Artificial
Life and Cellular Automata
Robert
C. Newman
Introduction
Artificial
Life (AL) is a rather new scientific discipline, which didn't really get going
until the 1980s.[1] Unlike biology, it seeks to study life
not out in nature or in the laboratory, but in the computer.[2] AL seeks to mimic life mathematically,
and especially to generate known features of life from basic principles
(Langton, 1989b, pp 2-5). Some of
the more gung-ho specialists in AL see themselves as creating life in
the electronic medium (Ray, 1994, p 180); others think they are only
imitating it (Harnad, 1994, pp 544-49). Without addressing this particular question, theists
can at least agree that life does not have to be manifested in biochemistry.
Those
who believe in metaphysical naturalism C that "the Cosmos is all that is, or
ever was, or ever will be" C must presume a purely non-supernatural
origin and development of life, unguided by any mind. For metaphysical naturalism, no other kind of causality
really exists. Theists, by
contrast, believe that a mind C God C is behind it all, however He
worked. Perhaps God created matter
with built-in capabilities for producing life; perhaps He imposed on
matter the information patterns characteristic of living things;
perhaps He used some combination of these two.
Current
naturalistic explanations of life may generally be characterized
by three basic claims. First, that
life arose here on earth or elsewhere without any intelligent
oversight C a self-reproducing system somehow assembled
itself. Second, that the
(essentially blind) Darwinian mechanism of mutation and natural
selection, which then came into play, was so effective that it produced
all the variety and complexity we see in modern life-forms. Third, the time taken for the assembly
of the first self-reproducer was short enough, and the rate at which
mutation and natural selection operates is fast enough, to account for the
general features of the fossil record and such particulars as the
"Cambrian explosion."
A good deal of AL research seems aimed at establishing one or more
of these claims.
What
sort of world do we actually live in?
The "blind-watchmaker" universe of metaphysical
naturalism, or one structured by a designing mind? It is to be hoped that research in AL
can provide some input for answering this question.
Meanwhile,
the field of AL is already large and is rapidly growing larger. I have neither the expertise nor the
space to give a definitive picture of what is happening there. Here we will try to whet your appetite
and provide some suggestions for further research by looking briefly at several
proposals from AL to see how they are doing in the light of the naturalistic
claims mentioned above. First, we
shall look at the cellular automata devised by von Neumann, Codd, Langton,
Byl and Ludwig, both as regards the origin of significant self-reproduction
and the question of how life might develop from these. Second, we will sketch Mark Ludwig's
work on computer viruses, which he suggests are the nearest thing to artificial
life that humans have yet devised.
Third, we will examine one of Richard Dawkins' programs designed to simulate
natural selection. Fourth, we will
look at Thomas Ray's "Tierra" environment, which seeks to
explore the effects of mutation and natural selection on a population of
electronic creatures.
Cellular
Automata
Beginning nearly half a century ago, long
before there was any discipline called AL, computer pioneer John von Neumann
sought to investigate the question of life's origin by trying to design a
self-reproducing automaton.
This machine was to operate in a very simplified environment to see
just what was involved in reproduction. For the building blocks of this automaton, von Neumann
decided on computer chips fixed in a rigid two-dimensional array rather
than biochemicals swimming in a three-dimensional soup. [In practice, his machine was to be
emulated by a single large computer to do the work of the many small computer
chips.]
Each
computer chip is identical, but can be made to behave differently
depending on which of several operational states it is currently in. Typically we imagine the chips as wired
to their four nearest neighbors, each chip identifying its current state
via a number on a liquid crystal display like that on a wristwatch. The chips change states synchonously in
discrete time-steps rather than continuously. The state of each chip for the next
time-step is determined from its own current state and those of its four
neighbors using a set of transition rules specified by the automaton's
designer.

The
idea in the design of a self-reproducing automaton is to set up an initial
array of states for some group of these chips in such a way that they will turn
a neighboring set of chips into an information channel, and then use
this channel to "build" a copy of the original array nearby.
Von
Neumann in the late '40s and early '50s attempted to design such a system
(called a cellular automaton) that could construct any automaton from the
proper set of encoded instructions, so that it would make a copy of itself
as a special case. But he died in
1957 before he could complete his design, and it was finished by his associate
Arthur Burks (von Neumann, 1966).
Because of its complexity C some 300x500 chips for the memory
control unit, about the same for the constructing unit, and an instruction
"tape" of some 150,000 chips C the machine von Neumann designed was not
built.
Since
von Neumann's time, self-reproducing automata have been greatly
simplified. E. F. Codd (1968)
reduced the number of states needed for each chip from 29 to 8. But Codd's automaton was also
a "universal constructor" C
able to reproduce any cellular automaton including
itself. As a result, it was
still about as complicated as a computer.
Christopher
Langton (1984) made the real break-through to simplicity by modifying one
of the component parts of Codd's automaton and from it producing a
really simple automaton (shown below) that will reproduce itself in 151
time-steps. It reproduces by
extending its arm (bottom right) by six units, turning left,
extending it six more units, turning left, extending six more, turning left a
third time, extending six more, colliding with the arm near its beginning,
breaking the connection between mother and daughter, and then making a new arm
for each of the two automata. Langton's
automaton, by design, will not construct other kinds of cellular automata
as von Neumann's and Codd's would.
His device consisted of some 10x15 chips, including an instruction tape
of 33 chips, plus some 190 transition rules.

Just
a few years later, John Byl (1989a, b) simplified Langton's automaton
further (see below) with an even smaller automaton that reproduced in just
25 time-steps. Byl's automaton
consisted of an array of 12 chips C of which 4 or 5 could be counted as the
instruction tape C and 43 transition rules.

Most
recently, Mark Ludwig (1993, pp. 107-108) has apparently carried this
simplification to its limit with a miniscule automaton that reproduces
in just 5 time-steps. This
automaton consists of 4 chips, only one of which is the instruction
"tape," and some 22 transition rules.

It
is interesting to note that the information contained in each of these
self-reproducing automata may be divided into three parts: (1) the transition rules, (2) the
geometry of the chips, and (3) the instruction tape. (1) The transition rules, which tell us how state succeeds
state in each chip, somewhat resemble the physics or chemistry
of the environment in the biological analogue. (2) The geometry of the automaton would correspond to the
structure of a biological cell.
(3) The instructions resemble the DNA. Thus these automata have a division of information
which corresponds to that found in life as we know it on earth. In both cases self-reproduction depends
not only on an instruction set, but also upon the structure of the
reproducer and the nature of the physical realm in which it operates.
For
the von Neumann and Codd automata, since they are universal constructors, the
size of the machine and its instructions are enormous! One could not seriously entertain a
naturalistic origin of life if the original self-reproducing system had to
have anything like this complexity.
The
smaller automata look much more promising, however. Perhaps a self-reproducing biochemical system at this level
of complexity could have arisen by a chance assembly of parts. In a previous paper (Newman, 1988) I
suggested that the random formation of something as complex as the Langton
automaton (even with very generous assumptions) was out of the question
in our whole universe in the 20 billion years since the big bang, as the
probability of formation with all this space and time available is only 1
chance in 10129.
In
response to Byl's proposed automaton, I found it necessary (Newman, 1990a)
to retract some of the generosity given to Langton, but by doing so found that
even Byl's automaton had only 1 chance in 1069 of forming
anywhere in our universe since the big bang.
Ludwig's
automaton looks so simple as to be a sure thing in a universe as vast and old
as ours is. Indeed, by the assumptions
used in doing my probability calculation for Byl's automaton, we would
have a Ludwig automaton formed every 7 x 10-15 seconds in our
universe.
However,
an enormously favorable assumption is contained in this calculation C
that all the carbon in the universe is tied up in 92-atom molecules which
exchange material to try out new combinations as quickly as an atom can
move the length of a molecule at room temperature. If, however, we calculate the expected fraction of carbon
that would actually be found in 92-atom polymers throughout our universe,
the expected time between formation of Ludwig automatons in our universe
jumps to about 1086 years!
Thus it would still not be wise to put one's money on the random
formation of self-reproduction even at this simple level.
Besides
the problem of formation time, the physics (transition rules) of these
smaller automata was specially contrived to make the particular
automaton work, and it is probably not good for anything else. Since the automata of Langton, Byl
and Ludwig were not designed to be universal constructors,
self-reproduction typically collapses for any mutation in the instructions. To avoid this, the constructing
mechanism in any practical candidate for the first self-reproducer
will have to be much more flexible so that it can continue to construct copies
of itself while it changes.
The
physics of such automata could be made more general by going back toward the
larger number of states used in von Neumann's automaton. Langton, for instance, has a signal for
extending a data path in his information tape, but none for retracting one; a
signal for a left-turn, but none for a right-turn. These could be included rather easily by adding additional
chip states to his eight, thus making the physics more flexible. Of course this would significantly
increase the number of transition rules and the consequent complexity of
his automaton.
This,
obviously, makes self-reproduction even less likely to have happened
by chance. But it would also help
alleviate the problem that these simpler automata don't have a big enough
vocabulary in their genetic information systems to be able to do anything but a
very specialized form of self-reproduction, and they have no way to expand this
vocabulary which was designed in at the beginning. This problem seems to me a serious one
for the evolution of growing levels of complexity in general.
As
for building an automaton that is more general in its constructing abilities
and not tied to a particular physics especially contrived for it, Karl Sigmund
(1993, pp. 27-39) has described an attempt by John Conway to use the
environment of his game of "Life" as a substrate on which to design a
universal constructor. He succeeds
in doing so, but the result is outrageously complex, back in the league
with von Neumann's and Codd's automata.
We
should be able to design a somewhat
general self-reproducing automaton on a substrate not especially
designed for it. This would be a
good project for future research.
We would then have a better handle on what complexity appears to be
minimal for significant self-reproduction, and what would be the likelihood it
could occur by chance in a universe such as ours.
The
environment in which each of these self-reproducing automata operates is empty
in the sense that nothing else is around and happening. By design, the sea of unused cells is
quiescent. This is certainly
unlike the scenario imagined for the origin of biochemical life. What will happen to our automata if
they are bumped by or run into other objects in their space? Are they too fragile to be real
candidates for the hypothetical original self-reproducer? The Langton automaton certainly
is. By running the program with a
"pimple" placed on the surface of the automaton (i.e., the structure
is touched by a single cell in any of the states 1-7), we find that the
automaton typically "crashes" in about 30 time-steps (the time taken
for the data to cycle once around the loop). It appears that the automaton is very fragile or
"brittle" rather than robust.
This would certainly not be satisfactory in a real-life situation.
Computer
Viruses
Mark
Ludwig, PhD in elementary particle physics, proprietor of American Eagle
Publications, and author of The Little Black Book of Computer Viruses (1991), has written a very stimulating
book entitled Computer Viruses, Artificial Life and Evolution (1993). Ludwig argues that computer viruses are really much
closer to artificial life than anything else humans have produced so far,
especially in view of the fact that such viruses have gotten loose from
their creators (or been set loose) and, like the biochemical viruses for which
they are named, are fending for themselves rather successfully in a
hostile environment.
Like
the various cellular automata we discussed above, computer viruses have
the ability to reproduce themselves.
In addition, they can typically hide themselves from "predators"
(antivirus programs) by lurking inside the instructions of some regular
computer program which they have "infected." They may also function as parasites,
predators, or just clever annoyances as they ride programs from disk to
disk, computer to computer, and user to user. Some viruses (by design or not) damage files or programs in
a computer's memory; others just clutter up memory or diskettes, or send
humorous and irksome messages to the computer screen.
So
far as I know, no one claims that computer viruses arose spontaneously in the
memories of computers. But how likely
would it be for something as complex as a simple virus to form by chance in the
computer environment?
Early
in 1993, Ludwig sponsored "The First International Virus Writing
Contest," awarding a prize for the shortest virus that could be designed
having certain rather minimal function (Ludwig, 1993, pp 319-321). He provides the code (computer program)
for the virus that was grand prize winner and for several runners-up, plus a
sample virus which he sent out with the original announcement of the
contest (Ludwig, 1993, pp 322-331).
These programs all turned out to be over 100 bytes in length.
Ludwig
calculates for the shortest of these (101 bytes) that there are 10243
possible files of length 101 bytes.
If we could get all the 100 million PC users in the world to run their
machines full-time with a program that generates nothing but 101-byte random
sequences at 1000 files per second, then in 10 years the probability of
generating this particular virus is 2 x 10-224 (ibid., p
254-5). If they ran for the whole
history of the universe, the probability would be 4 x 10-214. If all the elementary particles
in our universe were converted into PCs generating 1000 random 101-byte files
per second, the probabily of forming this particular virus would be 6 x 10-110
(ibid., p 255). Obviously our
universe does not have the probabilistic resources to generate this level
of order by random assembly!
Ludwig
then discusses two much smaller programs.
One is a rather crude virus of 42 bytes, which just copies itself on top
of all the programs in a computer's directory. He notes that one might just expect to form this virus in
the history of the universe if all those elementary particles were PCs cranking
out 1000 42-byte random files per second, but that if one only had the 100
million PCs and ten years for the job, the probability would be only 4 x 10-81
(ibid., pp 254-5). This would
improve to 8 x 10-71 if one had the time since the big bang to work
with.
The
smallest program Ludwig works with is not a virus, since it cannot make copies
of itself that are saved to disk, but only copies that remain in memory so long
as the computer is running. This
program is only 7 bytes long. It
could easily be formed in ten years with 100 million PCs turning out 1000
7-byte sequences per second, but it would take a single computer about 2.5
million years to do so.
It
is doubtful that this is the long-sought self-reproducer that will show life
arose by chance. The actual
complexity of this program is considerably greater than 7 bytes because it uses
the copying routine provided by the computer. The environment provided for computer viruses is much
more helpful for self-reproduction than is the biochemical environment.
As
in the case of cellular automata, we see that a random search for self-reproduction
(before mutation and natural selection can kick in) is an extremely
inefficient way to reach even very modest levels of organized complexity; but
for naturalism, that is the only path available.
Ludwig
also considers forming a virus by accidental mutation of an existing computer
program (Ludwig, 1993, pp 259-263).
This is an interesting discussion, but it tells us more about how a
biochemical virus might get started in a world which already has a
lot of life than it does about how life might get started in abiotic
circumstances.
Dawkins'
"Weasel" Program
Richard
Dawkins claims that there is no need for a mind behind the universe. Random processes, operating long
enough, will eventually produce any level of order desired. "Give enough monkeys enough time,
and they will eventually type out the works of Shakespeare."
If
indeed we grant that we live in a universe totally devoid of mind, then something
like this must be
true. And granting this, if we broaden
our definition of "monkey" sufficiently to include anthropoid
apes, then it has already happened! An ape
evolved into William Shakespeare who eventually wrote C
and his descendants typed C his immortal works!
But
seriously, this is merely to beg the question. As Dawkins points out (Dawkins, 1987, pp 46-47), the
time required to reasonably expect a monkey to type even one line from Shakespeare
C say "Methinks it is like a weasel"
from Hamlet C
would be astronomical. To get any
significant level of order by random assembly of gibberish is out of the
question in a universe merely billions of years old and a similar number of
light-years across.
But
Dawkins (who, after all, believes our universe was devoid of mind until mind
evolved) claims that selection can vastly shorten the time necessary to
produce such order. He programs
his computer to start with a line of gibberish the same length as the
target sentence above and shows how the target may be reached by selection
in a very short time.
Dawkins
accomplishes this (ibid., pp 46-50) by having the computer make a random
change in the original gibberish and test it against the target sentence,
selecting the closer approximation at each step and then starting the
next step with the selected line.
For instance, starting with the line:
WDLTMNLT
DTJBSWIRZREZLMQCO P
Dawkins'
computer reaches its target in just 43 steps or "generations." In two other runs starting with
different gibberish, the same target is reached in 64 and 41 generations.
This
is impressive C but it doesn't tell us much about
natural selection. A minor problem
with Dawkins' program is that he has designed it to converge far more rapidly
than real mutation and selection would. I devised a program SHAKES (Newman, 1990b) which allows
the operator to enter any target sentence plus a line of gibberish of the
same length. The computer then
randomly chooses any one of the characters in the line of gibberish,
randomly chooses what change to make in that character, and then tests the
result against the target. If the
changed line is closer to the target than it was before the change, it replaces
the previous gibberish. If
not, then the previous version remains.
Dawkins did something like this, but his version closes on its
target far more rapidly. For
instance his version moves from
METHINKS
IT IS LIKE I WEASEL
to
METHINKS
IT IS LIKE A WEASEL
in just three
generations (Dawkins, 1987, p 48).
I suspect that what Dawkins has done is that once the computer gets a
particular character right, it never allows mutation to work on that character
again. That is certainly not how
mutation works! My version took
several hundred steps to move across a gap like the one above because the
mutation both had to randomly occur at the right spot in the line and randomly
find a closer letter to put in that place. My runs typically took over a thousand steps to converge on
the target from the original gibberish.
But
a far more serious problem with Dawkins' simulation is that real mutation and
natural selection don't have a template to aim at unless we live in a designed
universe (see Ludwig, 1993, pp 256-259).
A better simulation would be an open-ended search for an
unspecified but meaningful sentence, something like my program MUNSEL (Newman,
1990b). This program makes random
changes in the length and the characters of a string of letters without a
template guiding it to some predetermined result. Here a randomizing function either adds a letter or
space to one end of the string, or changes one of the existing letters or
spaces to another. This is
intended to emulate the action of mutation in changing the nucleotide bases in
a DNA molecule or the amino acids in a protein.
In
this program, natural selection is simulated by having the operator manually
respond as to whether or not the resulting string consists of nothing but
English words. If it does, then
the mutant survives (is retained); if it doesn't, the mutant dies (is discarded). This could be done more efficiently
(and allow for much longer computer runs) if one would program the
computer to use a spell-checker from a word-processing program to make
these decisions instead of a human operator.
Even
more stringent requirements might be laid on the mutants to simulate the
development of higher levels of order.
For instance, the operator might specify that each successful
mutant conform to English syntax, and then that it make sense on larger and
larger size-scales. This would
give us a better idea of what mutation and natural selection can do in
producing such higher levels of organization as would be necessary if
macroevolution is really to work.
Ray's
"Tierra" Environment
One
of the most interesting and impressive attempts at the computer simulation
of evolution I have seen so far is the ongoing experiment called "Tierra,"
constructed by Thomas Ray at the University of Delaware (Ray, 1991). Ray designed an electronic
organism that is a small computer program which copies itself. In this it resembles cellular automata
and particularly computer viruses.
It differs from these in that it lives in an environment C
"the soup," also designed by Ray C which explicitly includes both mutation
and a natural competition between organisms.
To
avoid problems that can arise when computer viruses escape captivity, the
soup is a "virtual computer," a text file that simulates a
computer, so the programs are not actually roaming around loose in the
computer's memory. For most of
Ray's runs, the soup contains 60,000 bytes, equivalent to 60,000
instructions. This will typically
accomodate a population of a few hundred organisms, so the dynamics will be
those of a small, isolated population.
To
counter the problem of fragility or brittleness mentioned in our discussion of
cellular automata, Ray invented his own computer language. This "Tierran" language is
more robust than the standard languages, so not as easily disrupted
by mutations. It is a modification
of the very low-level assembly language used by programmers, with two major
differences: (1) it has very
few commands C only 32 (compare the assembly language
for 486 computers, with nearly 250 commands [Brumm, 1991, 136-141]) C
and (2) it addresses other locations in memory by the use of templates,
rather than address numbers C a feature modelled on the biochemical
technique by which molecules "find" each other. The program is set up so the operator
can vary the maximum distance that an organism will search to locate a needed
template.
Ray
starts things off by introducing a single organism into the soup. There it begins to multiply, with the
mother and resulting daughter organisms taking turns at copying themselves
until they have nearly filled the available memory. Once the level of fullness passes 80%, a procedure kicks in
which Ray calls "the Reaper."
This keeps the soup from overcrowding by killing off organisms
one-by-one, working down from the top of a hit list. An organism at birth starts at the bottom of this list and
moves upward as it ages, but will move up even faster if it makes certain
errors in copying. Alternatively,
it can delay moving upward somewhat if it can successfully negotiate a couple
of difficult procedures.
The
master computer which runs the simulation allows each organism to execute its
own instructions in turn. The
turn for each organism can be varied in different runs of the experiment
so as to make this allowance some fixed number of instructions per turn,
or dependent on the size of the organism so as to favor larger creatures,
smaller ones, or be size-neutral.
Ray
introduces mutation into the system by fiat, and can change the rate of
mutation from zero (to simulate ecological situations on a timescale much
shorter than the mutation rate) up to very high levels (in which the whole
population perishes).
One
form of mutation is designed to simulate that from cosmic rays. Binary digits are flipped at random
locations in the soup, most of which will be in the organisms' genomes. The usual rate which Ray sets for this
is one mutation for every 10,000 instructions executed.
Another
form of mutation is introduced into the copying procedure. Here a bit is randomly flipped during
reproduction (typically for every 1000 to 2500 instructions transfered
from mother to daughter). This
rate is of similar magnitude to the cosmic ray mutation.
A
third source of mutation Ray introduces is a small level of error in the
execution of instructions, making their action slightly probabilistic rather
than strictly deterministic. This
is intended to simulate occasional undesired reactions in the biochemistry
(Ray, 1994, p 187). Ray does not
specify the rate at which error in introduced by this channel.
Ray's
starting organism consists of 80 intructions in the Tierran language, each
instruction being one byte (of 5 bits) long. The organism begins its reproduction cycle by reading and
recording its length, using templates which mark the beginning and end of
its instruction set. It then
allocates a space in the soup for its daughter, and copies its own
instructions into the allocated space, using other templates among its
instructions for the needed jumps from place to place in its program (subroutines,
loops, etc.). It ends its cycle by
constituting the daughter a separate organism. Because the copying procedure is a
loop, the original unmutated organism actually needs to execute over 800
instructions before it completes one full reproduction. Once there are a number of organisms in
the soup, this may require an organism to use several of its turns to complete
one reproduction.
Ray
has now run this experiment on his own personal computer and on much faster
mainframe computers many times, with some runs going for billions of
instructions. (With 300 organisms
in the soup, 1 billion instructions would typically correspond to some
four thousand generations.) Ray
has seen organisms both much larger and much smaller than the original develop
by mutation, and some of these have survived to do very well in the competition.
Ray
has observed the production of parasites, which have lost the instructions for
copying themselves, usually due to a mutation in a template that renders it
useless. These are sterile in
isolation, but in the soup they can often use the copy procedure of a
neighbor by finding its template.
This sort of mutant typically arises in the first few million
instructions executed in a run (less than 100 generations after the soup
fills). Longer runs have produced
(1) organisms with some resistance to parasites; (2) hyper-parasites, which
cause certain parasites to reproduce the hyper-parasite rather than themselves;
(3) social hyper-parasites, which can reproduce only in communities;
and (4) cheaters, that take advantage of the social hyper-parasites. All these Ray would classify as microevolution.
Under
the category of macroevolution, Ray mentions one run with selection designed to
favor large-sized organisms, which produced apparently open-ended size increase
and some organisms longer than 23 thousand instructions.
Ray
notes two striking examples of novelty produced in his Tierra simulations: (1) an unusual procedure one organism
uses to measure its size, and (2) a more efficient copying technique developed
in another organism by the end of a 15-billion-instruction run. In the former of these, the organism,
having lost its template that locates one end of its instructions, makes do by
using a template located in the middle and multiplying this length by two to
get the correct length. In the
latter, the copying loop has become more efficient by copying three instructions
per loop instead of just one, saving the execution of several steps.
With
size-neutral selection, Ray has found periods of stasis punctuated by periods
of rapid change. Typically, the
soup is first dominated by organisms with length in the order of 80 bytes for
the first 1.5 billion instructions executed. Then it comes to be dominated by organisms 5 to 10 times
larger in just a few million more instructions. In general it is common for the soup to be dominated by one
or two size-classes for long periods of time. Inevitably, however, that will break down into a period
(often chaotic) in which no size dominates and sometimes no genotypes are breeding
true. This is followed by another
period of stasis with one or two other size classes now dominating.
Ray's
results are impressive. But what
do they mean? For the origin of
life, not much. Ray has not
attempted to simulate the origin of life, and his creatures at 80 bytes in
length are complex enough to be very unlikely to form by chance. Each byte in Tierran has 5 bits or 32
combinations, so there are 3280 combinations for an
80-byte program, which is 2 x 10120. Following Ludwig's scheme of using all the earth's 100
million PCs to generate 1000 80-byte combinations per second, we would need 7 x
10100 years for the job.
If all 1090 elementary particles were turned into computers
to generate combinations, it would still take 7 x 1010 years,
several times the age of the universe.
Not a likely scenario, but one might hope a shorter program that could
permanently start reproduction might kick in much earlier.
What
about the type of evolution experienced in the Tierra environment? Is it such that we would expect to
reach the levels of complexity seen in modern life in the available timespan? It is not easy to answer this. The Tierra simulation is typically run
with a very high rate of mutation, perhaps on the order of 1 in 5000 counting
all three sources of mutation.
Copying errors in DNA are more like 1 in a billion (Dawkins, 1987, p.
124), some 200,000 times smaller.
Thus we get a lot more variation in a short time and many more
mutations per generation per instruction. Ray justifies this by claiming that he is emulating the
hypothetical RNA world before the development of the more sophisticated
DNA style of reproduction, and that a much higher level of mutation is to
be expected. Besides, for the sake
of simulation, you want to have something to study within the span of
reasonable computer times. All
this is true, but there is also the danger of simulating a world that is far
more hospitable to evolution than ours is (see the remark of Pattee and
Ludwig's discussion in Ludwig, 1993, pp. 162-164).
The
consequences of mutation seem considerably less drastic in Tierra also, making
that world especially favorable for evolution. No organism in Tierra dies before it gets a shot at
reproducing, whereas dysfunction, disease, predators and accidents
knock off lots of these (fit or not) before they reproduce in our world. This effectively raises the mutation
rate in Tierra still higher while protecting against some of its dangers, and
increases the chance that an organism may be able to hop over a gap of dysfunction
to land on an island of function.
In
Tierra, the debris from killed organisms remains in the environment. But instead of being a danger to living
organisms as it so often is in our world, the debris is available as
instructions for parasites whose programs are searching the soup for templates. This enormously raises the mutation
rate for parasites, producing something rather like sexual reproduction in a
high mutation environment.
Tierran
organisms have rather easy access to the innards of other organisms. The program design allows them to
examine and read the instructions of their neighbors, but not write
over them. The organisms are
designed to be able to search in either direction from their location some
distance to find a needed template.
This is typically set at 200-400 instructions, but on some runs has been
as high as 10,000, giving access to one-third the entire environment! This feature is not used by any
organism whose original templates are intact, but it provides the various types
of parasites with the opportunity to borrow genetic material from up
to one-third of the creatures in Tierra, and probably permits many of them to
escape their parasitic lifestyle with a whole new set of genes.
The
innards themselves, whether part of a living or dead organism, are all
nicely usable instructions. Every
byte in each organism is an instruction, and once an organism has inhabited
a particular portion of the soup, its instructions are left behind after its
death until written over by the instructions of another organism inhabiting
that space at a later time.
The
Tierran language is very robust; every mutation of every byte produces a mutant
byte which makes sense within the system.
Gibberish only arises in the random arrangement of these bytes rather
than in any of the bytes themselves.
Thus, the Tierran language cannot help but have meaning at the level of
words. The real test, then, for
macroevolution in Tierra will be how successful it is in producing meaning
at the level of sentences, and this does not appear impressive so far.
There
is a need for someone with facility in reading assembly language to take a
look at the Tierran mutants to see what evolved programs look like. How do these compare with the programs
found in the DNA of biochemical life?
Are they comparable in efficiency, in elegance and in
function? Does the DNA in our
world look as though biochemical life has followed a similar history to that of
these Tierran creatures?
Thomas
Ray's experiment needs to be continued, as it is a sophisticated procedure for
demonstrating what an evolutionary process can actually accomplish. But the details of its design need to
be continually revised to make it more and more like the biochemical situation. Ray has shown that the Tierra
environment can occasionally produce apparent design by accident. Can it produce enough of this to
explain the proliferation and sophistication of apparent design
we actually have in biochemical life on earth?
In
a more recent paper, Ray has begun an attempt to mimic multicellular life
(Thearling and Ray, 1994). So far,
they have been unable to produce organisms in which the cells are differentiated. And they have skipped the whole problem
of how to get from unicellular to multicellular life.
One
might wish to say that the Tierran language is too restricted to be able to
accomplish all the things that have happened in the history of life on
earth. But Maley (1994) has shown
that the Tierran language is computationally complete C
that it is equivalent to a Turing machine, so that in principle it can
accomodate any function that the most sophisticate computer can
perform. Of course, it might take
an astronomically longer time to accomplish this than a really good
computer would, but that brings us back to the question of whether simulations
might be more efficient or less efficient than biochemistry to produce the sort
of organization we actually find in nature. Until we can answer this, it will be hard to use AL to prove
that life in all its complexity could or could not have arisen in our universe
in the time available.
Conclusions
We've
made a rather rapid (and incomplete) tour of some of the things that are
happening in Artificial Life research.
The field is growing and changing rapidly, but we should have a better
handle in just a few years on the questions of how complex self-reproduction is
and what random mutation and natural selection are capable of
accomplishing. At the moment,
things don't look too good for the "Blind Watchmaker" side.
The
definition of self-reproduction is somewhat vague, and can be made much too
easy (compared to the biochemical situation) in some computer simulations by
riding on the copying capabilities of the host computer and its language. We need to model something that is much
more similar to biochemistry.
A
self-reproducing automaton apparently needs to be much closer to a universal
constructor than the simplest self-reproducers that have been
proposed. In order that it not
immediately collapse when subjected to any mutation, it must be far more
robust. It must be able to
continue to construct itself as it changes from simple to complex. In fact, it must somehow change both
itself and its instructions in synchronism in order to survive (continue to
reproduce) and develop the levels of complexity seen in biochemical
life. This is a tall order indeed
for any self-reproducer that could be expected to form in a universe as young
and as small as ours is. Of
course, it can certainly be done if we have an infinite number of universes and
an infinite time-span to work with, but there is no evidence that points in
this direction.
In
biochemical life, multicellular organisms have a rather different way of
functioning than do single cell creatures, and a very different way of
reproducing. Clearly, some real
change in technique is introduced at the point of transition from one to the
other, that is, at the Cambrian explosion. So far, nothing we have seen in computer simulations of
evolution looks like it is capable of the things that happened then.
At
the moment, AL looks more like an argument for design in nature than for a
universe without it.
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2. Taylor and Jefferson (1994, pp 1-4)
would define artificial life more broadly, to include synthetic biochemistry
and robotics; so too Ray (1994, pp 179-80).
3. A forthcoming article (Pesavento,
1995) announces the recent implementation
of von Neumann's machine.
5. Some helpful attempts in this direction
have been made by Adami and Brown (1994) and Shanahan (1994).
6. See Dewdney (1989) for a discussion of
Turing machines.