Lectures 11&12

Artificial (Virtual) Ecosystems

1. General discussion

Monarch & Viceroy butterflies

References & Reading Material:

Yaeger, L., "Computational Genetics, Physiology, Metabolism, Neural Systems, Learning, Vision and Behaviour or PolyWorld: Life in a New Context", Artificial Life III, (ed.) Langton, Addison-Wesley 1994, pp263-298

Ray, T., "An Approach to the Synthesis of Life", Artificial Life II, (eds) Langton et al, Addison-Wesley 1991, pp371-408

Pargellis, A.N., "The Spontaneous Generation of Digital Life", Physica D 91, 1996, pp86-96

Images:


Attenborough, D., "The Private Life of Plants", BBC Books, 1995

Beck, W.S, Liem, K.F, Simpson, G.G, "Life", 3rd edn, Harper-Collins, 1991



What is Meant by an Artificial (Virtual) Ecosystem?

Any model in which the (virtual) inhabitants (agents):


...within the confines of some (virtual) environment with its own set of 'universal laws'.

Reproduction within a virtual ecosystem may be implemented using the genetic algorithm with an implicit fitness function...



Sample behaviours:

Warning coloration
  • Communication

    • Warnings (bird cry, wasp colouration)
    • Mating calls (changing colour)
    • Food signals (bee's dance)
    • Territory markers (pheromones)
Frog
Stick fly trap!
  • Predation

    • Pack hunting (lions, wolves)
    • Chasing (leopards)
    • Trapping (spider's web, Venus Fly Trap)
    • Ambushing (jumping spiders, ant lions)


  • Aggregate and social behaviours

    • Pack hunting (lions, wolves)
    • Flocking (sheep, birds)
    • Schooling (fish)
    • Removing lice (monkeys)
    • Nest construction (termites, ants, bees, wasps)...

Venus
Lovely Venus

Ant Lion

Leaf insect?
  • Mimicry

    • Camouflage (stick & leaf insects)
    • Batesian mimicry (tephritid fly, snake-mimicking caterpillar)

  • Inter-species competition & co-operation

Not a wasp!
Not a wasp! (Syrphid Fly)

Orchid imitates bee
Orchid Imitates Bee

Flounder
Floundering

What moth?
What moth?



In addition to the characteristics of the organism, characteristics may be added to the environment:



2. Polyworld
created by Larry Yaeger

Polyworld is a particular example of an artificial ecosystem.


Polyworld screen shot showing table top world,
some graphs of various parameters etc.
  • Polyworld energy

    • Freely growing food
      (Growth rate and energy value may be controlled.)
    • Dead organisms
      (An organism dies when its health energy is zero. A dead organism may have non-zero food energy.)

  • Polyworld sex

    • Genetic algorithm mode
      (Inhabitant fitness is measured at predetermined times according to a pre-determined function. The fittest organisms are bred by the system.)
    • Free-running mode
      (The organisms select mates and reproduce under their own control.)
  • Polyworld vision

    • Organisms and other objects are represented visually (for us) as coloured polygonal objects.
    • Organism vision is implemented by rendering a one-dimensional relative view of the world and using this as input to the neural-network brain of an organism.

  • Polyworld thought

    • Organisms have neural network brains employing Hebbian learning methods.
    • An organism's brain determines its behaviour.


Polyworld creature neural architecture
including RGB vision neural structure.

  • Polyworld neuro-science

    Specific neurons activate a primitive behaviour once a threshold is reached or with a strength proportional to the organism's characteristics and the activation of the relevant neuron:

    • Eating - Replemish energy resources. (Organism's location overlaps food and eat neuron fires.)
    • Mating - Visual rep. as blue colouration (Organism's location overlaps another's and both organisms' mating neurons fire.)
    • Moving - Move forward by an amount proportional to the activation of the moving neuron.
    • Turning - Turn by an amount proportional to the activation of the turning neuron.
    • Fighting - Visual rep. as red colouration. Attacking another organism. (Organisms overlap and one organism's fighting neuron fires.)
    • Controlling field of view - Control of the horizontal cone of vision.
    • Changing colour brightness - Control brightness of some polygons on the front face of an organism.

    Organisms expend energy on all activity (including neural activity).

    Energy may be replemished by eating food.


Polyworld Organisms and their Levis 501's (Genes)

Organism Physiological Genes

  • Size
    (effects metabolic rate, fights, max. energy storage)

  • Strength
    (effects metabolic rate, fight outcomes)

  • Max. speed
    (effects metabolic rate)

  • ID
    (green component of org's colour)

  • Mutation rate

  • Crossover points for reproduction
    (number)

  • Life span

  • Energy to offspring
    (fraction of total)

Organism Neural Net Spec. Genes

  • Number neurons devoted to red vision component
  • Number neurons devoted to blue vision component
  • Number neurons devoted to green vision component
  • Number of internal neural groups
  • Number of excitory neurons in each internal group
  • Number of inhibitory neurons in each internal group
  • Initial bias of neurons in each non-input neural group
  • Bias learning rate for each non-input neural group
  • Connection density b/n pairs of neural groups & neuron types.
  • Topological distortion b/n pairs of neural groups & neuron types
  • Learning rate b/n all pairs of neural groups & neuron types.

Neural input clusters:

  • Red, Green, Blue
  • Organism health
  • Random value
  • Neural output clusters:

  • Eat, Mate, Fight
  • Move, Turn
  • Focus, Lighten


  • Polyworld Results, a few species:

    Other Interesting Behaviour



    3. Tierra

    Tierra was created by Thomas Ray

    Tierran Organisms

    Organisms are represented as sections of virtual machine code in virtual memory.

    Organisms compete for CPU time running a virtual operating system to execute their code.

    There exist 32 instructions of which an organism may consist.

    (eg. MOV, CALL, RET, POP, PUSH, COPY etc...)

    Addressing is by template.
    (e.g. JMP [template] - execution jumps to the end of the nearest space in either direction in memory which matches the template.)

    There are no numeric operands.

    Some extra notes on the Tierran machine code are online.


    The Tierran Operating System

    Limiting the population size

    Mutation

    Getting It Started

    A seed, self-reproducing Tierran ancestor has been coded by hand (by Ray).

    A simulation begins with one ancestor and a random 'soup' of 60,000 machine code instructions.


    The ancestor:


    Tierran Results

    Simulation has also developed immunity to parasites, circumvention of this immunity, hyper-parasites, social hyper-parasites, hyper-hyper-parasites etc.

    The means by which the above behaviours occur stem from an Tierran's ability to seize the instruction pointers, register values and CPU data from other organisms, change them or use them themselves.

    This enables the parasite to improve its own reproductive success whilst limiting the success of the victim.


    4. Spatial Organization in Artificial (Virtual) Ecosystems

    References:

    Oliphant, M.,
    "Evolving Cooperation in the Non-Iterated Prisoner's Dilemma: The Importance of Spatial Organization", proceedings of Artificial Life IV, Brooks and Maes (eds), MIT Press, 1994, pp349-352

    Angeline, P.J.,
    "An Alternative interpretation of the Iterated Prisoner's Dilemma and the Evolution of Non-Mutual Co-operation", proceedings of Artificial Life IV, Brooks and Maes (eds), MIT Press, 1994, pp353-358



    Spatial organization affects:

    ...how?


    The Prisoner's Dilemma


    Strategies for the Prisoner's Dilemma

    If a spatially-organized set of players is established:



    Results for Spatially-Organized Play



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