This article is about a field of research. For artificially created life forms, see synthetic life. For the mobile game developer, see Artificial Life Inc. Artificial Life, (commonly Alife or alife) is a field of study and 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: soft from software, hard from hardware, and wet from biochemistry approaches respectively[2]. Artificial life imitates traditional biology by trying to recreate biological phenomena.[3] The term "Artificial Life" is often used to specifically refer to soft alife. [citation needed] Synthetic life and artificial life (not to be confused with the field of Artificial Life) are terms used to refer to manufactured, synthesized or created life forms. ...
Artificial Life, Inc. ...
For other uses, see System (disambiguation). ...
This article is about the general term. ...
A computer simulation or a computer model is a computer program that attempts to simulate an abstract model of a particular system. ...
Robotics is the science and technology of robots, their design, manufacture, and application. ...
Biochemistry is the study of the chemical processes in living organisms. ...
Computer software (or simply software) refers to one or more computer programs and data held in the storage of a computer for some purpose. ...
For other uses, see Hardware (disambiguation). ...
Biology studies the variety of life (clockwise from top-left) E. coli, tree fern, gazelle, Goliath beetle Biology (from Greek: βίοÏ, bio, life; and λÏγοÏ, logos, knowledge), also referred to as the biological sciences, is the study of living organisms utilizing the scientific method. ...
Image File history File links Braitenberg. ...
Image File history File links Braitenberg. ...
Valentin Braitenberg is a cyberneticist and former director at the Max Planck Institute for Biological Cybernetics in Tübingen, Germany. ...
The title of this article should be breve. ...
Overview
Artificial Life studies the evolution of agents, or populations of computer simulated life forms in artificial environments. The goal is to study phenomena found in real life evolution in a controlled manner, hopefully to eliminate some of the inherent limitations of evolutionary studies using live bacteria or mice. The simulated nature of the organisms and environments also allows for unorthodox and previously impossible experiments (such as a comparison of Lamarckian evolution and natural selection). This article is about evolution in biology. ...
Agent Based Model is a specific individual based computational model for computer simulation extensively related to the theme in complex systems, emergence, Monte Carlo Method, computational sociology, multi agent systems, and evolutionary programming. ...
Jean-Baptiste Pierre Antoine de Monet, Chevalier de Lamarck (August 1, 1744 - December 28, 1829) was a major 19th century naturalist, who was one of the first to use the term biology in its modern sense. ...
For other uses, see Natural selection (disambiguation). ...
Also sometimes included in the umbrella term "artificial life" are other agent based emergent properties, such as the development of economies or societies. The common thread between all "artificial life" is the concept of an iterative population approach: generations of agents which can mutate and become fitter over time. A termite cathedral mound produced by a termite colony: a classic example of emergence in nature. ...
This article is about mutation in biology, for other meanings see: mutation (disambiguation). ...
Philosophy At present the definition of life commonly accepted does not allow for any alife simulations to be considered "alive". 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 mimic life processes to understand the underlying mechanics of phenomena. That is: "we don't know what in nature generates this phenomenon, but it could be something as simple as..."
The philosophy of artificial intelligence concerns questions of artificial intelligence (AI) such as: What is intelligence? How can one recognize its presence and applications? Is it possible for machines to exhibit intelligence? Does the presence of human-like intelligence imply consciousness and emotions? Is creating human-like artificial intelligence moral...
For other persons named John Neumann, see John Neumann (disambiguation). ...
Thomas S. Ray (also known as Tom Ray) is an ecologist who created and developed the Tierra project, a computer simulation of artificial life. ...
Tierra is a computer simulation developed by ecologist Thomas S. Ray in the early 1990s in which computer programs compete for central processing unit (CPU) time and access to main memory. ...
Techniques - Cellular automata are often used, especially in the history of artificial life, due to the ease of scalability and parallelization. Alife and cellular automata share a closely tied history.
- Neural networks are sometimes used to model the brain of agents. Although traditionally more of an artificial intelligence technique, neural nets can be important for simulating population dynamics of higher organisms that can learn. The symbiosis between learning and evolution is central to theories about the development of instincts in higher organisms, for instance, as in the Baldwin effect.
A cellular automaton (plural: cellular automata) is a discrete model studied in computability theory, mathematics, and theoretical biology. ...
// Traditionally, the term neural network had been used to refer to a network or circuitry of biological neurons. ...
AI redirects here. ...
The Baldwin effect is a theory of James Mark Baldwin in which individual learning of a characteristic significantly affects the evolution of a species with respect to that characteristic. ...
Related subjects - Artificial intelligence has traditionally used a top down approach while alife generally works from the bottom up. [citation needed]
- Artificial chemistry started as a method within the alife community to abstract the processes of chemical reactions.
- Evolutionary algorithms applied to optimization problems are strongly related to weak alife, yet are sometimes dismissed as 'not real artificial life'.[citation needed] 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:
- Evolutionary art uses techniques and methods from artificial life to create new forms of art.
- Evolutionary music uses similar techniques, but applied to music instead of visual art.
AI redirects here. ...
Top-down and bottom-up are strategies of information processing and knowledge ordering, mostly involving software, and by extension other humanistic and scientific system theories (see systemics). ...
An artificial chemistry is a computer model used to simulate various types of systems. ...
An evolutionary algorithm (also EA, evolutionary computation, artificial evolution) is a generic term used to indicate any population-based optimization algorithm that uses mechanisms inspired by biological evolution, such as reproduction, mutation and recombination (see genetic operators). ...
The ant colony optimization algorithm (ACO), introduced by Marco Dorigo [Dor92,DoSt04], is a probabilistic technique for solving computational problems which can be reduced to finding good paths through graphs. ...
In artificial intelligence, an evolutionary algorithm (EA) is a subset of evolutionary computation, a generic population-based metaheuristic optimization algorithm. ...
A genetic algorithm (or GA) is a search technique used in computing to find true or approximate solutions to optimization and search problems. ...
Genetic programming (GP) is an evolutionary algorithm based methodology inspired by biological evolution to find computer programs that perform a user-defined task. ...
Swarm intelligence (SI) is an artificial intelligence technique based around the study of collective behavior in decentralized, self-organized systems. ...
An image generated using an evolutionary algorithm Evolutionary Art exploits the process of evolution to create an artwork which continually changes according to an evolutionary algorithm. ...
Evolutionary music is the audio counterpart to Evolutionary art, whereby algorithmic music is created using an evolutionary algorithm. ...
History -
The idea of human artifacts being given life has fascinated mankind for as long as men have been recording their myths and stories. ...
Criticism Alife has had a controversial history; John Maynard Smith criticized certain artificial life work in 1994 as "fact-free science"[4]. However, the recent publication[5] 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. Professor John Maynard Smith[1], F.R.S. (6 January 1920 â 19 April 2004) was a British evolutionary biologist and geneticist. ...
Year 1994 (MCMXCIV) The year 1994 was designated as the International Year of the Family and the International Year of the Sport and the Olympic Ideal by the United Nations. ...
Science is the journal of the American Association for the Advancement of Science (AAAS). ...
Nature is a prominent scientific journal, first published on 4 November 1869. ...
This article is about evolution in biology. ...
Generally the lack of biologists and abundance of computer scientists in the field has hurt the field's credibility within mainstream biology[original research?]. There is also scepticism of the field within the computer science community[original research?].
Notable simulators This is a list of Artificial life/Digital organism simulators, organized by the method of creature definition. A digital organism is a self-replicating computer program that mutates and evolves. ...
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. In computability theory a programming language or any other logical system is called Turing-complete if it has a computational power equivalent to a universal Turing machine. ...
A cellular automaton (plural: cellular automata) is a discrete model studied in computability theory and mathematics. ...
Avida is an artificial life software platform to study the evolutionary biology of self-replicating and evolving computer programs (digital organisms). ...
The title of this article should be breve. ...
DarwinBots screenshot DarwinBots is an open source, freeware artificial life simulator, originally developed by Carlo Comis, providing a virtual environment in which a number of digital organisms -called bots - interact, fight for resources, and eventually reproduce and evolve. ...
Tierra is a computer simulation developed by ecologist Thomas S. Ray in the early 1990s in which computer programs compete for central processing unit (CPU) time and access to main memory. ...
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Evolve 4. ...
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. Wikipedia does not have an article with this exact name. ...
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. - Jeffrey Ventrella's programs, Darwin Pond and Gene Pool.
- "Cell Based" - Parameters control the expression of "genes" or "proteins" which can themselves interact in complex ways. The resulting organism's properties are largely emergent, but are still encoded in the genome with a finite number of parameters.
Kyresoo Plants are a form of artificial life, a digital organism in which a single seed cell repeatedly divides to produce a plant like object. ...
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. Screenshot of Creatures 3 Creatures is an artificial life (alife) computer program series, created in the mid-1990s by English computer scientist Steve Grand whilst working for the Cambridge computer games developer Millennium Interactive. ...
Noble Ape is an artificial life development project launched on June 13, 1996 by Tom Barbalet. ...
Polyworld Screenshot, 1994 Polyworld is a cross-platform (Linux, Mac OS X, known to work) program written by Larry Yaeger to evolve Artificial Intelligence through natural selection and evolutionary algorithms. ...
See also Life simulator games, or life simulators, are simulation games in which the player lives or controls an (or several) artificial lives. ...
Evolution games are life simulation computer and video games in which the player takes control of the evolution of species, often having the objective of developing (simulated) sentience. ...
See also This article or section does not adequately cite its references or sources. ...
Complex adaptive systems are special cases of complex systems. ...
Social simulation is the modelling, or simulation, normally performed using a computer, of social phenomena (e. ...
Synthetic life and artificial life (not to be confused with the field of Artificial Life) are terms used to refer to manufactured, synthesized or created life forms. ...
References Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era in the 21st century. ...
is the 19th day of the year in the Gregorian calendar. ...
Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era in the 21st century. ...
is the 19th day of the year in the Gregorian calendar. ...
Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era in the 21st century. ...
is the 19th day of the year in the Gregorian calendar. ...
Year 2007 (MMVII) is the current year, a common year starting on Monday of the Gregorian calendar and the AD/CE era in the 21st century. ...
is the 19th day of the year in the Gregorian calendar. ...
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