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Using Artificial Life to evolve Artificial Intelligence. Virgil Griffith California Institute of Technology http://virgil.gr virgil@caltech.edu. Google Tech Talk - 2007. as it is…. and might have been. Origin of Life. Today. What is Artificial Life?. Life,. Evolution: an abbrev intro.
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Using Artificial Life to evolve Artificial Intelligence Virgil Griffith California Institute of Technology http://virgil.gr virgil@caltech.edu Google Tech Talk - 2007
as it is… and might have been Origin of Life Today What is Artificial Life? Life,
Evolution: an abbrev intro • Evolution is an algorithm • Given only: • Variable population • Selection • Reproduction with occasional errors Regardless of substrate, you get evolution!
Forming body plans with evolution • Node specifies part type, joint, and range of movement • Edges specify the joints between parts • Population? • Graphs of nodes and edges • Selection? • Ability to perform some task (walking, jumping, etc.) • Mutation? • Node types change/new nodes grafted on
How to model Intelligence? • Marionettes (ancient Greeks) • Hydraulics (Descartes) • Pulleys and gears (Industrial Revolution) • Telephone switchboard (1930’s) • Boolean logic (1940’s) • Digital computer (1960’s) • Neural networks (1980’s - ?)
Nervous Systems • Evolution found and stuck with nervous systems across all levels of complexity • Provide all behaviors—including anything that might be considered intelligence—in all organisms more complex than plants • Some behaviors are innate, so the wiring diagram (the connections) must matter • But some behaviors are learned, so learning—phenotypic plasticity—must also matter
What Polyworld is • Making artificial intelligence the way Nature made natural intelligence: • The evolution of nervous systems in an ecology • Working our way up the intelligence spectrum • Research tool for evolutionary biology, behavioral ecology, cognitive science
What Polyworld is not • Fully open ended • Accurate model of microbiology • Accurate model of any particular ecology • though could be done • Accurate model of any animal’s brain • though could be done
Polyworld Overview • Organisms have: • evolving genes, and mate sexually • a body and metabolism • neural network brains • initial neural wiring is genetic • At birth, all neural weights are random • Hebbian learning refines synapse weights throughout lifetime • 1-dimensional vision (like Flatland) • No fitness function • Fitness is determined by natural selection alone • Critter Colors • Red = current aggression • Blue = current horniness
Body Genes • Size • Strength • Max speed • Max lifespan • Fraction of energy given to offspring • Greenness • Point-mutation rate • Number of crossover points
Brain Genes • Vision • # of neurons for seeing red • # of neurons for seeing green • # of neurons for seeing blue • # of internal neural groups • For each neural group… • # of excitatory neurons • # of inhibitory neurons • Initial bias of neurons • Bias learning rate • For each pair of neural groups… • Connection density for excitatory neurons • Connection density for inhibitory neurons • Learning rate for excitatory neurons • Learning rate for inhibitory neurons
Move Turn Eat Mate Fight Light Focus Energy Level Random Input Units Processing Units Polyworldian brain map
All about Energy (Health) • Get Energy by: • eating food pellets • eating other Polyworldians • Lose Energy by: • mating, moving, existing • having large size or strength • but get benefits in max-energy and fighting • brain activity • for computational reasons and parsimonious brain size
Observations from Polyworld • Evolution generates a wide range brain wirings • Selection for use of vision • Evolution of emergent behaviors
Ideal Free Distribution in agents with evolved neural architectures Early Middle Late
Cat Random Polyworldian
But is it Alive? Ask Farmer & Belin… • “Life is a pattern in space-time, rather than a specific material object” • “Self-reproduction” • “Information storage of a self-representation” • “A metabolism” • “Functional interactions with the environment” • “The ability to evolve” Farmer, Belin (1992)
But is it Intelligent? • No obvious way to measure intelligence • (aka: We don’t know) • even biologists have a hard time on this • But we’re in a simulation, that means we can use techniques not available to biology! • Information theory • Complexity theory
Gould (1994) Carroll (2001) Is there an evolutionary “arrow of complexity”? • Yes – Darwin, Lamarck, Huxley, Valentine • No – Lewontin, Levins, Gould
Future Directions • More… • measures of complexity • complex environment • food types • agent senses (touch, smell) • Behavioral Ecology • Optimal foraging (profit vs. predation risk) • Evolutionary Biology • Speciation = ƒ (population isolation) • Altruism = ƒ (genetic similarity) • Classical conditioning, animal intelligence experiments
Source Code • Source code is available! • Runs on Mac/Linux (via Qt) http://www.sf.net/projects/polyworld/
Special Thanks • Larry Yaeger • Chris Adami
Plasticity in Neural Function Function maps The redirect Mriganka Sur, et al Science 1988, Nature 2001
Plasticity in Wiring Patterns of long-range connections in V1, normal A1, and rewired A1 Mriganka Sur, et al. Nature 2001
Hebbian Learning: Structure from Randomness John Pearson, Gerald Edelman
Monkey Cortex, Blasdel and Salama Simulated Cortex, Ralph Linsker Real and Artificial Brain Maps Distribution of orientation-selective cells in visual cortex
Neuroscience Recap • Intelligence is based in brains • Useful brain functions are created by a: • suitable initial neural wiring • general purpose learning mechanism • Artificial neural networks capture key features of biological neural networks • Thus, we could make useful artificial neural systems with: • An evolving population of wiring diagrams • Hebbian learning
Thanks to • Larry Yaeger • Chris Adami
What can Evolution do? • Optimization • Traffic Lights • Air Foil Shape • Fuzzy Problems • Sonar response from sunken ships versus live submarines • Good for management tasks, such as timetables and resource scheduling • Even good for evolving learning algorithms and simulated organisms and behaviors