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  Topic: Evolutionary Computation, Stuff that drives AEs nuts< Next Oldest | Next Newest >  
BillB



Posts: 388
Joined: Aug. 2009

(Permalink) Posted: Jan. 23 2014,04:32   

Quote (Wesley R. Elsberry @ Jan. 23 2014,09:17)
While I did stress that the genomic content of the initial organism, and thus the Avidian population, could only acquire the new instructions via mutation, once an ancestral organism had one or more of those, they would be passed down to offspring with the usual frequency. And any effects they had on the organism could yield a difference in fitness, driving the usual selective processes. I think saying mutation was the only operative process goes too far. Not including the instructions in any way in the initial organism simply eliminates the possibility that I as experimenter set up a particular outcome by whatever arrangement of movement-relevant instructions might be set in that initial organism.

One question I was asked at SSCI in 2009 was why use Avida and not something like Echo. And while the efficient answer is that when one is at the Devolab, one is usually going to be using Avida, I did survey the available software at the time for applicability to the question I was looking at. The software systems allowing for agent movement all treated movement as a primitive property, often requiring some fixed movement strategy be defined for the agents a priori. I was interested in looking at what evolution could do given just the sort of capabilities underlying movement as seen in organisms like E. coli, but without specifying how those capabilities were used. And that kind of question was not what the other software packages could address.

Excellent stuff, and something I'm really interested in despite having no time to work on any more ...

I'm not intimately familiar with Avida but a few things jumped to mind whilst reading the description:
     
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A facing is always toward another adjacent grid cell, so for an interior grid cell there are eight legal facings, five legal facings on an edge, and three at each corner grid cell.


I would say that there should be no illegal facings, just an inability to move when facing an edge – this would prevent a bias towards movement back to the centre – A bit like breeding E. coli in a jar: They cannot pass through the glass container but they could repeatedly bump against it until they die. By having illegal facings you are, in one sense, providing them with obstacle avoidance behaviour for free.

     
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The "sense-diff-facing" instruction puts the difference in the amount of a specified resource between the current grid cell and the faced grid cell into one of the Avida registers.


What if this was expanded to be a “sense X,Y diff” instruction where X and Y can be any of the surrounding cells, or your own cell? The values for X and Y would be heritable. (And I don't know what you do about sensing the cell in front of you when facing the edge of the world)

Perhaps if you wanted to add an interesting twist you could turn that into something like "Z=F(X,Y)" where X and Y are as described above but the function F is a heritable operand (Add, Subtract Multiply Divide or Modulo) - you might even include bit shifting as a possible operand? Z=X<<Y or Z=X>>Y

The point would be to provide multiple pathways for this sensory apparatus to work - and for it to fail to work.

Expanding on this a bit more (if it is worth doing) you could allow for more distal sensing - maybe a Z=F((A,B)(X,Y)) instruction where A and B, and X and Y, are relative cell co-ordinates, perhaps capped to a maximum range of +/- 5. If you did this then I would be tempted to add a cost for longer range sensing (You need more energy to grow those longer whiskers!)

     
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The environment is defined with a positively rewarding resource, with a peak in the resource set off-center in the world grid.


Can you make this more complex and dynamic? Perhaps try something more akin to a simple hydrothermal vent model:

A source (of the resource) pops up at a random location and begins churning out the ‘resource’, creating a gradient. Eventually the source is exhausted and the gradient disappears. You can have a maximum of x sources in the world at any time and when the number of sources is less than x a new source has some probability of appearing at a new random location.

It would also be nice to have a negative resource – something that causes harm but which is not simply a lack of positive resource – using the same hydrothermal vent model you could have a second resource whose intensity costs or harms an agent. This should result in a much more interesting and dynamic resource landscape for the agents to navigate.

I'm not sure if this should be a sense-able resource (something the agent can sense) of if it just causes harm without the agent realising -- Something I'm not clear on with Avida: can the agent sense its own 'energy' and as a result tell if it is being rewarded or harmed?

I am tempted to suggest actually defining a spectrum of resources (some good, some bad) but this would require many more methods for the agent to sense them (and makes for a much more complex research project). What I am thinking of here (and it is a vague thought without any of the important details) is to include potential routes by which an agent can gain an advantage by combining certain resources in certain ratios – it can create a more potent energy source than the ones it absorbs passively – This would, of course, be balanced by the potential for agents to combine resources into fatal concoctions.

  
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