Vants and Turmites
The two-dimensional Turing machine is a promising but under used simulation tool for Artificial Life. Single-state 2-D Turing machines exhibit a variety of interesting behaviors, some of which have already been explored. Multistate 2-D Turing machines, despite their potential for simulating even more diverse behaviors, have received little attention to date. We demonstrate the potential of such automata for studying biological phenomena by showing how they can be used to simulate self-similar growth, the spread of disease, and self-reproduction. Some of the results presented here are from investigations that were performed around the time of Dewdney (1989), but they have not been published until now.
Untapped Potential in Self-Optimization of Hopfield Networks: The Creativity of Unsupervised Learning
The self-optimization (SO) model can be considered as the third operational mode of the classical Hopfield network, leveraging the power of associative memory to enhance optimization performance. Moreover, it has been argued to express characteristics of minimal agency, which renders it useful for the study of Artificial Life. In this article, we draw attention to another facet of the SO model: its capacity for creativity. Drawing on creativity studies, we argue that the model satisfies the necessary and sufficient conditions of a creative process. Moreover, we show that learning is needed to find creative outcomes above chance probability. Furthermore, we demonstrate that modifying the learning parameters in the SO model gives rise to four different regimes that can account for both creative products and inconclusive outcomes, thus providing a framework for studying and understanding the emergence of creative behaviors in artificial systems that learn.
Cognitive Distinctions as a Language for Cognitive Science: Comparing Methods of Description in a Model of Referential Communication
An analysis of the language we use in scientific practice is critical to developing more rigorous and sound methodologies. This article argues that how certain methods of description are commonly employed in cognitive science risks obscuring important features of an agent's cognition. We propose to make explicit a method of description whereby the concept of cognitive distinctions is the core principle. A model of referential communication is developed and analyzed as a platform to compare methods of description. We demonstrate that cognitive distinctions, realized in a graph theoretic formalism, better describe the behavior and perspective of a simple model agent than other, less systematic or natural language-dependent methods. We then consider how different descriptions relate to one another in the broader methodological framework of minimally cognitive behavior. Finally, we explore the consequences of, and challenges for, cognitive distinctions as a useful concept and method in the tool kit of cognitive scientists.
Behaviour Diversity in a Walking and Climbing Centipede-Like Virtual Creature
Robot controllers are often optimized for a single robot in a single environment. This approach proves brittle, as such a controller will often fail to produce sensible behavior for a new morphology or environment. In comparison, animal gaits are robust and versatile. By observing animals, and attempting to extract general principles of locomotion from their movement, we aim to design a single, decentralized controller applicable to diverse morphologies and environments. The controller implements the three components of (a) undulation, (b) peristalsis, and (c) leg motion, which we believe are the essential elements in most animal gaits. This work is a first step toward a general controller. Accordingly, the controller has been evaluated on a limited range of simulated centipede-like robot morphologies. The centipede is chosen as inspiration because it moves using both body contractions and legged locomotion. For a controller to work in qualitatively different settings, it must also be able to exhibit qualitatively different behaviors. We find that six different modes of locomotion emerge from our controller in response to environmental and morphological changes. We also find that different parts of the centipede model can exhibit different modes of locomotion, simultaneously, based on local morphological features. This controller can potentially aid in the design or evolution of robots, by quickly testing the potential of a morphology, or be used to get insights about underlying locomotion principles in the centipede.
Automating the Search for Artificial Life With Foundation Models
With the recent Nobel Prize awarded for radical advances in protein discovery, foundation models (FMs) for exploring large combinatorial spaces promise to revolutionize many scientific fields. Artificial Life (ALife) has not yet integrated FMs, thus presenting a major opportunity for the field to alleviate the historical burden of relying chiefly on manual design and trial and error to discover the configurations of lifelike simulations. This article presents, for the first time, a successful realization of this opportunity using vision-language FMs. The proposed approach, called automated search for Artificial Life (ASAL), (a) finds simulations that produce target phenomena, (b) discovers simulations that generate temporally open-ended novelty, and (c) illuminates an entire space of interestingly diverse simulations. Because of the generality of FMs, ASAL works effectively across a diverse range of ALife substrates, including Boids, Particle Life, the Game of Life, Lenia, and neural cellular automata. A major result highlighting the potential of this technique is the discovery of previously unseen Lenia and Boids life-forms, as well as cellular automata that are open-ended like Conway's Game of Life. Additionally, the use of FMs allows for the quantification of previously qualitative phenomena in a human-aligned way. This new paradigm promises to accelerate ALife research beyond what is possible through human ingenuity alone.
Benefit Game 2.0: Alien Seaweed Swarms-Exploring the Interplay of Human Activity and Environmental Sustainability
This article presents Benefit Game 2.0, a multiscreen Artificial Life gameplay installation. Saccharina latissima, a seaweed species economically beneficial to humans but threatened by overexploitation, motivates the creation of this artwork. Technically, the authors create an underwater virtual ecosystem consisting of a seaweed swarm and symbiotic fungi, created using procedural content generation via machine learning and rule-based methods. Moreover, the work features a unique cybernetic loop structure, incorporating audience observation and game token interactions. This virtual system is also symbolically influenced in real time by indoor carbon dioxide measurements, serving as an artistic metaphor for the broader impacts of climate change. This integration with the physical game machine underscores the fragile relationship between human activities and the environment under severe global climate change and immerses the audience in the challenging balance between sustainability and profit seeking in this context.
Neurons as Autoencoders
This letter presents the idea that neural backpropagation is exploiting dendritic processing to enable individual neurons to perform autoencoding. Using a very simple connection weight search heuristic and artificial neural network model, the effects of interleaving autoencoding for each neuron in a hidden layer of a feedforward network are explored. This is contrasted with the equivalent standard layered approach to autoencoding. It is shown that such individualized processing is not detrimental and can improve network learning.
Evolvability in Artificial Development of Large, Complex Structures and the Principle of Terminal Addition
Epigenetic tracking (ET) is a model of development that is capable of generating diverse, arbitrary, complex three-dimensional cellular structures starting from a single cell. The generated structures have a level of complexity (in terms of the number of cells) comparable to multicellular biological organisms. In this article, we investigate the evolvability of the development of a complex structure inspired by the "French flag" problem: an "Italian Anubis" (a three-dimensional, doglike figure patterned in three colors). Genes during development are triggered in ET at specific developmental stages, and the fitness of individuals during simulated evolution is calculated after a certain stage. When this evaluation stage was allowed to evolve, genes that were triggered at later stages of development tended to be incorporated into the genome later during evolutionary runs. This suggests the emergence of the property of terminal addition in this system. When the principle of terminal addition was explicitly incorporated into ET, and was the sole mechanism for introducing morphological innovation, evolvability improved markedly, leading to the development of structures much more closely approximating the target at a much lower computational cost.
Continuous Evolution in the NK Treadmill Model
The NK fitness landscape is a well-known model with which to study evolutionary dynamics in landscapes of different ruggedness. However, the model is static, and genomes are typically small, allowing observations over only a short adaptive period. Here we introduce an extension to the model that allows the experimenter to set the velocity at which the landscape changes independently from other parameters, such as the ruggedness or the mutation rate. We find that, similar to the previously observed complexity catastrophe, where evolution comes to a halt when environments become too complex due to overly high degrees of epistasis, here the same phenomenon occurs when changes happen too rapidly. Our expanded model also preserves essential properties of the static NK landscape, allowing for proper comparisons between static and dynamic landscapes.
Complexity, Artificial Life, and Artificial Intelligence
The scientific fields of complexity, Artificial Life (ALife), and artificial intelligence (AI) share commonalities: historic, conceptual, methodological, and philosophical. Although their origins trace back to the 1940s birth of cybernetics, they were able to develop properly only as modern information technology became available. In this perspective, I offer a personal (and thus biased) account of the expectations and limitations of these fields, some of which have their roots in the limits of formal systems. I use interactions, self-organization, emergence, and balance to compare different aspects of complexity, ALife, and AI. Even when the trajectory of the article is influenced by my personal experience, the general questions posed (which outweigh the answers) will, I hope, be useful in aligning efforts in these fields toward overcoming-or accepting-their limits.
Investigating the Limits of Familiarity-Based Navigation
Insect-inspired navigation strategies have the potential to unlock robotic navigation in power-constrained scenarios, as they can function effectively with limited computational resources. One such strategy, familiarity-based navigation, has successfully navigated a robot along routes of up to 60 m using a single-layer neural network trained with an Infomax learning rule. Given the small size of the network that effectively encodes the route, here we investigate the limits of this method, challenging it to navigate longer routes, investigating the relationship between performance, view acquisition rate and dimension, network size, and robustness to noise. Our goal is both to determine the parameters at which this method operates effectively and to explore the profile with which it fails, both to inform theories of insect navigation and to improve robotic deployments. We show that effective memorization of familiar views is possible for longer routes than previously attempted, but that this length decreases for reduced input view dimensions. We also show that the ideal view acquisition rate must be increased with route length for consistent performance. We further demonstrate that computational and memory savings may be made with equivalent performance by reducing the network size-an important consideration for applicability to small, lower-power robots-and investigate the profile of memory failure, demonstrating increased confusion across the route as it extends in length. In this extension to previous work, we also investigate the form taken by the network weights as training extends and the areas of the image on which visual familiarity-based navigation most relies. Additionally, we investigate the robustness of familiarity-based navigation to view variation caused by noise.
Network Bottlenecks and Task Structure Control the Evolution of Interpretable Learning Rules in a Foraging Agent
Developing reliable mechanisms for continuous local learning is a central challenge faced by biological and artificial systems. Yet, how the environmental factors and structural constraints on the learning network influence the optimal plasticity mechanisms remains obscure even for simple settings. To elucidate these dependencies, we study meta-learning via evolutionary optimization of simple reward-modulated plasticity rules in embodied agents solving a foraging task. We show that unconstrained meta-learning leads to the emergence of diverse plasticity rules. However, regularization and bottlenecks in the model help reduce this variability, resulting in interpretable rules. Our findings indicate that the meta-learning of plasticity rules is very sensitive to various parameters, with this sensitivity possibly reflected in the learning rules found in biological networks. When included in models, these dependencies can be used to discover potential objective functions and details of biological learning via comparisons with experimental observations.
Editorial Introduction to the 2023 Conference on Artificial Life Special Issue
Of Typewriters and PCs: How the Complication of Computers Limits Us and What to Do About It
PCs are complicated. Yet, being generally more effective, they have replaced typewriters in everyday life. Because of their complications, many of us wonder at PCs as if they were mysterious ghosts in the machine: entities with powers we cannot explain or control, almost supernatural. I analyze how this increase in technological complication may be limiting our society at two levels, one economic and one scientific, and I discuss how the field of Artificial Life (ALife) can attempt to rescue it. At the economic level, there is evidence that computers, being complicated, slow labor productivity rather than increasing it (e.g., maintenance, malware, distractions). Computers are also the subject of debate surrounding technological unemployment and elite overproduction. I advocate for ALife to focus on minimally intrusive developments to our everyday work and to occupy unfilled economic niches, like xenobots or bacterial biofilms. At the scientific level, the surge in artificial intelligence has resulted in many complex algorithms that mimic the cognition happening in brains: Even their creators struggle to make sense of them. I advocate for ALife to focus more on basal forms of cognition, cognition that requires as little "brain" as possible, potentially none-algorithms that think through their bodies, stripped of any superfluous complications, just like typewriters. Ultimately, my goal is for the reader to ask themselves what values should drive ALife.
Camouflage From Coevolution of Predator and Prey
Camouflage in nature seems to arise from competition between predator and prey. To survive, predators must find prey, while prey must avoid being found. A simulation model of that adversarial relationship is presented here. Camouflage patterns of prey coevolve in competition with visual perception of predators. During their lifetimes, predators learn to better locate the camouflaged prey they encounter. The environment for this 2-D simulation is provided by photographs of natural scenes. The model consists of two evolving populations, one of prey and another of predators. Conflict between these populations produces both effective prey camouflage and predators able to "break" camouflage. The resulting open-source Artificial Life model can help the study of camouflage in nature and the perceptual phenomenon of camouflage more generally.
Ecology, Spatial Structure, and Selection Pressure Induce Strong Signatures in Phylogenetic Structure
Evolutionary dynamics are shaped by a variety of fundamental, generic drivers, including spatial structure, ecology, and selection pressure. These drivers impact the trajectory of evolution and have been hypothesized to influence phylogenetic structure. For instance, they can help explain natural history, steer behavior of contemporary evolving populations, and influence the efficacy of application-oriented evolutionary optimization. Likewise, in inquiry-oriented Artificial Life systems, these drivers constitute key building blocks for open-ended evolution. Here we set out to assess (a) if spatial structure, ecology, and selection pressure leave detectable signatures in phylogenetic structure; (b) the extent, in particular, to which ecology can be detected and discerned in the presence of spatial structure; and (c) the extent to which these phylogenetic signatures generalize across evolutionary systems. To this end, we analyze phylogenies generated by manipulating spatial structure, ecology, and selection pressure within three computational models of varied scope and sophistication. We find that selection pressure, spatial structure, and ecology have characteristic effects on phylogenetic metrics, although these effects are complex and not always intuitive. Signatures have some consistency across systems when using equivalent taxonomic unit definitions (e.g., individual, genotype, species). Furthermore, we find that sufficiently strong ecology can be detected in the presence of spatial structure. We also find that, while low-resolution phylogenetic reconstructions can bias some phylogenetic metrics, high-resolution reconstructions recapitulate them faithfully. Although our results suggest a potential for evolutionary inference of spatial structure, ecology, and selection pressure through phylogenetic analysis, further methods development is needed to distinguish these drivers' phylometric signatures from each other and to appropriately normalize phylogenetic metrics. With such work, phylogenetic analysis could provide a versatile tool kit with which to study large-scale, evolving populations.
Flow-Lenia: Emergent Evolutionary Dynamics in Mass Conservative Continuous Cellular Automata
Central to the Artificial Life endeavor is the creation of artificial systems that spontaneously generate properties found in the living world, such as autopoiesis, self-replication, evolution, and open-endedness. Though numerous models and paradigms have been proposed, cellular automata (CA) have taken a very important place in the field, notably because they enable the study of phenomena like self-reproduction and autopoiesis. Continuous CA like Lenia have been shown to produce lifelike patterns reminiscent, from both aesthetic and ontological points of view, of biological organisms we call "creatures." We propose Flow-Lenia, a mass conservative extension of Lenia. We present experiments demonstrating its effectiveness in generating spatially localized patterns with complex behaviors and show that the update rule parameters can be optimized to generate complex creatures showing behaviors of interest. Furthermore, we show that Flow-Lenia allows us to embed the parameters of the model, defining the properties of the emerging patterns, within its own dynamics, thus allowing for multispecies simulation. Using the evolutionary activity framework and other metrics, we shed light on the emergent evolutionary dynamics taking place in this system.
Modeling the Mutation and Competition of Certain Nutrient-Producing Protocells by Means of Specific Turing Machines
It is very important to model the behavior of protocells as basic lifelike artificial organisms more and more accurately from the level of genomes to the level of populations. A better understanding of basic protocell communities may help us in describing more complex ecological systems accurately. In this article, we propose a new comprehensive, bilevel mathematical model of a community of three protocell species (one generalist and two specialists). The aim is to achieve a model that is as basic/fundamental as possible while already displaying mutation, selection, and complex population dynamics phenomena (like competitive exclusion and keystone species). At the microlevel of genetic codes, the protocells and their mutations are modeled with Turing machines (TMs). The specialists arise from the generalist by means of mutation. Then the species are put into a common habitat, where, at the macrolevel of populations, they have to compete for the available nutrients, a part of which they themselves can produce. Because of different kinds of mutations, the running times of the species as TMs (algorithms) are different. This feature is passed on to the macrolevel as different reproduction times. At the macrolevel, a discrete-time dynamic model describes the competition. The model displays complex lifelike behavior known from population ecology, including the so-called competitive exclusion principle and the effect of keystone species. In future works, the bilevel model will have a good chance of serving as a simple and useful tool for studying more lifelike phenomena (like evolution) in their pure/abstract form.
Guideless Artificial Life Model for Reproduction, Development, and Interactions
Reproduction, development, and individual interactions are vital yet complex natural processes. Tierra (an ALife model proposed by Thomas Ray) and cellular automata, which can manage these aspects in a complex manner, are significantly limited in their ability to express morphology and behavior. In contrast, the virtual creatures proposed by Karl Sims have a considerably higher degree of freedom in terms of morphology and behavior. However, they also exhibit a limited capacity for processes like reproduction, development, and individual interactions. In addition, they employ genetic algorithms, which can result in a loss of biological diversity, as their implementation necessitates predefining a fitness function. Contrarily, the evolution of natural life is determined by mutation and natural selection, rather than by a human-defined fitness function. This study carefully extracts the characteristics of these models to propose a new Artificial Life model that can simulate reproduction, development, and individual interactions while exhibiting a high expressive power for morphology and behavior. The model is based on the concept of incorporating Tierra and cellular automata mechanisms into a cell that moves freely in 3-D space. In this model, no predefined fitness function or form that qualifies as a living creature exists. In other words, this approach can be rephrased as searching for persistent patterns, which is similar to the approach of Conway's Game of Life. The primary objective of this study was to conduct a proof-of-concept demonstration to showcase the capabilities of this model. Guideless simulation by the proposed model using mutation and natural selection resulted in the formation of two types of creatures-dumbbell shaped and reticulated. These creatures exhibit intriguing features, exploiting the degrees of freedom inherent to the proposed model. Particularly noteworthy is their unique method of reproduction, which bears a striking resemblance to that of real organisms. These results reinforce the potential of this approach in modeling intricate processes observed in actual organisms and its ability to generate virtual creatures with intriguing ecologies.
