Of particular note to visitors and developers:
A few
modern, high-quality Polyworld
Movies have been added to the site.
The
initial setup and build process for Polyworld has
been somewhat streamlined and documented with
careful step-by-step instructions.
Recent news (in reverse
chronological order):
A paper
has been accepted to the ALife
XII conference, discussing our efforts to relate network structure to
network function, that uses standard network science metrics (and defines a
couple new ones) to demonstrate robust evolutionary selection for small-world
network topologies, comparing multiple driven runs to passive null-model runs,
and to highlight a convergence between physical constraints on network
structure (minimizing wiring length and volume) and evolutionary pressures for
network functionality (as measured by our usual information theoretic
measure--simplified "TSE complexity"--of neural dynamics). Humans and other organisms of
relatively high intelligence are probably all beneficiaries of this fortuitous
convergence between physical and functional constraints on neural network
topologies. The paper is available below.
A paper
primarily by some collaborators at CSIRO in Sydney, Australia, documenting an
evolutionary trend towards "small world" networks in parallel with
the trend towards greater complexity in Polyworld,
has been accepted for an oral presentation at ECAL
2009. A preprint is available below.
An
article expanding on the driven vs. passive results from Polyworld,
their relation to behavioral adaptation, and the distinction between complexity
derived from natural selection vs. other mechanisms (genetic algorithms and
random walks) is to appear in the HFSP (Human
Frontier Science Program) Journal soon. A preprint is available below.
Polyworld has been updated to support
parallel "driven" vs. "passive" (using McShea's
terminology) simulations in order to investigate the existence and nature of
any evolutionary "arrow of complexity". It also supports the use of neural complexity (after Sporns's work) as an evolutionary fitness function. A paper discussing these results was
presented at the ALife
XI Conference, and may be found below.
Two Polyworld-based papers were presented at the ALife X conference. Links to the papers
may be found below. One paper
addresses a common behavioral ecology/evolutionary biology issue—how agents
distribute themselves given limited, patchy resources—while the other paper
applies an information-theoretic measure of complexity to the neural
functioning of agents in Polyworld, providing both a
long sought quantitative assessment of complexity in such systems and evidence
for a statistically significant increase in complexity over evolutionary
timescales.
Polyworld "lives" again! As a result of the research freedom
offered by my faculty position in the School of Informatics at Indiana
University, I have, with the extensive help of Gene Ragan and Nicolas Zinovieff, revived and modernized Polyworld. It has been ported to run atop Qt, from
Trolltech,
and OpenGL, so it should be fully
cross-platform (Mac OS X, Windows, and Linux) and should run on any modern
personal computer or workstation, although only Mac OS X and Linux versions
have been successfully deployed so far.
The app has about 90% of its old functionality, and the remaining 10% is
mostly just user interface stuff—the core simulation engine is fully
functional, I believe. This new version of the source code was released via SourceForge on December 25, 2004 and may be accessed at http://sourceforge.net/projects/polyworld/. Substantial new capabilities have since
been added.
Polyworld
background and details:
Polyworld is a computational ecology that I developed
to explore issues in Artificial Life. Simulated
organisms reproduce sexually, fight and kill and eat each other, eat the food
that grows throughout the world, and either develop successful strategies for
survival or die. An organism's entire behavioral suite (move,
turn, attack, eat, mate, light) is controlled by its neural network
"brain". Each brain's architecture--it's neural wiring
diagram--is determined from its genetic code, in terms of number, size, and
composition of neural clusters (excitatory and inhibitory neurons) and the
types of connections between those clusters (connection density and topological
mapping). Synaptic efficacy is modulated via Hebbian
learning, so, in principle, the organisms have the ability to learn during the
course of their lifetimes. The organisms perceive their world through a sense
of vision, provided by a computer graphic rendering of the world from each
organism's point of view. The organisms' physiologies are also encoded
genetically, so both brain and body, and thus all components of behavior,
evolve over multiple generations. A variety of "species", with
varying individual and group survival strategies have emerged in various
simulations, displaying such complex ethological behaviors as
swarming/flocking, foraging, and attack avoidance.
For further information, please feel free to take a look at (in reverse
chronological order, except for the original Polyworld
paper that appears first):
Yaeger, L. S. 1994. Computational Genetics,
Physiology, Metabolism, Neural Systems, Learning, Vision, and Behavior or PolyWorld: Life in a New Context. Langton, C.
ed. Proceedings of the Artificial Life
III Conference. 263-298. Addison-Wesley.
Yaeger, L., Sporns, O., Williams, S., Shuai, X. and Dougherty, S. 2010. Evolutionary
Selection of Network Structure and Function. In Artificial Life XII:
Proceedings of the Twelfth International Conference on the Simulation and
Synthesis of Living Systems. (Accepted)
Lizier, J.T., Piraveenan,
M., Pradhana, D., Prokopenko,
M., Yaeger, L.S. Functional
and Structural Topologies in Evolved Neural Networks. ECAL 2009
(preprint).
Yaeger, L. S. 2009. How Evolution Guides Complexity. HFSP Journal (preprint).
Yaeger, L. S., Griffith, V., and Sporns, O. 2008 (accepted). Passive and Driven Trends in the Evolution of Complexity. In Bullock, S. et al. eds. Artificial Life XI: Proceedings of the
Eleventh International Conference on the Simulation and Synthesis of Living
Systems. MIT Press. Cambridge, MA.
Griffith,
V. and Yaeger, L.S. 2006.
Ideal Free
Distribution in Agents with Evolved Neural Architectures, in Rocha, L. et al. eds. Artificial Life
X: Proceedings of the Tenth International Conference on the Simulation and
Synthesis of Living Systems. 372-378. MIT Press. Cambridge, MA.
Yaeger,
L. S. and Sporns, O. 2006. Evolution of Neural Structure
and Complexity in a Computational Ecology, in Rocha, L. et al. eds. Artificial Life
X: Proceedings of the Tenth International Conference on the Simulation and
Synthesis of Living Systems. 330-336. MIT Press. Cambridge, MA.
Yaeger, L. S. and Sporns,
O. 2006. Evolution
of Neural Complexity.
The
README.txt file has some info on the subject, but complete instructions for installing and building
Polyworld are here. There is also a short list of
outstanding to-do items in the TODO.txt file, divided into simple code
restoration/maintenance tasks and basic research directions.
I've
had an ongoing interest in the subject of Artificial Life since 1987 (and in
related subjects, such as how the mind works,
since even earlier), and have placed some of my notes and conference reports in
the ALife section on this
server.