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This article is about a field of research. For artificially created life forms, see synthetic life. For the mobile game developer, see Artificial Life Inc.
Artificial life (commonly Alife or alife) is a field of study and an associated art form which examine systems related to life, its processes, and its evolution through simulations using computer models, robotics, and biochemistry.Dictionary.com definition. Retrieved on 2007-01-19. There are three main kinds of alife, named for their approaches: soft, from software; hard, from hardware; and wet, from biochemistry.Mark A. Bedau (November 2003). Artificial life: organization, adaptation and complexity from the bottom up. TRENDS in Cognitive Sciences. Retrieved on 2007-01-19. Artificial life imitates traditional biology by trying to recreate biological phenomena.Christopher Langton. What is Artificial Life?. Retrieved on 2007-01-19. The term "artificial life" is often used to specifically refer to soft alife.[citation needed]A Braitenberg simulation, programmed in breve, an artificial life simulatorContents |
Artificial life studies the logic of living systems in artificial environments. The goal is to study the phenomena of living systems in order to come to an understanding of the complex informating processing that defines such systems.
Also sometimes included in the umbrella term Artificial Life are agent based systems which are used to study the emergent properties of Societies of Agents.
At present, the commonly accepted definition of life does not consider any current alife simulations to be truly alive. However, different opinions about artificial life\'s potential have arisen:
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This article or section needs to be wikified to meet Wikipedia\'s quality standards. Please help improve this article with relevant internal links. (February 2008) |
ISAL is a "democratic, international, professional society dedicated to promoting scientific research and education relating to artificial life, including sponsoring conferences, publishing scientific journals and newsletters, and maintaining web sites related to artificial life." http://www.alife.org/mission.html
The ISAL organizes a biannual professional conference on artificial life called the International Conference on Artificial Life. Each conference is uniquely identified with a roman numeral. One such conference is Alife XI, to be held in August 2008 in Winchester, England http://www.alifexi.org/
The ISAL also publishes the preeminent artificial life scholarly journal Artificial Life through MIT Press.http://www.alife.org/mission.html
Biota.org is run by Tom Barbalet, and "promotes and assists the engineering of complete, biologically-inspired, synthetic ecosystems and organisms" http://www.biota.org/about/. Biota.org ran an annual Digital Biota Conference Series from 1996 to 2001. http://www.biota.org/ More recently, Biota.org has hosted a "collection of interviews, conference lectures and conversations with artificial life developers, academics and users" through a podcast. http://www.biota.org/podcast/
The Grey Thumb Society is a group of "scientists, engineers, hackers, artists, and hobbyists... with a strong interest in artificial life, artificial intelligence, biology, complex systems, and other related topics"http://www.greythumb.orgWikiHome based in Boston. Members also run a blog of artificial life related topics.
Alife has had a controversial history. John Maynard Smith criticized certain artificial life work in 1994 as "fact-free science".Horgan, J. 1995. From Complexity to Perplexity. Scientific American. p107 However, the recent publication of artificial life articles in widely read journals such as Science and Nature is evidence that artificial life techniques are becoming more accepted in the mainstream, at least as a method of studying evolution.Evolution experiments with digital organisms. Retrieved on 2007-01-19.
Generally, the lack of biologists and abundance of computer scientists in the field has hurt the field\'s credibility within mainstream biology.[original research?] There is also scepticism of the field within the computer science community.[original research?]
This is a list of Artificial life/Digital organism simulators, organized by the method of creature definition.
These contain organisms with a complex DNA language, usually Turing complete. This language is more often in the form of a computer program than actual biological DNA. Assembly derivatives are the most common languages used. Use of cellular automata is common but not required.
Individual modules are added to a creature. These modules modify the creature\'s behaviors and characteristics either directly, by hard coding into the simulation (leg type A increases speed and metabolism), or indirectly, through the emergent interactions between a creature\'s modules (leg type A moves up and down with a frequency of X, which interacts with other legs to create motion). Generally these are simulators which emphasize user creation and accessibility over mutation and evolution.
Organisms are generally constructed with pre-defined and fixed behaviors that are controlled by various parameters that mutate. That is, each organism contains a collection of numbers or other finite parameters. Each parameter controls one or several aspects of an organism in a well-defined way.
These simulations have creatures that learn and grow using neural nets or a close derivative. Emphasis is often, although not always, more on learning than on natural selection.
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