What is Alife?
The EDGE of Life project in Second Life
By Davide Byron and Venus Jervil June 2010
The Edge of Life alife project in Second life........... 1
Introduction....... 1
Definition of alife terms along with historic references....... 1
State of the art of alife in rl....... 4
Edge of Life general aims:....... 5
Project hosting:....... 5
Current state of the project:....... 5
Future developments:....... 6
Introduction
The EDGE of Life project is currently running in Second Life as an experimental and developmental environment for the creation and study of alife - artificial life in a format that takes the mathematically based artificial life computer codes and gives them visual form, which makes them accessible to a far wider audience than was possible before the advent of the ‘virtual world’ phenomenon. Bringing alife into contact with people from different disciplines is adding a robustness and sublety to it that comes from cross-pollination of unrelated discipline idea sets. This sharing of ideas of wildly differing individuals is possible due to the global and local nature of SL. This project is also greatly enhanced by being based in a virtual world because of its ability to make the unreal real, engaging different aspects of our brains than those used only for the raw theoretical mathematics and science that lie at its roots. Very few people laugh at the comic antics of a compound fraction or a cheeky little percentage point, but it is quite usual for people to be both thrilled and amused by the interactive behaviours of the Alife organisms that populate the EDGE of Life ecosystems.
To understand a little more of what alife organisms are, here is a little background information.
Definition of alife terms along with historic references
ALIFE: cannot be defined without first looking at what we mean by life.
LIFE:
The consensus is that life is a characteristic of organisms that
exhibit all or most of the following phenomena:[8][9]
1. Homeostasis: Regulation of the internal environment to
maintain a constant state; for example, electrolyte concentration or
sweating to reduce temperature.
2. Organization: Being structurally composed of one or more
cells, which are the basic units of life.
3. Metabolism: Transformation of energy by converting chemicals
and energy into cellular components (anabolism) and decomposing
organic matter (catabolism). Living things require energy to maintain
internal organization (homeostasis) and to produce the other
phenomena associated with life.
4. Growth: Maintenance of a higher rate of anabolism than
catabolism. A growing organism increases in size in all of its parts,
rather than simply accumulating matter.
5. Adaptation: The ability to change over a period of time in
response to the environment. This ability is fundamental to the
process of evolution and is determined by the organism's heredity as
well as the composition of metabolized substances, and external
factors present.
6. Response to stimuli: A response can take many forms, from the
contraction of a unicellular organism to external chemicals, to
complex reactions involving all the senses of higher animals. A
response is often expressed by motion, for example, the leaves of a
plant turning toward the sun (phototropism) and by chemotaxis.
7. Reproduction: The ability to produce new individual organisms
either asexually, from a single parent organism, or sexually, from at
least two parent organisms.
To reflect the minimum phenomena required, some have proposed other
biological definitions of life:
1. Living things are systems that tend to respond to changes in
their environment, and inside themselves, in such a way as to promote
their own continuation.[9]
2. A network of inferior negative feedbacks (regulatory
mechanisms) subordinated to a superior positive feedback (potential
of expansion, reproduction).[10]
3. A systemic definition of life is that living things are self-
organizing and autopoietic (self-producing). Variations of this
definition include Stuart Kauffman's definition as an autonomous
agent or a multi-agent system capable of reproducing itself or
themselves, and of completing at least one thermodynamic work cycle.[11]
or another definition:
1. Life is a pattern in spacetime, rather than a material
object. For example, most of our cells are replaced
many times during our lifetime. It is the pattern and
set of relationships that are important, rather than
the specific identity of the atoms.
2. Self-reproduction, if not in the organism itself, at
least in some related organism. (Mules are alive, but
cannot reproduce. Viruses can only reproduce with the
aid of a host.)
3. Information storage of a self-representation. For
example, contemporary natural organisms store a
description of themselves in DNA molecules, which is
interpreted in the context of the protein/RNA
machinery.
4. A metabolism which converts matter and energy from
the environment into the pattern and activities of the
organism. Note that some organisms, such as viruses,
do not have a metabolism of their own, but make use
of the metabolisms of other organisms.
5. Functional interactions with the environment. A living
organism can respond to or anticipate changes in its
environment. Organisms create and control their own
local (internal) environments.
6. Interdependence of parts. The components of living
systems depend on one another to preserve the
identity of the organism. One manifestation of this is
the ability to die. If we break a rock in two, we are
left with two smaller rocks; if we break an organism in
two, we often kill it.
7. Stability under perturbations and insensitivity to small
changes, allowing the organism to preserve its form
and continue to function in a noisy environment, or
after being subjected to minor damage.
8. The ability to evolve. This is not a property of an
individual organism, but rather of its lineage. Indeed,
the existence of a lineage is an important feature of
living systems.
Finally “This list is far from adequate—an illustration of the
poverty of our understanding. We hope that as the
field of artificial life develops, one of its
accomplishments will be to give a sharper definition of
what it means to be alive.”
BACK TO ALIFE:
Artificial life (commonly Alife or alife) is a field of study and an
associated art form which examine systems related to life, its
processes, and its evolution through simulations using computer
models, robotics, and biochemistry.[1] There are three main kinds of
alife[2], named for their approaches: soft[3], from software; hard,
from hardware; and wet, from biochemistry.
“Artificial Life” — Chris Langton
“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 genuine—every bit as
genuine as the natural processes they imitate.”
“The big claim is that a properly organized set of
artificial primitives carrying out the same functional
roles as the biomolecules in natural living systems will
support a process that will be “alive” in the same way
that natural organisms are alive. Artificial Life will
therefore be genuine life—it will simply be made of
different stuff than the life that has evolved here on
Earth.”
State of the art of alife in rl
HARD ALIFE:
The Canard Digérateur, or Digesting Duck, was an automaton in the
form of a duck, created by Jacques de Vaucanson in 1739. The
mechanical duck appeared to have the ability to eat kernels of grain,
and to metabolize and defecate them. While the duck did not actually
have the ability to do this - the food was collected in one inner
container, and the feces being 'produced' from a second, so that no
actual digestion took place - Vaucanson hoped that a truly digesting
automaton could one day be designed.
WET ALIFE:
“Wet” Artificial Life
• Plant breeding, animal husbandry, and pet domestication have already
created a plethora of artificial (man-made) organisms
• Genetic engineering is already used to create more radical variations
on existing life forms, and is likely to be applied to humankind some
day
• Urey & Miller, Miller & Orgel, and Fox “primordial soup” experiments
have yielded amino acids and “protenoid” spheres
• “Test tube evolution” is used to amplify desired behaviors of
enzymes, drugs, RNA (Gerald Joyce)
• Early ALife pioneers—Norm Packard, Steen Rasmussen, Mark
Bedau—have formed ProtoLife organization, to re-evolve organic
matter from inorganic matter
• Craig Venter (Celera, sequencer of human genome) claims to have
created (and is attempting to patent) a “minimal bacterial genome”
that he deems artificial life
• MIT, Harvard, and UCSF have formed a non-profit BioBricks
Foundation to foster development and application of BioBrick
fundamental building blocks of “synthetic biology”
SOFT ALIFE:
Our alife, you can see it all around.
Edge of Life general aims:
We are bringing artificial life to Second Life, developing artificial living creatures, as part of full ecosystems that can live without needing human direction. In the very
long run, we aim to create a true life that can populate virtual worlds.
The Edge of Life is a natural evolution of the Ecosystem Working
Group and Progetto Paperella di Gomma and will increase the
level of alife in Second Life.
Project hosting:
At the moment of writing, the project is hosted mainly in the Edge of
Life parcel at Education UK sim, thanks to the kindness of Dickie
Mint who offered the land and lots of patience.
Here you can find a stable ecosystem populated with many of the most
complete and stable creatures. You're invited to interact with the
creatures living there. Experimental organisms are living in other
temporary sites at the Spencer Museum of Art and at HHP at UH and
will be migrated at the Edge of Life when they reach a stable and
secure state.
Current state of the project:
There are several organisms that have been developed to a high level, and others that are works in progress, and currently being tested and developed.
Our organisms can die, eat, reproduce, and evolve in a particular way.
Life and death is handled with a "energy" concept, organisms consume
energy by doing something (moving, reproducing...) and gain energy
by eating (various kinds of food, as of the EWG standard).
Food is nothing less than other artificial organisms. Plants, at the
base of the foodchain, gain energy from sim lag, the less there is
the more energy they get and viceversa. Higher organisms in the
foodchain predate on plants etc...
Reproduction is asexual and in most cases requires the interaction of
a user. Offspring can be exact copies of the parent or "mutated"
individuals with slightly different behaviours.
Evolution consists in entire script passing between organisms. Every
script code just a small, specialized behaviour and almost all scripts are
compatible with each other.
When a creature receives a new script from another organism, it will start using it and will acquire the new behaviour. The acquired behaviours can also be passed to
Offspring (Lamarckian evolution, different from the real world Darwinian
model, but we're in SL and we want to experiment).
We're also conducting experiments with genetic code implementations:
we have a working creature with a small genetic code (Grasserella di
gomma) and the colours of the Octopi organism are genetically inherited.
In the future such genes will have a deeper impact on organisms and
will be more rooted into each organism.
The ewg naming standard gives us the freedom to add new creatures to
ecosystem without them affecting all the other creatures. This is
possible because the standard name defines a way to identify the
creature and its abilities. So predators will know what they like to
eat and prey will know what to run away from.
The modularity of the scripts (the fact that they each implement only a
small behaviour) gives us a lot of flexibility and large code reuse
(pretty much like programming libraries in RL). To create a new
creature, it's enough to just put together a bunch of scripts in most
cases.
This also gives us the power to make organisms influence each other
at a very deep level. As already said, script passing allows organisms
to acquire new behaviours and we already observed the "from plant to
predator" pattern taking place.
This is made possible also by an intelligent management of the
standard name of creatures, to keep compatibility between each other.
Sexual reproduction with genetic crossover is also being explored and
we have a couple of organisms that are already able to use such
features, but we're still experimenting with them.
We're also developing a standard for this kind of interaction between
organisms of different species. So we'll be able to see inter-
creature reproduction, pretty much like horses and donkeys generate
mules.
This standard will go side by side with the ewg standard when it is
finished.
Future developments:
Some of the most important planned developments for the future are:
- developing a creature to creature communication system/protocol to make
them develop a "language"
- create creatures with complex bodies made up of parts with
specialized behaviours (like in all animal bodies)
- strong interaction with the environment and surroundings objects
(nest building, etc...)
-memory for the creatures, to remember food or predator position, etc...
- work with both Al and AI in the same organism
As the EDGE of Life continues to create, test and develop its alife organisms, new and exciting possibilities for research continue to present themselves. Currently operating at a small scale, there is scope for further study by others who may wish to formalise the results of the various experiments being undertaken into transferable data that may shed light on some of the unique learning potential offered by intelligent use of the SL platform as a powerful tool for scientific and educational use.