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Artificial life

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description: Artificial life studies the logic of living systems in artificial environments in order to gain a deeper understanding of the complex information processing that defines such systems.Also sometimes in ...
Artificial life studies the logic of living systems in artificial environments in order to gain a deeper understanding of the complex information processing that defines such systems.
Also sometimes included in the umbrella term "artificial life" are agent based systems which are used to study the emergent properties of societies of agents.
While life is, by definition, alive, artificial life is generally referred to as being confined to a digital environment and existence.
Philosophy
The modeling philosophy of alife strongly differs from traditional modeling by studying not only “life-as-we-know-it” but also “life-as-it-might-be”.[9]
A traditional model of a biological system will focus on capturing its most important parameters. In contrast, an alife modeling approach will generally seek to decipher the most simple and general principles underlying life and implement them in a simulation. The simulation then offers the possibility to analyse new and different lifelike systems.
Vladimir Georgievich Red'ko proposed to generalize this distinction to the modeling of any process, leading to the more general distinction of "processes-as-we-know-them" and "processes-as-they-could-be" [10]
At present, the commonly accepted definition of life does not consider any current alife simulations or software to be alive, and they do not constitute part of the evolutionary process of any ecosystem. 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.[citation needed]
The weak alife position denies the possibility of generating a "living process" outside of a chemical solution. Its researchers try instead to simulate life processes to understand the underlying mechanics of biological phenomena.
Organizations
Main article: Artificial life organizations
Software-based - "soft"
Techniques
Cellular automata were used in the early days of artificial life, and are still often used for ease of scalability and parallelization. Alife and cellular automata share a closely tied history.
Neural networks are sometimes used to model the brain of an agent. Although traditionally more of an artificial intelligence technique, neural nets can be important for simulating population dynamics of organisms that can learn. The symbiosis between learning and evolution is central to theories about the development of instincts in organisms with higher neurological complexity, as in, for instance, the Baldwin effect.
Notable simulators
This is a list of artificial life/digital organism simulators, organized by the method of creature definition.
Name    Driven By    Started    Ended
Avida    executable dna    1993    NA
breve    executable dna    2006    NA
Creatures    neural net    mid-1990s    
Critterding    neural net    2005    NA
Darwinbots    executable dna    2003    
DigiHive    executable dna    2006    2009
DOSE    executable dna    2012    NA
EcoSim    Fuzzy Cognitive Map    2009    NA
Evolve 4.0    executable dna    1996    2007
Framsticks    executable dna    1996    NA
Noble Ape    neural net    1996    NA
OpenWorm    Geppetto    2011    NA
Polyworld    neural net    1994    NA
Primordial Life    executable dna    1994    2003
ScriptBots    executable dna    2010    NA
TechnoSphere    modules    1995    
Tierra    executable dna    early 1990s     ?
3D Virtual Creature Evolution    neural net    2008    NA
Program-based
Further information: programming game
Program-based simulations 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. An organism "lives" when its code is executed, and there are usually various methods allowing self-replication. Mutations are generally implemented as random changes to the code. Use of cellular automata is common but not required. Another example could be an artificial intelligence and multi-agent system/program.
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.
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.
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.
Hardware-based - "hard"
Further information: Robot
Hardware-based artificial life mainly consist of robots, that is, automatically guided machines able to do tasks on their own.
Biochemical-based - "wet"
Further information: Synthetic biology
Biochemical-based life is studied in the field of synthetic biology. It involves e.g. the creation of synthetic DNA. The term "wet" is an extension of the term "wetware".
Related subjects
Artificial intelligence has traditionally used a top down approach, while alife generally works from the bottom up.[11]
Artificial chemistry started as a method within the alife community to abstract the processes of chemical reactions.
Evolutionary algorithms are a practical application of the weak alife principle applied to optimization problems. 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.[citation needed] The following is a list of evolutionary algorithms closely related to and used in alife:
Ant colony optimization
Evolutionary algorithm
Genetic algorithm
Genetic programming
Swarm intelligence
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.
Abiogenesis and the origin of life sometimes employ alife methodologies as well.
History
Main article: History of artificial life
Criticism
Alife has had a controversial history. John Maynard Smith criticized certain artificial life work in 1994 as "fact-free science".[12] However, the recent publication 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.[13]

Artificial life (often abbreviated ALife or A-Life[1]) is a field of study and an associated art form which examine systems related to life, its processes, and its evolution, through the use of simulations with computer models, robotics, and biochemistry.[2] The discipline was named by Christopher Langton, an American computer scientist, in 1986.[3] There are three main kinds of alife,[4] named for their approaches: soft,[5] from software; hard,[6] from hardware; and wet, from biochemistry. Artificial life imitates traditional biology by trying to recreate some aspects of biological phenomena.[7] The term "artificial intelligence" is often used to specifically refer to soft alife.[8]

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