Thoughts on the Evolution of Evolvability

Evolve-Darwin-Fish-Car-Emblem-(2363)

It is early February. The other day, I observed some fresh buds on a tree. When I lived back east, I remember seeing buds on bare trees in the snowy dead of winter. I used to wonder if these trees are “preparing” for the first days of spring by starting the growth of their buds. Trees, like most plants, can adapt to variations of weather. All organisms, in fact, exhibit behaviors that appear resourceful, reactive, adaptive, even “intelligent”.

We sometimes talk about animals and plants in terms of their goals and intentions. We even use intentional language in relation to computers or mechanical machines. Even though we know a machine isn’t alive, we use this kind of language as a form of shorthand.

But there may be something more than just verbal shorthand going on here.

The Intentional Stance

Daniel Dennett proposed the concept of the Intentional Stance. When I first learned about this idea, I felt a new sense of how our own human intelligence is just a special case of the adaptive and goal-directed nature of all life on the planet.

When I saw those buds on the tree the other day, I realized that there is so much goal-directed behavior happening all over the place – in plants, animals, and even in ecological systems. Are humans any more adaptive or “intentional” than any other organism?

The Evolution of Self and the Intentional Stance

Could it be that our human brains have simply…

…wrapped a fully-evolved self around our intentions?

…that we are really no more goal-directed or intentional than any other organism…except that we reflect on it with a higher level of consciousness, and apply a fully-formed language to that intentionality?

The Evolution of Evolvability

I first learned of the evolution of evolvability from a paper by Richard Dawkins. It’s a powerful idea, and it helps to make evolution seem less magical and perhaps easier to imagine. Not only have organisms continued to evolve, but their ability to evolve has improved. An example is the evolution of sexual reproduction, which created a huge advantage in a species’ ability to exploit genetic variation over evolutionary time.

A recent article titled “Intelligent design without a creator? Why evolution may be smarter than we thought” makes reference to the Evolution of Evolvability. It helps to cast the notion of intelligence and learning as prolific and pervasive in the natural world.

It would appear that the ability to evolve better ways to evolve predates humans. (It might even predate biology).

Of course we humans have found even better ways to evolve – including ways that overtake or sidestep our own human biology. This constitutes a new era in the evolution of life on earth – an era in which technology, culture, and ideas (memes) become the primary evolving agents of our species (and possibly the whole planet – assuming we humans make the planet so sick that we have to fabricate artificial immune systems in order to keep the planet (and thus ourselves) healthy.

While many people will cast this Singularity-like idea in a negative light, I see it as a new protective organ that is forming around our planet. Biology is not going away. It is just one regime in a progression of many emergent regimes. Biology has given birth to the next regime (via Dennett’s crane), which then reaches down to regulate, modulate, and protect the regime which created it.

Evolvability is the higher-level emergent system over evolution. It is a higher-order derivative. When seen in this way, biology comes out looking like just one step in a long process.

(Thanks to Stephen Brown for editorial assistance)

IS “ARTIFICIAL LIFE GAME” AN OXYMORON?

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

langtonca

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).

Screen Shot 2014-10-17 at 7.58.33 PM

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