Artificial life, also known as alife or a-life, is the study of life through the use of human-made analogs of living systems. Computer scientist Christopher Langton coined the term in the late 1980s when he held the first "International Conference on the Synthesis and Simulation of Living Systems" (otherwise known as Artificial Life I) at the Los Alamos National Laboratory in 1987.
Although the study of artificial life does have some significant overlap with the study of artificial intelligence (AI), the two fields are very distinct in their history and approach. Organized AI research began early in the history of digital computers, and was often characterized in those years by a "top-down" approach based on complicated networks of rules. Students of alife did not have an organized field at all until the 1980s, and often worked in isolation, unaware of others doing similar work. Where they concerned themselves with intelligence at all, researchers tended to focus on the "bottom-up" nature of emergent behaviors.
Artificial life researchers have often been divided into two main groups (although other groupings are possible):
The field is characterized by the extensive use of computer programs and computer simulations which include evolutionary computation (evolutionary algorithms (EA), genetic algorithms (GA), genetic programming (GP), swarm intelligence (SI), ant colony optimization (ACO)) artificial chemistries (AC), agent-based models, and cellular automata (CA). Often those techniques are seen as subfields of alife. With technical papers on the subjects being included and accepted in artificial life conferences until their field has grown enough to hold their own conferences. As such, over the years, artificial life has also worked as a temporary umbrella term for different techniques that would not be accepted in other fields.
Artificial life is a meeting point for people from many other more traditional fields such as linguistics, physics, mathematics, philosophy, computer science, biology, anthropology and sociology in which unusual computational and theoretical approaches that would be controversial within their home discipline can be discussed. As a field, it has had a controversial history; John Maynard Smith criticized certain artificial life work in 1995 as "fact-free science", and it has not generally received much attention from biologists. 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.
Homer Jacobson illustrated basic self-replication in the 1950s with a model train set -- a seed "organism" consisting of a "head" and "tail" boxcar could use the simple rules of the system to consistently create new "organisms" identical to itself, so long as there was a random pool of new boxcars to draw from. Edward F. Moore proposed "Artificial Living Plants", which would be floating factories which could create copies of themselves. They could be programmed to perform some function (extracting fresh water, harvesting minerals from seawater) for an investment that would be relatively small compared to the huge returns from the exponentially growing numbers of factories. Freeman Dyson also studied the idea, envisioning self-replicating machines sent to explore and exploit other planets and moons, and a NASA group called the Self-Replicating Systems Concept Team performed a 1980 study on the feasibility of a self-building lunar factory.
University of Cambridge professor John Horton Conway invented the most famous cellular automaton in the 1960s. He called it the Game of Life, and publicized it through Martin Gardner's column in Scientific American magazine.
Christopher Langton was an unconventional researcher, with an undistinguished academic career that led him to a job programming DEC mainframes for a hospital. He became enthralled by Conway's Game of Life, and began pursuing the idea that the computer could emulate living creatures. After years of study (and a near-fatal hang-gliding accident), he began attempting to actualize Von Neumann's CA and the work of Edgar F. Codd, who had simplified Von Neumann's original twenty-nine state monster to one with only eight states. He succeeded in creating the first self-replicating computer organism in October of 1979, using only an Apple II desktop computer. He entered Burks' graduate program at the Logic of Computers Group in 1982, at the age of 33, and helped to found a new discipline.
Langton's official conference announcement of Artificial Life I was the earliest description of a field which had previously barely existed:
Artificial life is the study of artificial systems that exhibit behavior characteristic of natural living systems. It is the quest to explain life in any of its possible manifestations, without restriction to the particular examples that have evolved on earth. This includes biological and chemical experiments, computer simulations, and purely theoretical endeavors. Processes occurring on molecular, social, and evolutionary scales are subject to investigation. The ultimate goal is to extract the logical form of living systems.
Microelectronic technology and genetic engineering will soon give us the capability to create new life forms in silico as well as in vitro, This capacity will present humanity with the most far-reaching technical,theoretical and ethical challenges it has ever confronted. The time seems appropriate for a gathering of those involved in attempts simulate or synthesize aspects of living systems.
Ed Fredkin founded the Information Mechanics Group at MIT, which united Toffoli, Norman Margolus, Gerard Vichniac, and Charles Bennett. This group created a computer especially designed to execute cellular automata, eventually reducing it to the size of a single circuit board. This "cellular automata machine" allowed an explosion of alife research among scientists who could not otherwise afford sophisticated computers.
In 1982, computer scientist Stephen Wolfram turned his attention to cellular automata. He explored and categorized the types of complexity displayed by one-dimensional CAs, and showed how they applied to natural phenomena such as the patterns of seashells and the nature of plant growth. Norman Packard, who worked with Wolfram at the Institute for Advanced Study, used CAs to simulate the growth of snowflakes, following very basic rules.
Computer animator Craig Reynolds similarly used three simple rules to create recognizable flocking behaviour in groups of computer-drawn "boids" in 1987. With no top-down programming at all, the boids produced life-like solutions to evading obstacles placed in their path. Computer animation has continued to be a key commercial driver of alife research as the creators of movies attempt to find more realistic and inexpensive ways to animate natural forms such as plant life, animal movement, hair growth, and complicated organic textures.
The Unit of Theoretical Behavioural Ecology at the Free University of Brussels applied the self-organization theories of Ilya Prigogine and the work of entomologist E.O. Wilson to research the behavior of social insects, particularly allelomimesis, in which an individual's actions are dictated by those of a neighbor. They developed partial differential equations which modeled the shapes created by termites when constructing their nest. They then compared that to the reaction of real termites to identical changes in laboratory colonies, and refined their theories about the rules which underlay the behavior.
J. Doyne Farmer was a key figure in tying artificial life research to the emerging field of complex adaptive systems, working at the Center for Nonlinear Studies (a basic research section of Los Alamos National Laboratory), just as its star chaos theorist Mitchell Feigenbaum was leaving. Farmer and Norman Packard chaired a conference in May of 1985 called "Evolution, Games, and Learning", which was to presage many of the topics of later alife conferences.
Work is underway to create cellular models of artificial life. Initial work on building a complete biochemical model of cellular behavior is underway as part of a number of different research projects, namely BlueGene which seeks to understand the mechanisms behind protein folding.
Other figures:
Artificial life Cybernetics | Futurology | Operations research | Philosophy of mind | Philosophy of biology | Scientific modeling
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