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Behaviour Diversity in a Walking and Climbing Centipede-Like Virtual Creature 爬行蜈蚣类虚拟生物的行为多样性。
IF 1.5 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-09-04 DOI: 10.1162/artl_a_00476
Emma Stensby Norstein;Kotaro Yasui;Takeshi Kano;Akio Ishiguro;Kyrre Glette
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.
机器人控制器通常针对单一环境中的单个机器人进行优化。这种方法被证明是脆弱的,因为这样的控制器通常无法为新的形态或环境产生合理的行为。相比之下,动物的步态稳健而灵活。通过观察动物,并试图从它们的运动中提取运动的一般原理,我们的目标是设计一个单一的,分散的控制器,适用于不同的形态和环境。控制器实现了(a)波动,(b)蠕动和(c)腿部运动的三个组成部分,我们认为这是大多数动物步态的基本要素。这项工作是迈向通用控制器的第一步。因此,该控制器已在有限范围的模拟蜈蚣机器人形态上进行了评估。蜈蚣之所以被选为灵感,是因为它的运动同时使用身体收缩和腿部运动。为了使控制器能够在不同的设置中工作,它也必须能够表现出不同的行为。我们发现六种不同的运动模式出现从我们的控制器响应环境和形态的变化。我们还发现蜈蚣模型的不同部位可以同时表现出不同的运动模式,这是基于局部形态特征的。通过快速测试形态的潜力,该控制器可以潜在地帮助机器人的设计或进化,或者用于深入了解蜈蚣的潜在运动原理。
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引用次数: 0
A Word From the Editors. 编辑们的一句话。
IF 1.5 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-09-04 DOI: 10.1162/ARTL.e.11
Alan Dorin, Susan Stepney
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引用次数: 0
Complexity, Artificial Life, and Artificial Intelligence 复杂性、人工生命和人工智能。
IF 1.5 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-09-04 DOI: 10.1162/artl_a_00462
Carlos Gershenson
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.
复杂性、人工生命(ALife)和人工智能(AI)等科学领域在历史、概念、方法论和哲学上都有共同之处。虽然它们的起源可以追溯到 20 世纪 40 年代控制论的诞生,但只有在现代信息技术普及之后,它们才得以正常发展。在这一视角中,我对这些领域的期望和局限性进行了个人化(因此有失偏颇)的阐述,其中一些期望和局限性源于形式系统的局限性。我用相互作用、自组织、涌现和平衡来比较复杂性、ALife 和人工智能的不同方面。即使文章的轨迹受到我个人经历的影响,但我希望所提出的一般性问题(这些问题比答案更重要)将有助于协调这些领域的努力,克服或接受它们的局限性。
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引用次数: 0
Benefit Game 2.0: Alien Seaweed Swarms—Exploring the Interplay of Human Activity and Environmental Sustainability 利益游戏2.0:外星海藻群——探索人类活动与环境可持续性的相互作用。
IF 1.5 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-09-04 DOI: 10.1162/artl_a_00468
Dan-Lu Fei;Zi-Wei Wu;Kang Zhang
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.
这篇文章介绍了Benefit Game 2.0,一个多屏幕人工生命游戏装置。Saccharina latatissima是一种对人类经济有益但受到过度开发威胁的海藻,它激发了这幅作品的创作动机。从技术上讲,作者创建了一个由海藻群和共生真菌组成的水下虚拟生态系统,通过机器学习和基于规则的方法使用程序内容生成创建。此外,该作品具有独特的控制论循环结构,结合了观众观察和游戏代币互动。这个虚拟系统还象征性地受到室内二氧化碳测量的实时影响,作为气候变化更广泛影响的艺术隐喻。这种与物理游戏机的结合强调了在严重的全球气候变化下,人类活动与环境之间的脆弱关系,并使观众沉浸在可持续发展与追求利润之间的挑战性平衡中。
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引用次数: 0
Flow-Lenia: Emergent Evolutionary Dynamics in Mass Conservative Continuous Cellular Automata Flow-Lenia:质量保守连续元胞自动机的涌现进化动力学。
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-01 DOI: 10.1162/artl_a_00471
Erwan Plantec;Gautier Hamon;Mayalen Etcheverry;Bert Wang-Chak Chan;Pierre-Yves Oudeyer;Clément Moulin-Frier
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.
人工生命努力的核心是创造人工系统,这些系统可以自发地产生在生命世界中发现的特性,如自创生、自我复制、进化和开放性。虽然已经提出了许多模型和范式,但元胞自动机(CA)在该领域占据了非常重要的地位,特别是因为它们能够研究自我繁殖和自创生等现象。从美学和本体论的角度来看,像Lenia这样的连续CA已经被证明可以产生逼真的图案,让人联想到我们称之为“生物”的生物有机体。我们提出Flow-Lenia,它是Lenia的一个大规模保守扩展。我们的实验证明了它在生成具有复杂行为的空间局部模式方面的有效性,并表明更新规则参数可以优化以生成具有感兴趣行为的复杂生物。此外,我们表明Flow-Lenia允许我们嵌入模型的参数,在其自身的动态中定义新兴模式的属性,从而允许多物种模拟。利用进化活动框架和其他指标,我们阐明了在这个系统中发生的紧急进化动态。
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引用次数: 0
Of Typewriters and PCs: How the Complication of Computers Limits Us and What to Do About It 《关于打字机和个人电脑:电脑的复杂性如何限制了我们,我们该怎么办》
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-01 DOI: 10.1162/artl_a_00472
Federico Pigozzi
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.
个人电脑很复杂。然而,由于效率普遍更高,它们在日常生活中已经取代了打字机。由于它们的复杂性,我们中的许多人对pc感到好奇,仿佛它们是机器中的神秘幽灵:拥有我们无法解释或控制的力量,几乎是超自然的实体。我分析了这种技术复杂性的增加如何在两个层面上限制我们的社会,一个是经济层面,一个是科学层面,我讨论了人工生命领域如何试图拯救它。在经济层面上,有证据表明,复杂的计算机减缓了劳动生产率,而不是提高了劳动生产率(例如,维护、恶意软件、干扰)。计算机也是围绕技术性失业和精英生产过剩展开辩论的主题。我主张ALife专注于对我们日常工作的干扰最小的发展,并占据未被填补的经济利基,如异种机器人或细菌生物膜。在科学层面上,人工智能的迅猛发展催生了许多复杂的算法,这些算法模仿了大脑中的认知过程:就连它们的创造者也难以理解它们。我主张人工智能更多地关注基本形式的认知,这种认知需要尽可能少的“大脑”,可能没有算法,通过他们的身体思考,剥夺了任何多余的复杂性,就像打字机一样。最终,我的目标是让读者问自己,什么价值观应该驱动我们的生活。
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引用次数: 0
Editorial Introduction to the 2023 Conference on Artificial Life Special Issue 2023年人工生命会议特刊编辑导言。
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-01 DOI: 10.1162/artl_e_00474
Hiroyuki Iizuka;Keisuke Suzuki;Reiji Suzuki;Eduardo J. Izquierdo;Manuel Baltieri
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引用次数: 0
Network Bottlenecks and Task Structure Control the Evolution of Interpretable Learning Rules in a Foraging Agent 网络瓶颈和任务结构控制着觅食机器人可解释学习规则的演化
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-01 DOI: 10.1162/artl_a_00458
Emmanouil Giannakakis;Sina Khajehabdollahi;Anna Levina
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.
开发可靠的持续局部学习机制是生物和人工系统面临的核心挑战。然而,环境因素和学习网络的结构限制如何影响最佳可塑性机制,即使是在简单的环境中,也仍然是模糊不清的。为了阐明这些依赖关系,我们研究了在解决觅食任务的具身机器人中,通过进化优化简单奖励调制可塑性规则的元学习。我们的研究表明,无约束的元学习会导致多种可塑性规则的出现。然而,模型中的正则化和瓶颈有助于减少这种可变性,从而产生可解释的规则。我们的研究结果表明,可塑性规则的元学习对各种参数非常敏感,这种敏感性可能反映在生物网络的学习规则中。如果将这些依赖关系纳入模型,就可以通过与实验观察结果的比较,发现生物学习的潜在目标函数和细节。
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引用次数: 0
Investigating the Limits of Familiarity-Based Navigation 研究基于熟悉度的导航的局限性
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-01 DOI: 10.1162/artl_a_00459
Amany Azevedo Amin;Efstathios Kagioulis;Norbert Domcsek;Thomas Nowotny;Paul Graham;Andrew Philippides
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.
受昆虫启发的导航策略具有在动力受限的情况下开启机器人导航的潜力,因为它们可以在有限的计算资源下有效发挥作用。其中一种策略是基于熟悉度的导航,它利用用Infomax学习规则训练的单层神经网络,成功地沿着长达60米的路线为机器人导航。鉴于有效编码路线的网络规模较小,我们在此研究了这种方法的局限性,挑战它导航更长的路线,研究性能、视图获取率和维度、网络规模以及对噪声的鲁棒性之间的关系。我们的目标既是确定该方法有效运行的参数,也是探索其失败的概况,以便为昆虫导航理论提供信息,并改进机器人的部署。我们的研究表明,与之前的尝试相比,我们可以在更长的路线上有效记忆熟悉的视图,但当输入视图的维度减少时,记忆的长度也会减少。我们还证明,理想的视图获取率必须随着路线长度的增加而提高,才能获得一致的性能。我们进一步证明,通过减小网络规模(这是适用于小型、低功率机器人的一个重要考虑因素),可以在实现同等性能的情况下节省计算量和内存,并研究了内存失效的概况,证明随着路线长度的增加,整个路线的混乱程度也会增加。在对之前工作的扩展中,我们还研究了网络权重在训练过程中的形式,以及基于视觉熟悉度的导航最依赖的图像区域。此外,我们还研究了基于熟悉度的导航对噪声引起的视图变化的稳健性。
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引用次数: 0
Camouflage From Coevolution of Predator and Prey 捕食者和猎物共同进化的伪装。
IF 1.6 4区 计算机科学 Q4 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE Pub Date : 2025-03-01 DOI: 10.1162/artl_a_00473
Craig Reynolds
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.
自然界中的伪装似乎是由捕食者和猎物之间的竞争产生的。为了生存,捕食者必须找到猎物,而猎物必须避免被发现。本文给出了这种对抗关系的仿真模型。猎物的伪装模式在与捕食者的视觉感知竞争中共同进化。在它们的一生中,捕食者学会更好地定位它们遇到的伪装猎物。这个二维模拟的环境是由自然场景的照片提供的。该模型由两个进化种群组成,一个是猎物,另一个是捕食者。这些种群之间的冲突既产生了有效的猎物伪装,也产生了能够“打破”伪装的捕食者。由此产生的开源人工生命模型可以帮助研究自然界的伪装和更广泛的伪装感知现象。
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引用次数: 0
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Artificial Life
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