Title: Artificial%20life%20and%20artificial%20intelligence
1Artificial life andartificial intelligence
2Todays agenda
- Complex Adaptive Systems
- Artificial intelligence
- Artificial life
- Genetic algorithms
- Foundation
- Genetic operators
- GeneIPD
3Complexity theory
Complex adaptive systems exhibit properties that
emerge from local interactions among many
heterogeneous agents mutually constituting their
own environment
Boids
A model of the Internet
The Santa Fe Institute
4Complex Adaptive Systems
- A CAS is a network exhibiting aggregate
properties that emerge from primarily local
interaction among many, typically heterogeneous
agents mutually constituting their own
environment. - Emergent properties
- Large numbers of diverse agents
- Local and/or selective interaction
- Adaptation through selection
- Endogenous, non-parametric environment
5What is the mind?
- Marionettes (ancient Greeks)
- Hydraulics (Descartes)
- Pulleys and gears (Industrial Revolution)
- Telephone switchboard (1930s)
- Boolean logic (1940s)
- Digital computer (1960s)
- Hologram (1970s)
- Neural networks (1980s - ?)
6Bottom-up vs top-down approach
Intelligence
Life
model this
model these
7Definition of life
- No universally agreed definition of life.
- Typical features
- Self-organization
- Emergence
- Autonomy
- Growth
- Development
- Reproduction
- Adaptation
- Responsiveness
- Evolution
- Metabolism
8Artificial life
- By the middle of this century, mankind has
acquired the power to extinguish life on Earth. - By the middle of next century, it will be able
to create it. Of the two it is hard to say which
places the largest responsibility on our
shoulders
Chris Langton
9Artificial life
- Theoretical biology
- Artifactual (man-made), not unreal
- Bottom up, not top down
- Synthesis, not analysis
- Leverages emergence
- The artificial in Artificial Life refers to
the component parts, not the emergent processes.
If the component parts are implemented correctly,
the processes they support are genuineevery bit
as genuine as the natural processes they
imitate. (Langton)
10Boids
- Craig Reynolds (1987) work on flocking behavior
- Virtual birds with basic flight capability
- 3 rules
- (i) collision avoidance avoid collisions with
nearby flock-mates - (ii) velocity matching attempt to match
velocity with nearby flock-mates. - (iii) flock centering attempt to stay close to
nearby flock-mates - Each boid is a basic unit that sees only its
nearby flock-mates and flies according to the
3 rules.
11Boids (cont.)
12Boids (cont.)
- Result boids flocked and flew as a cohesive
group. When obstacles appeared in their way they
spontaneously split into 2 subgroups, without
central guidance, and rejoined after clearing
obstruction. - Illustrate basic principles of Alife systems
- Large number of simple elemental units
- Units interacting with nearby neighbors with no
central controller - High-level emergent phenomena from low level
interactions
13Novelty
14Genetic algorithms
- Genetic algorithms (GAs) are an optimization
technique - GAs are based on Darwins theory of evolution
- Genetic algorithms combine search algorithms with
the genetics of nature. Â - Invented by John Holland in mid 70s
Charles Darwin 1809-1882
John Holland
15Biological terminology
- Cell nucleus contain the genetic information
- Genetic information is stored in the chromosomes
- The chromosome is divided in parts genes
- The different settings of the genes for one
property is called allele - Every gene has an unique position on the
chromosome locus
16Reproduction
- During sexual reproduction, crossover occurs
- This recombination of chromosomes become the new
individual - Hence genetic information is shared between the
parents in order to create new offspring - During reproduction errors occur mutation
17Natural selection
- The Origin of Species Preservation of
favourable variations and rejection of
unfavourable variations. - There are more individuals born than can survive,
so there is a continuous struggle for life. - Individuals with an advantage have a greater
chance to survive survival of the fittest.
18How does it works?
19Why genetic algorithms?
- If nature can do it, why cant computers?
- Power of evolution to solve optimization problems
- Particularly well suited for hard problems where
little is known about the underlying search space
20Selection
- Main idea better individuals get higher chance
- Roulette-wheel sampling gives more fit
individuals better chance
211-point crossover
- Sexual reproduction is performed by mixing genes
from the parents - With a certain probability, we cross over some
couples. - Choose a random point on the two parents
- Split parents at this crossover point
- Create children by exchanging tails
22Mutation
- Occurs at the isolated gene level within a
chromosome - Can result in changes, both positive and
negative, in the fitness of an individual - When positive, can help increase individuals
chance of being selected to be a parent of next
generation
23A standard genetic algorithm
- Start with a randomly generated population of n
chromosomes (genotypes) - Calculate the fitness developed by each
chromosomes in the population - Repeat the following steps until n offspring have
been created - Select a pair of parent chromosomes from the
current population, the probability of selection
being an increasing function of fitness - Crossover the pair, with probability pc
(crossover rate), at one or two randomly chosen
points, to produce two new offspring - Mutate the offspring at each locus with
probability pm (mutation rate), and place the
resulting chromosomes in the new population - Replace the current population with the new
population - Go to step 2 (next generation)
24Iterated Prisoners Dilemma
- Cohen, Riolo, and Axelrod. 1999. The Emergence
of Social Organization in the Prisoner's Dilemma
(SFI Working Paper 99-01-002) - http//www.santafe.edu/research/publications/wpab
stract/199901002 - In The Evolution of Cooperation, Robert Axelrod
(1984) created a computer tournament of IPD - cooperation sometimes emerges
- Tit For Tat a particularly effective strategy
25Prisoners Dilemma Game
- Column
- C D
- C 3,3 0,5
- Row
- D 5,0 1,1
26One-Step Memory Strategies
Strategy (i, p, q)
i prob. of cooperating at t 0 p prob. of
cooperating if opponent cooperated q prob. of
cooperating if opponent defected
C
p
Memory
C
D
q
C
D
D
t
t-1
27The Four Strategies
28TFT meets ALLD
Cumulated Payoff
p1 q0
0
1
1
1
3
Row (TFT)
i1
C
D
C
Column (ALLD)
D
i0
1
5
1
1
8
p0 q0
t
0
1
2
3
4
29Payoffs for 4x4 strategies
Own strategy Others strategy Others strategy Others strategy Others strategy
Own strategy ALLC TFT ATFT ALLD
Own strategy pay/move sum pay/move sum pay/move sum pay/move sum
ALLC 3333 12 3333 12 0000 0 0000 0
TFT 3333 12 3333 12 0153 9 0111 3
ATFT 5555 20 5103 9 1313 8 1000 1
ALLD 5555 20 5111 8 1555 16 1111 4
30Genetic encoding for IPD model
- For each of the possible historical cases
encode a move.
History
Future
Player 1
C D D C D C D D D C C D D C C C D C
C
Player 2
DD D C D C D D C C C C C C C D C C
D
Sliding window (memory depth 3)
31Genetic encoding for IPD (cont.)
Two-rounds memory
Second phantommove
D
C
D
C
D
Initialphantommove
C
D
D
D
C
D
D
C
D
C
D
C
D
C
D
C
D
C
D
C
D
C
D
C
C
0
1
0
1
0
1
0
1
0
1
0
1
0
1
0
1
0
1
1
32GeneIPD
- Do cooperation emerge in a spatial world?
- Do defection emerge in a soup?
- Is this always the case?
- How does the crossover and mutation rates affect
the simulation?
33(No Transcript)
34Definition of life
- What is life? Is artificial life possible?
- Webster dictionary
- 1a. The quality that distinguishes a vital and
functional being from a dead body or purely
chemical matter. - 1b. The state of a material complex or individual
characterized by the capacity to perform certain
functional activities including metabolism,
growth and reproduction
35Life versus Intelligence
- Life is Islands of information that persist and
reproduce. - Intelligence is The use of information to
persist and reproduce.
36Alternative Crossover Operators
- Performance with 1-point crossover depends on the
order that variables occur in the representation - More likely to keep together genes that are near
each other - Can never keep together genes from opposite ends
of string - This is known as Positional Bias
- Can be exploited if we know about the structure
of our problem, but this is not usually the case
37n-point crossover
- Choose n random crossover points
- Split along those points
- Glue parts, alternating between parents
- Generalization of 1 point (still some positional
bias)
38Uniform crossover
- Assign 'heads' to one parent, 'tails' to the
other - Flip a coin for each gene of the first child
- Make an inverse copy of the gene for the second
child - Inheritance is independent of position
39Genetic encoding for IPD (cont.)
Tit-For-Tat
- 1 move remembered If CC (case 1), then C If
CD (case 2), then D If DC (case 3), then C If
DD (case 4), then D - Can be encoded as the string CDCD or 1010
- For two possible moves remembered -gt 16 (4 x 4)
possibilities (16 bits string) - For three possible moves remembered -gt 64 (4 x 4
x 4) possibilities (64 bits string)
40Genetic encoding for IPD (cont.)
- But this is not enough, as the strategy requires
results from previous games - Extra genes to encode hypothetical moves 1 move
memory 4 1 5 bits 2 moves memory 16 3
19 bits 3 moves memory 64 7 71 bits - Number of potential strategies for 3 moves
history is in the order of 1021