT Score Cycles per second ?
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What is Mind?
Marionettes (ancient Greeks) Hydraulics (Descartes) Pulleys and gears (Industrial Revolution) Telephone switchboard (1930’s) Boolean logic (1940’s) Digital computer (1960’s) Neural Networks within Brains (1980’s
- ?)
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Plasticity in Wiring
Patterns of long-range horizontal connections in V1, normal A1, and rewired A1
Mriganka Sur, et al Nature 2001
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Real and Artificial Brain Maps
Monkey Cortex, Blasdel and Salama Simulated Cortex, Ralph Linsker
Distribution of orientation-selective cells in visual cortex
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Intelligence is based in brains Useful brain functions are created by:
General purpose learning mechanism Suitable initial neural architecture
Artificial neural systems capture key feature of biological neural networks
We can make a useful artificial neural systems with: Hebbian learning An evolving initial neural architecture
Neuroscience Recap
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What Polyworld Is An electronic primordial soup experiment Approaching artificial intelligence the way
natural intelligence emerged: The evolution of nervous systems in an ecology
Working our way up the intelligence spectrum
Tool for evolutionary biology, behavioral ecology, cognitive science
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What Polyworld Is Not Fully open ended
Even natural evolution is limited by physics (and previous successes)
Accurate model of microbiology Accurate model of any particular ecology
Though it could be done Accurate model of any animal’s brain
Though it could be done
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Polyworld Overview Organisms have genetic structure and evolve
over time Organisms have a physiology and metabolism Organisms have neural network “brains”
An evolving neural architecture Hebbian learning at synapses
Organisms perceive their environment through 1-dimensional vision
Fitness is determined by Natural Selection alone
Critter Colors Red = Current Aggression Blue = Current Horny’ness
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Genetics: Body Genes
Size Strength Maximum speed Mutation rate Lifespan Fraction of energy to offspring ID (mapped to body’s green color
component)
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Genetics: Brain Genes (Brenes)
# of neurons for red component of vision # of neurons for green component of vision # of neurons for blue component of vision
# of internal neuronal groups
# of excitatory neurons per group # of inhibitory neurons per group Initial bias of neurons per group Bias learning rate per group
Connection density per pair of groups & types Learning rate per pair of groups & types
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Neural Architecture for Critter Behavior
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Random
Energy Level
Move
Turn
Eat
Mate
Fight
Light
Focus
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Physiology and Metabolism Energy is expended by behavior & neural
activity Size and strength affect behavioral energy
costs (and energy costs to opponent when attacking)
Brain size affects mental energy costs Energy is replenished by eating food (or other
organisms) Size affects maximum energy storage Health energy is distinct from carcass energy
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Simple Behavior: Killing & Eating
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Emergent Species: “Edge-runners”
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Emergent Species:“Indolent Cannibals”
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Emergent Behavior: Visual Response
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Emergent Behavior: Fleeing Attack
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Emergent Behaviors:Foraging, Grazing, Swarming
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Observations from Polyworld
Evolution of higher-order, ethological-level behaviors observed
Selection for use of vision observed Evolution of initial architectures
generates a broad range of network designs
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But is it Alive?Ask Farmer & Belin…
“Life is a pattern in space-time, rather than a specific material object.”
“Self-reproduction.” “Information storage of a self-
representation.” “A metabolism.” “Functional interactions with the
environment.” “Internal stability under perturbations.” “The ability to evolve.”
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Information is What Matters
"Life is a pattern in space-time, rather than a specific material object.” - Farmer & Belin (1990)
Schrödinger speaks of life being characterized by and feeding on “negative entropy” (What Is Life?, 1944)
von Neumann describes brain activity in terms of information flow (The Computer and the Brain, Silliman Lectures, 1958)
Functionalism It’s the process, not the substrate What can information theory tell us about living,
intelligent processes…
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But is it Intelligent?
No obvious way to quantify intelligence (aka: We don’t know)
Lets look at a simpler case Cellular Automata and information theory
Chris Langton’s “lambda” parameter for simple cellular automata (1990) = # rules leading to nonquiescent state / #
rules (For Game of Life, = 0.273)
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CA Dynamics, = 0.0 - 0.30CA’s with low lambda die out quickly; slightly
higher lambda reaches a periodic structure in 7-10 steps
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CA Dynamics, = 0.4 - 0.45
Transients lengthen to about 60 steps,
longer periodic structures have appeared
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CA Dynamics, = 0.50Typical transient on order of 12,000 steps. Dynamics may settle into periodic structure, but tendency is to expand.
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Quantifying Complexity
I
II
IV
III
Wolfram's CA classes:
I = Fixed II = PeriodicIII = Chaotic IV = Complex
0.0 1.0Low
High
Complexity
c=0.5Lambda
Is there a “lambda” for neural systems?
Some early work, but not yet We’re working on it
Complexity = length of transients
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Quantifying Intelligence of Polyworldians Measure state and compute
complexity
Which state? Aspects of behavior Neural structure Neural activity
Which complexity? Shannon Mutual Information (1963) Tononi’s functional complexity (1994) Gell-Mann & Lloyd’s “effective” complexity
(1995)
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Cat
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Polyworldian
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Random
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Polyworld: Future Directions Record measure(s) of complexity More complex environment
Multiple food types Additional senses (touch, smell, etc.) Behavioral Ecology
Optimal foraging (profit vs. predation risk) Niche Formation (Vancouver whales)
Evolutionary Biology Speciation = ƒ (population isolation) Altruism = ƒ (genetic similarity)
Classical conditioning, animal intelligence experiments
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Source Code
Source code is available! Runs on Mac/Linux (on Qt)
Technically should work on Windows Version 1.0 Released Oct 20, 2005!
http://www.sf.net/projects/polyworld/