History of artificial life

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Humans have considered and tried to create non-biological life for at least 3000 years. [1] As seen in tales ranging from Pygmalion to Frankenstein, humanity has long been intrigued by the concept of artificial life.

Contents

Pre-computer

The earliest examples of artificial life involve sophisticated automata constructed using pneumatics, mechanics, and/or hydraulics. The first automata were conceived during the third and second centuries BC and these were demonstrated by the theorems of Hero of Alexandria, which included sophisticated mechanical and hydraulic solutions. [2] Many of his notable works were included in the book Pneumatics, which was also used for constructing machines until early modern times. [3] In 1490, Leonardo da Vinci also constructed an armored knight, which is considered the first humanoid robot in Western civilization. [4]

Other early famous examples include al-Jazari's humanoid robots. This Arabic inventor once constructed a band of automata, which can be commanded to play different pieces of music. [5] There is also the case of Jacques de Vaucanson's artificial duck exhibited in 1735, which had thousands of moving parts and one of the first to mimic a biological system. [6] The duck could reportedly eat and digest, drink, quack, and splash in a pool. It was exhibited all over Europe until it fell into disrepair. [7]

In the late 1600s, following René Descartes' claims that animals could be understood as purely physical machines, there was increasing interest in the question of whether a machine could be designed that, like an animal, could generate offspring (a self-replicating machine). After the climax of the British Industrial Revolution in the early 1800s, and the publication of Charles Darwin's On The Origin of Species in 1859, various writers in the late 1800s explored the idea that it might be possible to build machines that could not only self-reproduce, but also evolve and become increasingly intelligent.

However, it wasn't until the invention of cheap computing power that artificial life as a legitimate science began in earnest, steeped more in the theoretical and computational than the mechanical and mythological.

1950s–1970s

One of the earliest thinkers of the modern age to postulate the potentials of artificial life, separate from artificial intelligence, was math and computer prodigy John von Neumann. At the Hixon Symposium, hosted by Linus Pauling in Pasadena, California in the late 1940s, von Neumann delivered a lecture titled "The General and Logical Theory of Automata." He defined an "automaton" as any machine whose behavior proceeded logically from step to step by combining information from the environment and its own programming, and said that natural organisms would in the end be found to follow similar simple rules. He also spoke about the idea of self-replicating machines. He postulated a kinematic automaton made up of a control computer, a construction arm, and a long series of instructions, floating in a lake of parts. By following the instructions that were part of its own body, it could create an identical machine. He followed this idea by creating (with Stanislaw Ulam) a purely logic-based automaton, not requiring a physical body but based on the changing states of the cells in an infinite grid – the first cellular automaton. It was extraordinarily complicated compared to later CAs, having hundreds of thousands of cells which could each exist in one of twenty-nine states, but von Neumann felt he needed the complexity in order for it to function not just as a self-replicating "machine", but also as a universal computer as defined by Alan Turing. This "universal constructor" read from a tape of instructions and wrote out a series of cells that could then be made active to leave a fully functional copy of the original machine and its tape. Von Neumann worked on his automata theory intensively right up to his death, and considered it his most important work.

Homer Jacobson illustrated basic self-replication in the 1950s with a model train set – a seed "organism" consisting of a "head" and "tail" boxcar could use the simple rules of the system to consistently create new "organisms" identical to itself, so long as there was a random pool of new boxcars to draw from. Edward F. Moore proposed "Artificial Living Plants", which would be floating factories which could create copies of themselves. They could be programmed to perform some function (extracting fresh water, harvesting minerals from seawater) for an investment that would be relatively small compared to the huge returns from the exponentially growing numbers of factories. Freeman Dyson also studied the idea, envisioning self-replicating machines sent to explore and exploit other planets and moons, and a NASA group called the Self-Replicating Systems Concept Team performed a 1980 study on the feasibility of a self-building lunar factory.

University of Cambridge professor John Horton Conway invented the most famous cellular automaton in the 1960s. He called it the Game of Life, and publicized it through Martin Gardner's column in Scientific American magazine.

1970s–1980s

Philosophy scholar Arthur Burks, who had worked with von Neumann (and indeed, organized his papers after Neumann's death), headed the Logic of Computers Group at the University of Michigan. He brought the overlooked views of 19th century American thinker Charles Sanders Peirce into the modern age. Peirce was a strong believer that all of nature's workings were based on logic (though not always deductive logic). The Michigan group was one of the few groups still interested in alife and CAs in the early 1970s; one of its students, Tommaso Toffoli argued in his PhD thesis that the field was important because its results explain the simple rules that underlay complex effects in nature. Toffoli later provided a key proof that CAs were reversible, just as the true universe is considered to be.

Christopher Langton was an unconventional researcher, with an undistinguished academic career that led him to a job programming DEC mainframes for a hospital. He became enthralled by Conway's Game of Life, and began pursuing the idea that the computer could emulate living creatures. After years of study (and a near-fatal hang-gliding accident), he began attempting to actualize Von Neumann's CA and the work of Edgar F. Codd, who had simplified Von Neumann's original twenty-nine state monster to one with only eight states. He succeeded in creating the first self-replicating computer organism in October 1979, using only an Apple II desktop computer. He entered Burks' graduate program at the Logic of Computers Group in 1982, at the age of 33, and helped to found a new discipline.

Langton's official conference announcement of Artificial Life I was the earliest description of a field which had previously barely existed: [8]

Artificial life is the study of artificial systems that exhibit behavior characteristic of natural living systems. It is the quest to explain life in any of its possible manifestations, without restriction to the particular examples that have evolved on earth. This includes biological and chemical experiments, computer simulations, and purely theoretical endeavors. Processes occurring on molecular, social, and evolutionary scales are subject to investigation. The ultimate goal is to extract the logical form of living systems.

Microelectronic technology and genetic engineering will soon give us the capability to create new life forms in silico as well as in vitro. This capacity will present humanity with the most far-reaching technical, theoretical and ethical challenges it has ever confronted. The time seems appropriate for a gathering of those involved in attempts to simulate or synthesize aspects of living systems.

Ed Fredkin founded the Information Mechanics Group at MIT, which united Toffoli, Norman Margolus, Gerard Vichniac, and Charles Bennett. This group created a computer especially designed to execute cellular automata, eventually reducing it to the size of a single circuit board. This "cellular automata machine" allowed an explosion of alife research among scientists who could not otherwise afford sophisticated computers.

In 1982, computer scientist named Stephen Wolfram turned his attention to cellular automata. He explored and categorized the types of complexity displayed by one-dimensional CAs, and showed how they applied to natural phenomena such as the patterns of seashells and the nature of plant growth. Norman Packard, who worked with Wolfram at the Institute for Advanced Study, used CAs to simulate the growth of snowflakes, following very basic rules.

Computer animator Craig Reynolds similarly used three simple rules to create recognizable flocking behaviour in a computer program in 1987 to animate groups of boids. With no top-down programming at all, the boids produced lifelike solutions to evading obstacles placed in their path. Computer animation has continued to be a key commercial driver of alife research as the creators of movies attempt to find more realistic and inexpensive ways to animate natural forms such as plant life, animal movement, hair growth, and complicated organic textures.

J. Doyne Farmer was a key figure in tying artificial life research to the emerging field of complex adaptive systems, working at the Center for Nonlinear Studies (a basic research section of Los Alamos National Laboratory), just as its star chaos theorist Mitchell Feigenbaum was leaving. Farmer and Norman Packard chaired a conference in May 1985 called "Evolution, Games, and Learning", which was to presage many of the topics of later alife conferences.

2000s

On the ecological front, research regarding the evolution of animal cooperative behavior (started by W. D. Hamilton in the 1960s [9] [10] resulting in theories of kin selection, reciprocity, multilevel selection and cultural group selection) was re-introduced via artificial life by Peter Turchin and Mikhail Burtsev in 2006. Previously, game theory has been utilized in similar investigation, however, that approach was deemed to be rather limiting in its amount of possible strategies and debatable set of payoff rules. The alife model designed here, instead, is based upon Conway's Game of Life but with much added complexity (there are over 101000 strategies that can potentially emerge). Most significantly, the interacting agents are characterized by external phenotype markers which allows for recognition amongst in-group members. In effect, it is shown that given the capacity to perceive these markers, agents within the system are then able to evolve new group behaviors under minimalistic assumptions. On top of the already known strategies of the bourgeois-hawk-dove game, here two novel modes of cooperative attack and defense arise from the simulation.

For the setup, this two-dimensional artificial world is divided into cells, each empty or containing a resource bundle. An empty cell can acquire a resource bundle with a certain probability per unit of time and lose it when an agent consumes the resource. Each agent is plainly constructed with a set of receptors, effectors (the components that govern the agents' behavior), and neural net which connect the two. In response to the environment, an agent may rest, eat, reproduce by division, move, turn and attack. All actions[ clarification needed ] expend energy taken from its internal energy storage; once that is depleted, the agent dies. Consumption of resource, as well as other agents after defeating them, yields an increase in the energy storage. Reproduction is modeled as being asexual while the offspring receive half the parental energy. Agents are also equipped with sensory inputs that allow them to detect resources or other members within a parameter[ clarification needed ] in addition to its own level of vitality. As for the phenotype markers, they do not influence behavior but solely function as indicator of 'genetic' similarity. Heredity is achieved by having the relevant information be inherited by the offspring and subjected to a set rate of mutation.

The objective of the investigation is to study how the presence of phenotype markers affects the model's range of evolving cooperative strategies. In addition, as the resource available in this 2D environment is capped, the simulation also serves to determine the effect of environmental carrying capacity on their emergence.

One previously unseen strategy is termed the "raven". These agents leave cells with in-group members, thus avoiding intra-specific competition, and attack out-group members voluntarily. Another strategy, named the 'starling', involves the agent sharing cells with in-group members. Despite individuals having smaller energy storage due to resource partitioning, this strategy permits highly effective defense against large invaders via the advantage in numbers. Ecologically speaking, this resembles the mobbing behavior that characterizes many species of small birds when they collectively defend against the predator.

In conclusion, the research claims that the simulated results have important implications for the evolution of territoriality by showing that within the alife framework it is possible to "model not only how one strategy displaces another, but also the very process by which new strategies emerge from a large quantity of possibilities". [11]

Work is also underway to create cellular models of artificial life. Initial work on building a complete biochemical model of cellular behavior is underway as part of a number of different research projects, namely Blue Gene which seeks to understand the mechanisms behind protein folding.

See also

Related Research Articles

<span class="mw-page-title-main">Self-replication</span> Type of behavior of a dynamical system

Self-replication is any behavior of a dynamical system that yields construction of an identical or similar copy of itself. Biological cells, given suitable environments, reproduce by cell division. During cell division, DNA is replicated and can be transmitted to offspring during reproduction. Biological viruses can replicate, but only by commandeering the reproductive machinery of cells through a process of infection. Harmful prion proteins can replicate by converting normal proteins into rogue forms. Computer viruses reproduce using the hardware and software already present on computers. Self-replication in robotics has been an area of research and a subject of interest in science fiction. Any self-replicating mechanism which does not make a perfect copy (mutation) will experience genetic variation and will create variants of itself. These variants will be subject to natural selection, since some will be better at surviving in their current environment than others and will out-breed them.

<span class="mw-page-title-main">Conway's Game of Life</span> Two-dimensional cellular automaton devised by J. H. Conway in 1970

The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a universal constructor or any other Turing machine.

<span class="mw-page-title-main">Cellular automaton</span> Discrete model studied in computer science

A cellular automaton is a discrete model of computation studied in automata theory. Cellular automata are also called cellular spaces, tessellation automata, homogeneous structures, cellular structures, tessellation structures, and iterative arrays. Cellular automata have found application in various areas, including physics, theoretical biology and microstructure modeling.

Langton's ant is a two-dimensional universal Turing machine with a very simple set of rules but complex emergent behavior. It was invented by Chris Langton in 1986 and runs on a square lattice of black and white cells. The universality of Langton's ant was proven in 2000. The idea has been generalized in several different ways, such as turmites which add more colors and more states.

An artificial society is an agent-based computational model for computer simulation in social analysis. It is mostly connected to the themes of complex systems, emergence, the Monte Carlo method, computational sociology, multi-agent systems, and evolutionary programming. While the concept was simple, actually realizing this conceptual point took a while. Complex mathematical models have been, and are, common; deceivingly simple models only have their roots in the late forties, and took the advent of the microcomputer to really get up to speed.

<span class="mw-page-title-main">Self-replicating machine</span> Device able to make copies of itself

A self-replicating machine is a type of autonomous robot that is capable of reproducing itself autonomously using raw materials found in the environment, thus exhibiting self-replication in a way analogous to that found in nature. The concept of self-replicating machines has been advanced and examined by Homer Jacobson, Edward F. Moore, Freeman Dyson, John von Neumann, Konrad Zuse and in more recent times by K. Eric Drexler in his book on nanotechnology, Engines of Creation and by Robert Freitas and Ralph Merkle in their review Kinematic Self-Replicating Machines which provided the first comprehensive analysis of the entire replicator design space. The future development of such technology is an integral part of several plans involving the mining of moons and asteroid belts for ore and other materials, the creation of lunar factories, and even the construction of solar power satellites in space. The von Neumann probe is one theoretical example of such a machine. Von Neumann also worked on what he called the universal constructor, a self-replicating machine that would be able to evolve and which he formalized in a cellular automata environment. Notably, Von Neumann's Self-Reproducing Automata scheme posited that open-ended evolution requires inherited information to be copied and passed to offspring separately from the self-replicating machine, an insight that preceded the discovery of the structure of the DNA molecule by Watson and Crick and how it is separately translated and replicated in the cell.

<span class="mw-page-title-main">Codd's cellular automaton</span> 2D cellular automaton devised by Edgar F. Codd in 1968

Codd's cellular automaton is a cellular automaton (CA) devised by the British computer scientist Edgar F. Codd in 1968. It was designed to recreate the computation- and construction-universality of von Neumann's CA but with fewer states: 8 instead of 29. Codd showed that it was possible to make a self-reproducing machine in his CA, in a similar way to von Neumann's universal constructor, but never gave a complete implementation.

<span class="mw-page-title-main">Wireworld</span> 2D cellular automaton devised by Brian Silverman in 1987

Wireworld, alternatively WireWorld, is a cellular automaton first proposed by Brian Silverman in 1987, as part of his program Phantom Fish Tank. It subsequently became more widely known as a result of an article in the "Computer Recreations" column of Scientific American. Wireworld is particularly suited to simulating transistors, and is Turing-complete.

<span class="mw-page-title-main">Von Neumann cellular automaton</span> Cellular automaton used to model universal construction

Von Neumann cellular automata are the original expression of cellular automata, the development of which was prompted by suggestions made to John von Neumann by his close friend and fellow mathematician Stanislaw Ulam. Their original purpose was to provide insight into the logical requirements for machine self-replication, and they were used in von Neumann's universal constructor.

<span class="mw-page-title-main">Langton's loops</span> Self-reproducing cellular automaton patterns

Langton's loops are a particular "species" of artificial life in a cellular automaton created in 1984 by Christopher Langton. They consist of a loop of cells containing genetic information, which flows continuously around the loop and out along an "arm", which will become the daughter loop. The "genes" instruct it to make three left turns, completing the loop, which then disconnects from its parent.

<span class="mw-page-title-main">Von Neumann neighborhood</span> Cellular automaton neighborhood consisting of four adjacent cells

In cellular automata, the von Neumann neighborhood is classically defined on a two-dimensional square lattice and is composed of a central cell and its four adjacent cells. The neighborhood is named after John von Neumann, who used it to define the von Neumann cellular automaton and the von Neumann universal constructor within it. It is one of the two most commonly used neighborhood types for two-dimensional cellular automata, the other one being the Moore neighborhood.

<span class="mw-page-title-main">Von Neumann universal constructor</span> Self-replicating cellular automaton

John von Neumann's universal constructor is a self-replicating machine in a cellular automaton (CA) environment. It was designed in the 1940s, without the use of a computer. The fundamental details of the machine were published in von Neumann's book Theory of Self-Reproducing Automata, completed in 1966 by Arthur W. Burks after von Neumann's death. While typically not as well known as von Neumann's other work, it is regarded as foundational for automata theory, complex systems, and artificial life. Indeed, Nobel Laureate Sydney Brenner considered Von Neumann's work on self-reproducing automata central to biological theory as well, allowing us to "discipline our thoughts about machines, both natural and artificial."

Cellular automata, as with other multi-agent system models, usually treat time as discrete and state updates as occurring synchronously. The state of every cell in the model is updated together, before any of the new states influence other cells. In contrast, an asynchronous cellular automaton is able to update individual cells independently, in such a way that the new state of a cell affects the calculation of states in neighbouring cells.

<span class="mw-page-title-main">Rule 90</span> Elementary cellular automaton

In the mathematical study of cellular automata, Rule 90 is an elementary cellular automaton based on the exclusive or function. It consists of a one-dimensional array of cells, each of which can hold either a 0 or a 1 value. In each time step all values are simultaneously replaced by the exclusive or of their two neighboring values. Martin, Odlyzko & Wolfram (1984) call it "the simplest non-trivial cellular automaton", and it is described extensively in Stephen Wolfram's 2002 book A New Kind of Science.

<span class="mw-page-title-main">Nobili cellular automata</span> Type of cellular automaton

Nobili cellular automata (NCA) are a variation of von Neumann cellular automata (vNCA), in which additional states provide means of memory and the interference-free crossing of signal. Nobili cellular automata are the invention of Renato Nobili, a professor of physics at the University of Padova in Padova, Italy. Von Neumann specifically excluded the use of states dedicated to the crossing of signal.

<span class="mw-page-title-main">Byl's loop</span> Cellular automaton

The Byl's loop is an artificial lifeform similar in concept to Langton's loop. It is a two-dimensional, 5-neighbor cellular automaton with 6 states per cell, and was developed in 1989 by John Byl, from the Department of Mathematical Sciences of Trinity Western University.

Natural computing, also called natural computation, is a terminology introduced to encompass three classes of methods: 1) those that take inspiration from nature for the development of novel problem-solving techniques; 2) those that are based on the use of computers to synthesize natural phenomena; and 3) those that employ natural materials to compute. The main fields of research that compose these three branches are artificial neural networks, evolutionary algorithms, swarm intelligence, artificial immune systems, fractal geometry, artificial life, DNA computing, and quantum computing, among others.

Norman H. Margolus is a Canadian-American physicist and computer scientist, known for his work on cellular automata and reversible computing. He is a research affiliate with the Computer Science and Artificial Intelligence Laboratory at the Massachusetts Institute of Technology.

<span class="mw-page-title-main">Reversible cellular automaton</span> Cellular automaton that can be run backwards

A reversible cellular automaton is a cellular automaton in which every configuration has a unique predecessor. That is, it is a regular grid of cells, each containing a state drawn from a finite set of states, with a rule for updating all cells simultaneously based on the states of their neighbors, such that the previous state of any cell before an update can be determined uniquely from the updated states of all the cells. The time-reversed dynamics of a reversible cellular automaton can always be described by another cellular automaton rule, possibly on a much larger neighborhood.

<span class="mw-page-title-main">Artificial life</span> Field of study

Artificial life is a field of study wherein researchers examine systems related to natural life, its processes, and its evolution, through the use of simulations with computer models, robotics, and biochemistry. The discipline was named by Christopher Langton, an American theoretical biologist, in 1986. In 1987 Langton organized the first conference on the field, in Los Alamos, New Mexico. There are three main kinds of alife, named for their approaches: soft, from software; hard, from hardware; and wet, from biochemistry. Artificial life researchers study traditional biology by trying to recreate aspects of biological phenomena.

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