These are excerpts and elaborations from my book "The Nature of Consciousness"
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Artificial Life Another approach to building
intelligent programs is based on “Artificial Life” (a term coined by Chris
Langton in 1987). “Intelligence” (or,
better, “cognition”) cannot do without life. Intelligence is a product of life,
and it is an evolutionary product of the evolution of life. On the other hand, there is more and more
evidence to support the mirror view: that life is very much about cognition,
that all life is “cognitive” in nature. The first computer viruses
were produced at Bell Labs in 1962 (the term was coined by David Gerrold in his novel "When Harley
was one"). When computer viruses became famous, they simply popularized
the discipline that was attempting to build self-replicating automata at
software level, a school of thought started by Von Neumann decades earlier.
Self-replication (the ability to produce offspring from self-contained
instructions) is the prerequisite to evolution. It turns out that
self-replicating and evolving systems can also replace expert systems. Artificial Intelligence
solves a problem by reasoning about the knowledge of the problem's domain. Artificial
Life (“Alife”) lets possible solutions "evolve" in that domain until
they fit the problem. Sometimes there is no perfect solution, just a "best
fit". Solutions evolve in populations according to a set of "genetic" algorithms à la Holland that mimic biological
evolution. Each generation of solutions, as obtained by applying those
algorithms to the previous generation, is better "adapted" to the
problem at hand. In 1952 the Norwegian
mathematician Nils Barricelli became the first person to
actually run artificial evolution experiments on computers (basically, a
one-dimensional cellular automaton). In 1970 the US computer
scientist Michael Conrad and the US physicist Howard Pattee developed one of the earliest
artificial models of life, that modeled competition among individuals equipped
with a genotype representation and a phenotype obtained by interpreting the
genotype as instructions. Likewise, software environments
such as the "Tierra" program, developed in 1992 by an US ecologist,
Thomas Ray, simulate a world and an
evolving population of organisms.
Tierra is populated with digital organisms that compete for space in the
computer memory and for time in the computer processor. Whatever space and time
they manage to get, they use it to reproduce themselves. Like with most
simulations of this type, a digital organism’s phenotype is also its genotype
(the genome is also the body, or viceversa). Ray draws a distinction
between two types of Alife: weak (simulation of life) and strong
(synthesis/instantiation of life). The difference is that one is man-made while
the other has evolved to be living from inanimate "matter". Tierra,
for example, starts out with instances of a simple replicating code and is left
to evolve into a living system capable
of metabolizing, reproducing and evolving while it interacts with its
environment. Ray focuses on "the second major event in the history of
life, the origin of diversity." As Langton points out, the key concept in
Alife is “emergent behavior”. These virtual worlds are
more than simple simulations of algorithms. They may well be philosophical
investigations into the very nature of the universe. For example, the Italian
physicist Tommaso Toffoli speculated that the universe could be viewed as a
computer. Frank Tipler points out that, at the very
least, there is no way to tell a computer simulation of the real world from the
real world, as long as one is inside the simulation. A simulated observer would
perceive the simulated world exactly the same way that the real observer
perceives the real world. Any test to reveal whether her world is the real
world would succeed, by definition. Therefore, there is also no way for me to
tell whether I am a simulated observer inside a simulated universe, or a real
observer inside a real universe. Therefore, the distinction between reality and
simulation becomes fictitious. Most evolutionary engineering
is software-based. Hardware-based simulations of natural evolution are based on
the idea of a software bit string that is used to configure programmable logic
devices as a genetic algorithm chromosome, so that the configuration of the
circuit will evolve at electronic speed. The final goal is to build machines
that evolve independently, or, more properly, are “evolvable hardware” (a
discipline that was officially born in 1995). The Swiss computer scientist
Daniel Mange builds electronic circuits that can grow/evolve rather than be
designed. Mange's "embryological electronics" employs field
programmable gate arrays that exhibit the ability to reproduce the circuit of
any programmable function and to self-repair. The “Firefly Machine”, for
example, is based on a variation of Von Neumann’s cellular programming techniques: parallel cellular machines evolve
to solve a problem. The "Embryonics" project deals with ontogeny, or
growth: just like any multicellular organism grows over its lifetime, so a
multicellular automata should exhibit embryonic development driven by the same processes of cellular division and
differentiation. Another center for
biologically-inspired systems is the Evolvable Systems Lab in Japan, headed by
Tetsuiya Higuchi. Basically, Artificial Life
replaced the "problem solver" of Artificial Intelligence with an
evolving population of problem solvers. The “intelligence” required to solve a
problem is not in an individual anymore, it is in an entire population and its
successive generations; it is not due to the knowledge of a solver, but to the
evolutionary algorithms of nature that operate on the genetic code of a
population. It is not the solver who is
smart enough to solve the problem, but the knowledge she has. It is evolution
that eventually builds the solver who is smart enough to solve the problem
using the knowledge that is available. Back to the beginning of the chapter "Machine Intelligence" | Back to the index of all chapters |
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