Artificial Life and Artificial Intelligence Research
In 1987, a first conference in New Mexico joined avantgarde scientists from various fields and coined the name of a new field of research: Artificial Life.
Useful AI
In 1986, computer scientist Rodney Brooks noted that the question how AI could be “useful” should be as important a research goal as the big philosophical questions about Artificial Intelligence (cf. Rodney Brooks, Elephants Don´t Play Chess).
He developed a new method for a “robust” and applicable AI and robotics: particular tasks of an artificial intelligence system are solved as independent modules, e.g. sensoric or motoric tasks, and then linked up in a control unit – a method called Subsumption Architecture. Brooks was certain that a more complex intelligence might emerge from a system that consist of more simple and limited intelligence units. Until today, Subsumption Architecture is the basic structure for Robots and applied AI, not only in those helpful little creatures whose intelligence is limited to cleaning the floor of our swimming pools, but in more powerful systems like computer-aided medical diagnosis based on image analysis.
Bottom-Up Approach
AI and AL share the basic principle of a bottom-up approach: alive or intelligent behaviour is reconstructed starting with its most simple functions, interweaved on superior levels, aiming to see complex structures emerge. While AL research is performed also in biochemics (“wet AL”) and on a hardware level (“hard AL”), the “soft AL” is most interesting for us: it sythesises life-similar behaviour in purely digital computer models.
These models or simulations consist of often a large number of elements, all of which interact simultaneously according to a set of rules. A model or simulation is called Complex System when its behaviour over time cannot be predicted, even though all correlations and initial values are known. When the behaviour rules adapt over time, through learning or assimilation, the model is called a Complex Adaptive System.
Complex Systems and Emergence
The phenomenon of complexity in a system based on simple rules is called Emergence. Examples would be the forming of chaotic, periodic or homogenous patterns (like the patterns of butterflies, a leopard, or a snail house), or the self-organisation of animals in herds or swarms. The emerging complex behaviour in a system of individuals is known as Collective Intelligence.
The elements in a software simulation are often called Agents or Particles, the simulation itself Agent-based System or Particle System. AI research works with agent-based systems or Multi Agent Systems, too. While in AL, the elements are often passive, agents in Multi Agent System usually have a limited autonomy for decision-making.
Example: Swarming Behaviour
Many bird and fish species move in flocks. Likely do mammals in a herd always seem to know their place. This self-organisation is spontaneous and instinctive; there is no central navigation or a leader supervising the swarm. The behaviour appears chaotic and complex, yet harmonic and incomprehensibly organised.
At the same time, swarming behaviour is one of the most disctinct examples of how complex behaviour can be simulated with a system of simple rules. Computer graphics engineer Craig Reynolds has first imitated swarming behaviour in a computer simulation in 1986, based on only three corresponding principles:
Separation:
Steer to avoid crowding local flockmates
Alignment:
Steer towards the average heading of local flockmates
Cohesion:
Steer to move toward the average position of local flockmates
Human individuals in large groups behave like swarms aswell. Therefore, computer simulations based on flocking algorithms are also used to simulate situations like the evacuation of buildings or the flow of road traffic.
Example: Weather Reports & Flow Fields
Agent-based systems are used for weather forecasts. The animations shown in TV weather reports are based on a particle system in which air masses are subsituted by a large number of elements, visualising the paths of air currents and pressure areas over land and water. Each element is displayed as an arrow, its original direction influenced by the underlying topography, and of course all the dynamic factors involved, such as temperature, humidity, etc., in relation to time. This allows to simulate the develoment of cloud fields in the near future.
Sources & Further Reading
(partly in German)
Marvin Minsky:
The Society of Mind
New York 1988
Rodney Brooks:
Elephants Don´t Play Chess
1990
Mark A. Bedau:
Artificial Life: organization, adaption and complexity from the bottom up
in: TRENDS in Cognitive Sciences, Vol.7 No.11
November 2003
Ludwig Huber (Hrsg.):
Wie das Neue in die Welt kommt. Phasenübergänge in Natur und Kultur
Wien 2000
Sandra D Mitchell:
Biological Complexity and Integrative Pluralism
Cambridge University Press, 2003
Rolf Pfeifer u.a.:
Artificial Life
Institut für Informatik der Universität Zürich, 2001
An example for panic simulation from the website of Uni Duisburg-Essen
An example for weather data visualisation with flow fields