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Glaberish: Generalizing the Continuously-Valued Lenia Framework to Arbitrary Life-Like Cellular Automata 将连续值Lenia框架推广到任意类生命元胞自动机
Pub Date : 2022-05-20 DOI: 10.1162/isal_a_00530
Q. Davis, J. Bongard
Recent work with Lenia, a continuously-valued cellular automata (CA) framework, has yielded $sim$100s of compelling, bioreminiscent and mobile patterns. Lenia can be viewed as a continuously-valued generalization of the Game of Life, a seminal cellular automaton developed by John Conway that exhibits complex and universal behavior based on simple birth and survival rules. Life's framework of totalistic CA based on the Moore neighborhood includes many other interesting, Life-like, CA. A simplification introduced in Lenia limits the types of Life-like CA that are expressible in Lenia to a specific subset. This work recovers the ability to easily implement any Life-like CA by splitting Lenia's growth function into genesis and persistence functions, analogous to Life's birth and survival rules. We demonstrate the capabilities of this new CA variant by implementing a puffer pattern from Life-like CA Morley/Move, and examine differences between related CA in Lenia and Glaberish frameworks: Hydrogeminium natans and s613, respectively. These CA exhibit marked differences in dynamics and character based on spatial entropy over time, and both support several persistent mobile patterns. The CA s613, implemented in the Glaberish framework, is more dynamic than the Hydrogeminium CA in terms of a consistently high variance in spatial entropy over time. These results suggest there may be a wide variety of interesting CA that can be implemented in the Glaberish variant of the Lenia framework, analogous to the many interesting Life-like CA outside of Conway's Life.
最近与Lenia(一个连续值细胞自动机(CA)框架)的合作,已经产生了价值100万美元的引人注目的、生物记忆的和可移动的模式。Lenia可以被看作是生命游戏(Game of Life)的持续价值概括。生命游戏是由John Conway开发的一种重要的细胞自动机,它基于简单的出生和生存规则,表现出复杂而普遍的行为。基于Moore邻域的总体CA的Life框架包括许多其他有趣的,Life-like CA。Lenia中引入的简化将在Lenia中可表达的Life-like CA的类型限制为特定子集。这项工作通过将Lenia的生长函数拆分为起源和持续函数(类似于生命的诞生和生存规则),恢复了轻松实现任何类生命CA的能力。我们通过实现来自Life-like CA Morley/Move的一个puffer模式来演示这个新的CA变体的功能,并检查Lenia和Glaberish框架中相关CA之间的差异:Hydrogeminium natans和s613。随着时间的推移,这些CA在基于空间熵的动态和特征上表现出明显的差异,并且都支持几种持久的移动模式。在Glaberish框架中实现的CA s613在空间熵随时间变化的一致性方面比Hydrogeminium CA更具动态性。这些结果表明,可能有各种各样有趣的CA可以在Lenia框架的Glaberish变体中实现,类似于Conway的生活之外的许多有趣的Life-like CA。
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引用次数: 3
Towards Hierarchical Hybrid Architectures for Human-Swarm Interaction 面向人群交互的层次混合架构
Pub Date : 1900-01-01 DOI: 10.1162/isal_a_00532
Jonas D. Rockbach, L. Bluhm, Maren Bennewitz
This contribution summarizes an integrated view on human- swarm interaction which investigates how human cognition should be joined with the distributed intelligence of robot swarms. From our perspective, a capable human-swarm hybrid that is embedded in the world can be formalized as nested agent interaction matrices that are hierarchically organized.
这篇文章总结了一种关于人与群体互动的综合观点,该观点探讨了人类的认知应该如何与机器人群体的分布式智能相结合。从我们的角度来看,嵌入在世界中的有能力的人类群体混合可以形式化为嵌套的分层组织的代理交互矩阵。
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引用次数: 2
String: a programming language for the evolution of ribozymes in a new computational protocell model 字符串:一种新的计算细胞原型模型中核酶进化的编程语言
Pub Date : 1900-01-01 DOI: 10.1162/isal_a_00538
Mohiul Islam, N. Kharma, P. Grogono
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引用次数: 0
Inside looking out 向内看
Pub Date : 1900-01-01 DOI: 10.1162/isal_a_00519
Fernando Rodriguez
Someone once asked me how I hold my head up so high after all I've been through.
曾经有人问我,在经历了这么多之后,我是如何昂起头来的。
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引用次数: 3
What does functional connectivity tell us about the behaviorally-functional connectivity of a multifunctional neural circuit? 关于多功能神经回路的行为功能连通性,功能连通性告诉了我们什么?
Pub Date : 1900-01-01 DOI: 10.1162/isal_a_00534
E. Izquierdo, Madhavun Candadai
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引用次数: 0
Gradient Climbing Neural Cellular Automata 梯度爬升神经细胞自动机
Pub Date : 1900-01-01 DOI: 10.1162/isal_a_00548
Shuto Kuriyama, Wataru Noguchi, H. Iizuka, Keisuke Suzuki, Masahito Yamamoto
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引用次数: 1
Efficiency Through GPU-based Co-Evolution of Control and Pose in Evolutionary Robotics 基于gpu的进化机器人控制与姿态协同进化的效率研究
Pub Date : 1900-01-01 DOI: 10.1162/isal_a_00558
K. Støy
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引用次数: 0
PPS 3D: A 3D Variant of the Primordial Particle System PPS 3D:原始粒子系统的3D变体
Pub Date : 1900-01-01 DOI: 10.1162/isal_a_00510
Martin Stefanec, T. Schmickl
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引用次数: 0
On the Mutual Influence of Human and Artificial Life: an Experimental Investigation 论人与人工生命的相互影响:一项实验研究
Pub Date : 1900-01-01 DOI: 10.1162/isal_a_00492
Stefano Furlan, E. Medvet, Giorgia Nadizar, F. Pigozzi
Our modern world is teeming with non-biological agents, whose growing complexity brings them so close to living beings that they can be cataloged as artificial creatures, i.e., a form of Artificial Life (ALife). Ranging from disembodied intelligent agents to robots of conspicuous dimensions, all these artifacts are united by the fact that they are designed, built, and possibly trained by humans taking inspiration from natural elements. Hence, humans play a fundamental role in relation to ALife, both as creators and as final users, which calls attention to the need of studying the mutual influence of human and artificial life. Here we attempt an experimental investigation of the reciprocal effects of the human-ALife interaction. To this extent, we design an artificial world populated by life-like creatures, and resort to open-ended evolution to foster the creatures adaptation. We allow bidirectional communication between the system and humans, who can observe the artificial world and voluntarily choose to perform positive or negative actions towards the creatures populating it; those actions may have a shortor long-term impact on the artificial creatures. Our experimental results show that the creatures are capable of evolving under the influence of humans, even though the impact of the interaction remains uncertain. In addition, we find that ALife gives rise to disparate feelings in humans who interact with it, who are not always aware of the importance of their conduct. Introduction and related works In the 1990s, the commercial craze of “Tamagotchi” (Clyde, 1998), a game where players nourish and care for virtual pets, swept through the world. Albeit naive, that game is a noteworthy instance of an Artificial Life (ALife) (Langton, 1997), i.e., a simulation of a living system, which does not exist in isolation, but in deep entanglement with human life. It also reveals that ALife is not completely detached from humans, who might need to rethink their role and responsibilities toward ALife. We already train artificial agents by reinforcement or supervision: trained agents are notoriously as biased as the datasets we feed them (Kasperkevic, 2015), and examples abound1. For instance, chatbot Tay shifted from lovely to toxic communication after a few hours of interaction with users of a social network (Hunt, 2016). The https://github.com/daviddao/awful-ai field of robotics is no exception to the case, and while robots, a relevant example of ALife agents, are becoming pervasive in our society, we—the creators—define and influence them (Pigozzi, 2022). One day in the future, a robot could browse for videos of the very first robots that were built, eager to learn more about its ancestors. Suppose a video shows up, displaying engineers that ruthlessly beat up and thrust a robot in the attempt of testing its resilience (Vincent, 2019). How brutal and condemnable would that act look to its electric eyes? Would our robotic brainchildren disown us and label
我们的现代世界充满了非生物媒介,它们日益增长的复杂性使它们与生物如此接近,以至于它们可以被归类为人工生物,即一种形式的人工生命(ALife)。从没有实体的智能代理到尺寸明显的机器人,所有这些人工制品都是由人类从自然元素中获得灵感而设计、制造和训练的。因此,人类作为创造者和最终使用者,在与生命的关系中发挥着根本作用,这就要求人们注意有必要研究人类生命和人工生命的相互影响。在这里,我们试图对人与生命相互作用的互惠效应进行实验研究。在这种程度上,我们设计了一个由类生命生物组成的人工世界,并采用开放式进化来促进生物的适应。我们允许系统和人类之间的双向交流,人类可以观察人工世界,并自愿选择对其中的生物采取积极或消极的行动;这些行为可能对人造生物产生短期的长期影响。我们的实验结果表明,这些生物能够在人类的影响下进化,尽管这种相互作用的影响仍然不确定。此外,我们发现,在与生命互动的人类中,生命会产生不同的感觉,而人类并不总是意识到自己行为的重要性。20世纪90年代,《电子宠物》(Tamagotchi, Clyde, 1998)这款玩家培育和照顾虚拟宠物的游戏风靡全球。尽管很幼稚,但这款游戏是人工生命(ALife)的一个值得注意的例子,即模拟一个生命系统,它不是孤立存在的,而是与人类生活紧密相连的。它还表明,人工智能并非完全脱离人类,人类可能需要重新思考自己对人工智能的角色和责任。我们已经通过强化或监督来训练人工智能体:众所周知,训练过的智能体与我们提供给它们的数据集一样有偏见(Kasperkevic, 2015),而且例子很多1。例如,聊天机器人Tay在与社交网络用户互动几个小时后,从可爱的交流转变为有毒的交流(Hunt, 2016)。https://github.com/daviddao/awful-ai机器人领域也不例外,虽然机器人是人工智能代理的一个相关例子,在我们的社会中越来越普遍,但我们——创造者——定义并影响它们(Pigozzi, 2022)。在未来的某一天,机器人可以浏览最早制造出来的机器人的视频,渴望更多地了解它的祖先。假设出现一段视频,显示工程师无情地殴打和推推机器人,试图测试其弹性(文森特,2019)。在它的电眼看来,这种行为是多么残忍和应受谴责啊?我们的机器人大脑是否会像《黑客帝国》(Matrix)电影中的特工史密斯(Agent Smith)(反派,他自己也是一个人造生物)那样,与我们断绝关系,给我们贴上“病毒”的标签?同时,这种责任又会对创作者自身产生怎样的影响呢?从广义上讲,当处理涉及人类和人工智能体的复杂系统时,它们的行为深深地交织在一起,人类和生命的相互作用会产生什么结果?特别是,人工代理是否会对人类的行为做出反应,对刺激表现出短期适应?这些行为是否影响了人造生物的遗传特征,引导了它们的进化路径和长期适应?反过来说,人类意识到自己对生命的影响了吗?他们会相应地改变自己的行为吗?我们考虑一个以极简方式解决这些问题的系统。我们设计并实现了一个人工世界(图1),其中充满了积极寻找食物的虚拟生物,并将其暴露给一群参与人类实验的志愿者。我们考虑了三个设计目标:(a)交互,即人与生命之间的双向交互;(b)生物对外部刺激的适应,包括人类的存在;(c)现实主义,生物看起来“熟悉”并吸引参与者。参与者通过“好”(放置食物)或“坏”(消灭生物)的行为与生物互动:然后我们记录参与者的反应。与此同时,生物可以感觉到人类的存在。我们通过人工进化来实现长期的适应,而且,为了真实起见,我们把生物设计得像生命一样。图1:我们的人工世界:类蠕虫的代理是寻找食物的生物(绿点)。影响生物的进化路径,以及它们与人类的关系。另一方面,人类在这个过程中可以感受到情绪。
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引用次数: 0
The Information Complexity of Navigating with Momentum 动量导航的信息复杂性
Pub Date : 1900-01-01 DOI: 10.1162/isal_a_00537
Bente Riegler, D. Polani, V. Steuber
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引用次数: 0
期刊
The 2022 Conference on Artificial Life
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