Arts & Technology
Artificial Intelligence:
Evolutionary Programming
Last Update:
Cellular Automata
- Cellular Automata
& A-Life
- Jon von Neumann's self-replicating cellular automaton (1955)
- Conway's Game of Life (1967)
- Cells on infinite checkerboard; each has 8 neighbors.
- Cells are either alive or dead.
- Alive cell
- Will survive if 2 or 3 neighbors alive.
- Will die if more than 3 (4,5,6,7,8), or fewer than 2 (1,0).
- Dead cell
- Remains dead unless exactly 3 neighbors alive: then born.
- Demo applet ; Another demo applet [enlarge to full screen]
- History of Life
[Steven Levy, Artificial Life]
- von Neumann's goal: self-reproducing automaton
- Conway: simpler; and computer
- Conjecture: the number of live cells does not grow without limit
- Disproved by glider gun
[A. K. Dewdney, The New Turing Omnibus]
- Cellular Automata
- Floys
Evolutionary Programming
- Genetic Algorithms & Genetic Programming
- Bit string (DNA) evolves
- Program (individual) evolves
- Mating strings
- Mating programs
- Dawkins' Biomorphs
- Example: Blackjack
- Rules of Blackjack/21: hit, stick, busted.
- LISP: every program a tree.
- [
blackjack.lsp
]
- Performance? Approaches 50%, but highly variable.
- Karl Sims Creatures
- Genetic Programming for Art: