IS “ARTIFICIAL LIFE GAME” AN OXYMORON?

(This is a re-posting from Self Animated Systems)

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Artificial Life (Alife) began with a colorful collection of biologists, robot engineers, computer scientists, artists, and philosophers. It is a cross-disciplinary field, although many believe that biologists have gotten the upper-hand on the agendas of Alife. This highly-nuanced debate is alluded to in this article.

Games

What better way to get a feel for the magical phenomenon of life than through simulation games! (You might argue that spending time in nature is the best way to get a feel for life; I would suggest that a combination of time with nature and time with well-crafted simulations is a great way to get deep intuition. And I would also recommend reading great books like The Ancestor’s Tale :)

Simulation games can help build intuition on subjects like adaptation, evolution, symbiosis, inheritance, swarming behavior, food chains….the list goes on.

Screen Shot 2014-10-17 at 7.48.02 PMScreen Shot 2014-10-19 at 12.24.54 PMOn the more abstract end of the spectrum are simulation-like interactive experiences involving semi-autonomous visual stuff (or sound) that generates novelty. Kinetic art that you can touch, influence, and witness lifelike dynamics can be more than just aesthetic and intellectually stimulating.

These interactive experiences can also build intuition and insight about the underlying forces of nature that come together to oppose the direction of entropy (that ever-present tendency for things in the universe to decay).

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On the less-abstract end of the spectrum, we have virtual pets and avatars (a subject I discussed in a keynote at VISIGRAPP).

“Hierarchy Hinders” –  Lesson from Spore

Screen Shot 2014-10-17 at 8.18.59 PMWill Wright, the designer of Spore, is a celebrated simulation-style game designer who introduced many Alife concepts in the “Sim” series of games. Many of us worried that his epicSpore would encounter some challenges, considering that Maxis had been acquired by Electronic Arts. The Sims was quite successful, but Spore fell short of expectations. Turns out there is a huge difference between building a digital dollhouse game and building a game about evolving lifeforms.

Also, mega-game corporations have their share of social hierarchy, with well-paid executives at the top and sweat shop animators and code monkeys at the bottom. Hierarchy (of any kind) is generally not friendly to artificial life.

For blockbuster games, there are expectations of reliable, somewhat repeatable behavior, highly-crafted game levels, player challenges, scoring, etc. Managing expectations for artificial life-based games is problematic. It’s also hard to market a game which is essentially a bunch of game-mechanics rolled into one. Each sub-game features a different “level of emergence” (see the graph below for reference). Spore presents several slices of emergent reality, with significant gaps in-between. Spore may have also suffered partly due to overhyped marketing.

Artificial Life is naturally and inherently unpredictable. It is close cousins with chaos theory, fractals, emergence, and uh…life itself.

Emergence

alife graphAt the right is a graph I drew which shows how an Alife simulation (or any emergent system) creates novelty, creativity, adaptation, and emergent behavior. This emergence grows out of the base level inputs into the system. At the bottom are atoms, molecules, and bio-chemistry. Simulated protein-folding for discovering new drugs might be an example of a simulation that explores the space of possibilities and essentially pushes up to a higher level (protein-folding creates the 3-dimensional structure that makes complex life possible).

The middle level might represent some evolutionary simulation whereby new populations emerge that find a novel way to survive within a fitness landscape. On the higher level, we might place artificial intelligence, where basic rules of language, logic, perception, and internal modeling of the world might produce intelligent behavior.

In all cases, there is some level of emergence that takes the simulation to a higher level. The more emergence, the more the simulation is able to exhibit behaviors on the higher level. What is the best level of reality to create an artificial life game? And how much emergence is needed for it to be truly considered “artificial life”?

Out Of Control

Can a mega-corporation like Electronic Arts give birth to a truly open-ended artificial life game? Alife is all about emergence. An Alife engineer or artist expects the unexpected. Surprise equals success. And the more unexpected, the better. Surprise, emergent novelty, and the unexpected – these are not easy things to manage…or to build a brand around – at least not in the traditional way.

Screen Shot 2014-10-17 at 9.04.07 PMMaybe the best way to make an artificial life game is to spread the primordial soup out into the world, and allow “crowdsourced evolution” of emergent lifeforms.  OpenWorm comes to mind as a creative use of crowdsourcing.

What if we replaced traditional marketing with something that grows organically within the culture of users? What if, in addition to planting the seeds of evolvable creatures, we also planted the seeds of an emergent culture of users? This is not an unfamiliar kind problem to many internet startups.

Are you a fan of artificial life-based games? God games? Simulations for emergence? What is your opinion of Spore, and the Sims games that preceded it?

This is a subject that I have personally been interested in for my entire career. I think there are still unanswered questions. And I also think that there is a new genre of artificial game that is just waiting to be invented…

…or evolved in the wild.

Onward and Upward.

-Jeffrey

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Immortality: Can Humans Attain Eternal Youth And NOT Destroy the Planet?

Why are humans so obsessed with immortality?

Can humans ultimately achieve immortality?

And can immortality be achieved while still maintaining the health of the planet? In other words: can we avoid the scale of human population growth that would turn us into a seething viral infection on Earth’s skin that completely destroys it? (or, more likely, destroys us?)

The key to answering these questions is to redefine “immortality“.

Let’s start with Neoteny – a biological phenomenon in which traits of youthfulness in a species are extended into adulthood. Humans have pronounced neoteny, and there are several theories as to why this is the case, including some theories that claim that a longer period of learning, play, exploration, and creativity (features of youth) gave Homo sapiens an evolutionary advantage. The fact that humans continue to actively learn throughout life can be seen as a kind of psychological neoteny.

Given this biological essence, this genetic fact of our existence, one might conclude that we – as a species – should have a fondness for youth.

Indeed, we are obsessed with it.

Our Eternal Offspring

Now consider that humanity has created a huge brainchild which consists of culture, art, writing, technology, and the internet. This offspring of humanity extends beyond our physical selves and into our collective future. Culture is self-perpetuating, after all. The more we engage in the meta-world that we have created, the more we notice that it lives on while our physical selves grow old and die. And I believe that we are not having the same experience as our primitive ancestors, who preserved oral traditions as told by their ancestors, and built stone edifices to last thousands of years. I’m talking about something different: computers and software extend the human mind in a new way.

Extensions of Our Personal Selves

CatherineSoftware technology and the internet are forming external versions of our selves – beyond mere portraits or memoirs. Our individuality and personas are being increasingly articulated outside of ourselves. It is quite possible that within a few decades it will be commonplace for FaceBook pages, and other records, expressions, and creations of our lives, to be archived for prosperity. Personal digital preservation is a fact of our times, and it is becoming more sophisticated and thorough.

I used to think a lot about avatars in virtual worlds. That fad has started to pass. And yet, some avatar-like versions of ourselves – which may include software agents based on our personal styles of thinking (and of course shopping) – could become a core feature of future FaceBook-like services. Our identities are gradually being fragmented and distributed into many digital forms – often in ways that we are not aware of. It can have subtle effects on consciousness – even diluting the locus of consciousness – although it is too soon to feel the effects – or to articulate it. This idea is explored in Brian Rotman’s Becoming Beside Ourselves.

Total Brain Upload?

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I have just as much criticism of Ray Kurzweil’s vision of the future as I have admiration for his hard work at trying to build a better world. One of his more intriguing explorations is how to upload an entire brain into digital form so that one can live forever.

Uh, “Live” forever?

The very claim that this could be achieved is fraught with logical problems, even contradictions. In the absence of a body, how can a brain actually experience reality? (much less, a digital copy of a brain). One answer is that our bodies, and thus our senses, will be “simulated” using virtual reality. Okay, I can see how this might be achieved. But, having spent almost a decade developing virtual world software in startup companies, and having done academic research on the subject, I would say that this will be even harder than digitally uploading a brain. The unfathomable task of creating a convincing simulacrum of reality (forever) makes the task of a digital brain upload seem like a walk in the park. The Matrix will be fiction for a long time before it becomes fact – if ever.

The Aging Mind

Whether or not you believe in the possibility of a digital brain upload, you are more likely to agree with the following:

As we age, the stories of our lives, our memories, and other intangible aspects of existence attain more importance. Aging people tend to have an increased spiritual sense. The physical world – with all its entropy (and aches and pains) gives way to something like a virtual world: the realm of the mind. (Unless you become senile, in which case, you’re screwed).

santa-claus-athleteDoes an 80-year old man have much reason to mentally explore techniques of snowboarding? Or new ways to have sex on a trampoline? My guess is…not. But I may be wrong. My 80 year-old neighbor might think about trampoline sex all day, every day, and never tell me (I prefer not to know anyway).

But I digress. It is only the year 2013 after all. A hundred years from now, medical science will have made huge strides. In the future, sex at age 80 might actually be as good as sex at 30. And sex at 150 might actually be as good as sex at 100 (if you can imagine that. I choose not to dwell on the details).

What s the Purpose of Medical Technology?

Is medicine all about prolonging life, or is it all about making us healthier? Many of my friends believe medicine should be about making us healthier. What good is living longer if you’re miserable? Actually, being healthier has a side-effect of longevity – so perhaps these two things go hand-in-hand.

…which finally leads me to the core problem: More people…living to the age of 150…means more mouths to feed. Our planet can only feed so many mouths.

So: if humans insist on extending youth (and by implication: age (and by implication: population size (assuming we still insist on making babies))), how do we keep ourselves from turning into Earth’s pesky skin infection?

Answer: immortality will have to be reserved for the mind; not for the body. And the reason is this:

EARTH WILL NOT SUSTAIN INFINITE HUMAN PHYSICAL GROWTH.

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Evolving Our Digital Selves

Here’s my wacky, quaky idea:

“Death” as we know it will gradually shed its absolute status. It will start on a path similar to other age-old concepts like “intelligence”, “God”, and “consciousness” – all of which are being chipped away and blurred, as science, technology, religion, and the human experiment advance.

Personal digital preservation seems to me as an inevitable evolution. Data storage is becoming cheaper all the time, and the desire to retrieve memories, archives, knowledge, and data will continue. My grandmother’s death came as a shock to my emotional life. In the future, there may be a lot more left of one’s grandma after she dies. Just watching a video of her recounting a story is enough to bring back a little piece of her – at least for a moment. Consider that digital preservation might soon include artificial intelligence algorithms, and one might begin to imagine asking your virtual grandma to tell that story about dad’s fist car.

In the future, we won’t “believe” that we are actually talking to grandma, any more than we “believe” that our computers are thinking. Eventually, it might not really matter.

We invented virtual reality as a plaything. As long as we insist on living forever, virtual reality will become a necessity. It is what we will use to achieve the experience of immortality…rather than outright physical immortality.

Otherwise, Earth will decide she’s had enough of us, and shrug us off – like the pesky little germs that we are.

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