With the recent Nobel Prize awarded for radical advances in protein discovery, foundation models (FMs) for exploring large combinatorial spaces promise to revolutionize many scientific fields. Artificial Life (ALife) has not yet integrated FMs, thus presenting a major opportunity for the field to alleviate the historical burden of relying chiefly on manual design and trial-and-error to discover the configurations of lifelike simulations. This paper presents, for the first time, a successful realization of this opportunity using vision-language FMs. The proposed approach, called Automated Search for Artificial Life (ASAL), (1) finds simulations that produce target phenomena, (2) discovers simulations that generate temporally open-ended novelty, and (3) illuminates an entire space of interestingly diverse simulations. Because of the generality of FMs, ASAL works effectively across a diverse range of ALife substrates including Boids, Particle Life, Game of Life, Lenia, and Neural Cellular Automata. A major result highlighting the potential of this technique is the discovery of previously unseen Lenia and Boids lifeforms, as well as cellular automata that are open-ended like Conway's Game of Life. Additionally, the use of FMs allows for the quantification of previously qualitative phenomena in a human-aligned way. This new paradigm promises to accelerate ALife research beyond what is possible through human ingenuity alone.
Cellular automata have become a cornerstone for investigating emergence and self-organization across diverse scientific disciplines, spanning neuroscience, artificial life, and theoretical physics. However, the absence of a hardware-accelerated cellular automata library limits the exploration of new research directions, hinders collaboration, and impedes reproducibility. In this work, we introduce CAX (Cellular Automata Accelerated in JAX), a high-performance and flexible open-source library designed to accelerate cellular automata research. CAX offers cutting-edge performance and a modular design through a user-friendly interface, and can support both discrete and continuous cellular automata with any number of dimensions. We demonstrate CAX's performance and flexibility through a wide range of benchmarks and applications. From classic models like elementary cellular automata and Conway's Game of Life to advanced applications such as growing neural cellular automata and self-classifying MNIST digits, CAX speeds up simulations up to 2,000 times faster. Furthermore, we demonstrate CAX's potential to accelerate research by presenting a collection of three novel cellular automata experiments, each implemented in just a few lines of code thanks to the library's modular architecture. Notably, we show that a simple one-dimensional cellular automaton can outperform GPT-4 on the 1D-ARC challenge.
This study facilitates the understanding of evolutionary transitions in individuality (ETIs) through a novel artificial life framework, named VitaNova, that intricately merges self-organization and natural selection to simulate the emergence of complex, reproductive groups. By dynamically modelling individual agents within an environment that challenges them with predators and spatial constraints, VitaNova elucidates the mechanisms by which simple agents evolve into cohesive units exhibiting collective reproduction. The findings underscore the synergy between self-organized behaviours and adaptive evolutionary strategies as fundamental drivers of ETIs. This approach not only contributes to a deeper understanding of higher-order biological individuality but also sets a new precedent in the empirical investigation of ETIs, challenging and extending current theoretical frameworks.
Human intelligence emerged through the process of natural selection and evolution on Earth. We investigate what it would take to re-create this process in silico. While past work has often focused on low-level processes (such as simulating physics or chemistry), we instead take a more targeted approach, aiming to evolve agents that can accumulate open-ended culture and technologies across generations. Towards this, we present JaxLife: an artificial life simulator in which embodied agents, parameterized by deep neural networks, must learn to survive in an expressive world containing programmable systems. First, we describe the environment and show that it can facilitate meaningful Turing-complete computation. We then analyze the evolved emergent agents' behavior, such as rudimentary communication protocols, agriculture, and tool use. Finally, we investigate how complexity scales with the amount of compute used. We believe JaxLife takes a step towards studying evolved behavior in more open-ended simulations. Our code is available at https://github.com/luchris429/JaxLife
We investigate the potential of bio-inspired evolutionary algorithms for designing quantum circuits with specific goals, focusing on two particular tasks. The first one is motivated by the ideas of Artificial Life that are used to reproduce stochastic cellular automata with given rules. We test the robustness of quantum implementations of the cellular automata for different numbers of quantum gates The second task deals with the sampling of quantum circuits that generate highly entangled quantum states, which constitute an important resource for quantum computing. In particular, an evolutionary algorithm is employed to optimize circuits with respect to a fitness function defined with the Mayer-Wallach entanglement measure. We demonstrate that, by balancing the mutation rate between exploration and exploitation, we can find entangling quantum circuits for up to five qubits. We also discuss the trade-off between the number of gates in quantum circuits and the computational costs of finding the gate arrangements leading to a strongly entangled state. Our findings provide additional insight into the trade-off between the complexity of a circuit and its performance, which is an important factor in the design of quantum circuits.
The fields of Origin of Life and Artificial Life both question what life is and how it emerges from a distinct set of "pre-life" dynamics. One common feature of most substrates where life emerges is a marked shift in dynamics when self-replication appears. While there are some hypotheses regarding how self-replicators arose in nature, we know very little about the general dynamics, computational principles, and necessary conditions for self-replicators to emerge. This is especially true on "computational substrates" where interactions involve logical, mathematical, or programming rules. In this paper we take a step towards understanding how self-replicators arise by studying several computational substrates based on various simple programming languages and machine instruction sets. We show that when random, non self-replicating programs are placed in an environment lacking any explicit fitness landscape, self-replicators tend to arise. We demonstrate how this occurs due to random interactions and self-modification, and can happen with and without background random mutations. We also show how increasingly complex dynamics continue to emerge following the rise of self-replicators. Finally, we show a counterexample of a minimalistic programming language where self-replicators are possible, but so far have not been observed to arise.
In silico evolution instantiates the processes of heredity, variation, and differential reproductive success (the three "ingredients" for evolution by natural selection) within digital populations of computational agents. Consequently, these populations undergo evolution, and can be used as virtual model systems for studying evolutionary dynamics. This experimental paradigm -- used across biological modeling, artificial life, and evolutionary computation -- complements research done using in vitro and in vivo systems by enabling experiments that would be impossible in the lab or field. One key benefit is complete, exact observability. For example, it is possible to perfectly record all parent-child relationships across simulation history, yielding complete phylogenies (ancestry trees). This information reveals when traits were gained or lost, and also facilitates inference of underlying evolutionary dynamics. The Phylotrack project provides libraries for tracking and analyzing phylogenies in in silico evolution. The project is composed of 1) Phylotracklib: a header-only C++ library, developed under the umbrella of the Empirical project, and 2) Phylotrackpy: a Python wrapper around Phylotracklib, created with Pybind11. Both components supply a public-facing API to attach phylogenetic tracking to digital evolution systems, as well as a stand-alone interface for measuring a variety of popular phylogenetic topology metrics. Underlying design and C++ implementation prioritizes efficiency, allowing for fast generational turnover for agent populations numbering in the tens of thousands. Several explicit features (e.g., phylogeny pruning and abstraction, etc.) are provided for reducing the memory footprint of phylogenetic information.
Complexity is a signature quality of interest in artificial life systems. Alongside other dimensions of assessment, it is common to quantify genome sites that contribute to fitness as a complexity measure. However, limitations to the sensitivity of fitness assays in models with implicit replication criteria involving rich biotic interactions introduce the possibility of difficult-to-detect ``cryptic'' adaptive sites, which contribute small fitness effects below the threshold of individual detectability or involve epistatic redundancies. Here, we propose three knockout-based assay procedures designed to quantify cryptic adaptive sites within digital genomes. We report initial tests of these methods on a simple genome model with explicitly configured site fitness effects. In these limited tests, estimation results reflect ground truth cryptic sequence complexities well. Presented work provides initial steps toward development of new methods and software tools that improve the resolution, rigor, and tractability of complexity analyses across alife systems, particularly those requiring expensive in situ assessments of organism fitness.
The research field of Artificial Life studies how life-like phenomena such as autopoiesis, agency, or self-regulation can self-organize in computer simulations. In cellular automata (CA), a key open-question has been whether it it is possible to find environment rules that self-organize robust "individuals" from an initial state with no prior existence of things like "bodies", "brain", "perception" or "action". In this paper, we leverage recent advances in machine learning, combining algorithms for diversity search, curriculum learning and gradient descent, to automate the search of such "individuals", i.e. localized structures that move around with the ability to react in a coherent manner to external obstacles and maintain their integrity, hence primitive forms of sensorimotor agency. We show that this approach enables to find systematically environmental conditions in CA leading to self-organization of such basic forms of agency. Through multiple experiments, we show that the discovered agents have surprisingly robust capabilities to move, maintain their body integrity and navigate among various obstacles. They also show strong generalization abilities, with robustness to changes of scale, random updates or perturbations from the environment not seen during training. We discuss how this approach opens new perspectives in AI and synthetic bioengineering.
This research project investigates Lenia, an artificial life platform that simulates ecosystems of digital creatures. Lenia's ecosystem consists of simple, artificial organisms that can move, consume, grow, and reproduce. The platform is important as a tool for studying artificial life and evolution, as it provides a scalable and flexible environment for creating a diverse range of organisms with varying abilities and behaviors. Measuring complexity in Lenia is a key aspect of the study, which identifies the metrics for measuring long-term complex emerging behavior of rules, with the aim of evolving better Lenia behaviors which are yet not discovered. The Genetic Algorithm uses neighborhoods or kernels as genotype while keeping the rest of the parameters of Lenia as fixed, for example growth function, to produce different behaviors respective to the population and then measures fitness value to decide the complexity of the resulting behavior. First, we use Variation over Time as a fitness function where higher variance between the frames are rewarded. Second, we use Auto-encoder based fitness where variation of the list of reconstruction loss for the frames is rewarded. Third, we perform combined fitness where higher variation of the pixel density of reconstructed frames is rewarded. All three experiments are tweaked with pixel alive threshold and frames used. Finally, after performing nine experiments of each fitness for 500 generations, we pick configurations from all experiments such that there is a scope of further evolution, and run it for 2500 generations. Results show that the kernel's center of mass increases with a specific set of pixels and together with borders the kernel try to achieve a Gaussian distribution. Results are available at https://s4nyam.github.io/evolenia/
Camouflage in nature seems to arise from competition between predator and prey. To survive, predators must find prey, and prey must avoid being found. This work simulates an abstract model of that adversarial relationship. It looks at crypsis through evolving prey camouflage patterns (as color textures) in competition with evolving predator vision. During their "lifetime" predators learn to better locate camouflaged prey. The environment for this 2D simulation is provided by a set of photographs, typically of natural scenes. This model is based on two evolving populations, one of prey and another of predators. Mutual conflict between these populations can produce both effective prey camouflage and predators skilled at "breaking" camouflage. The result is an open source artificial life model to help study camouflage in nature, and the perceptual phenomenon of camouflage more generally.
The design of complex self-organising systems producing life-like phenomena, such as the open-ended evolution of virtual creatures, is one of the main goals of artificial life. Lenia, a family of cellular automata (CA) generalizing Conway's Game of Life to continuous space, time and states, has attracted a lot of attention because of the wide diversity of self-organizing patterns it can generate. Among those, some spatially localized patterns (SLPs) resemble life-like artificial creatures and display complex behaviors. However, those creatures are found in only a small subspace of the Lenia parameter space and are not trivial to discover, necessitating advanced search algorithms. Furthermore, each of these creatures exist only in worlds governed by specific update rules and thus cannot interact in the same one. This paper proposes as mass-conservative extension of Lenia, called Flow Lenia, that solve both of these issues. We present experiments demonstrating its effectiveness in generating SLPs with complex behaviors and show that the update rule parameters can be optimized to generate SLPs showing behaviors of interest. Finally, we show that Flow Lenia enables the integration of the parameters of the CA update rules within the CA dynamics, making them dynamic and localized, allowing for multi-species simulations, with locally coherent update rules that define properties of the emerging creatures, and that can be mixed with neighbouring rules. We argue that this paves the way for the intrinsic evolution of self-organized artificial life forms within continuous CAs.
Multi-agent artificial intelligence research promises a path to develop intelligent technologies that are more human-like and more human-compatible than those produced by "solipsistic" approaches, which do not consider interactions between agents. Melting Pot is a research tool developed to facilitate work on multi-agent artificial intelligence, and provides an evaluation protocol that measures generalization to novel social partners in a set of canonical test scenarios. Each scenario pairs a physical environment (a "substrate") with a reference set of co-players (a "background population"), to create a social situation with substantial interdependence between the individuals involved. For instance, some scenarios were inspired by institutional-economics-based accounts of natural resource management and public-good-provision dilemmas. Others were inspired by considerations from evolutionary biology, game theory, and artificial life. Melting Pot aims to cover a maximally diverse set of interdependencies and incentives. It includes the commonly-studied extreme cases of perfectly-competitive (zero-sum) motivations and perfectly-cooperative (shared-reward) motivations, but does not stop with them. As in real-life, a clear majority of scenarios in Melting Pot have mixed incentives. They are neither purely competitive nor purely cooperative and thus demand successful agents be able to navigate the resulting ambiguity. Here we describe Melting Pot 2.0, which revises and expands on Melting Pot. We also introduce support for scenarios with asymmetric roles, and explain how to integrate them into the evaluation protocol. This report also contains: (1) details of all substrates and scenarios; (2) a complete description of all baseline algorithms and results. Our intention is for it to serve as a reference for researchers using Melting Pot 2.0.
The Self-Optimization (SO) model is a useful computational model for investigating self-organization in "soft" Artificial life (ALife) as it has been shown to be general enough to model various complex adaptive systems. So far, existing work has been done on relatively small network sizes, precluding the investigation of novel phenomena that might emerge from the complexity arising from large numbers of nodes interacting in interconnected networks. This work introduces a novel implementation of the SO model that scales as $\mathcal{O}\left(N^{2}\right)$ with respect to the number of nodes $N$, and demonstrates the applicability of the SO model to networks with system sizes several orders of magnitude higher than previously was investigated. Removing the prohibitive computational cost of the naive $\mathcal{O}\left(N^{3}\right)$ algorithm, our on-the-fly computation paves the way for investigating substantially larger system sizes, allowing for more variety and complexity in future studies.
Biological agents possess bodies that are mostly of soft tissues. Researchers have resorted to soft bodies to investigate Artificial Life (ALife)-related questions; similarly, a new era of soft-bodied robots has just begun. Nevertheless, because of their infinite degrees of freedom, soft bodies pose unique challenges in terms of simulation, control, and optimization. Here we propose a novel soft-bodied agents formalism, namely Pressure-based Soft Agents (PSAs): they are bodies of gas enveloped by a chain of springs and masses, with pressure pushing on the masses from inside the body. Pressure endows the agents with structure, while springs and masses simulate softness and allow the agents to assume a large gamut of shapes. Actuation takes place by changing the length of springs or modulating global pressure. We optimize the controller of PSAs for a locomotion task on hilly terrain and an escape task from a cage; the latter is particularly suitable for soft-bodied agents, as it requires the agent to contort itself to squeeze through a small aperture. Our results suggest that PSAs are indeed effective at those tasks and that controlling pressure is fundamental for shape-changing. Looking forward, we envision PSAs to play a role in the modeling of soft-bodied agents, including soft robots and biological cells. Videos of evolved agents are available at https://pressuresoftagents.github.io.
The diversity and quality of natural systems have been a puzzle and inspiration for communities studying artificial life. It is now widely admitted that the adaptation mechanisms enabling these properties are largely influenced by the environments they inhabit. Organisms facing environmental variability have two alternative adaptation mechanisms operating at different timescales: \textit{plasticity}, the ability of a phenotype to survive in diverse environments and \textit{evolvability}, the ability to adapt through mutations. Although vital under environmental variability, both mechanisms are associated with fitness costs hypothesized to render them unnecessary in stable environments. In this work, we study the interplay between environmental dynamics and adaptation in a minimal model of the evolution of plasticity and evolvability. We experiment with different types of environments characterized by the presence of niches and a climate function that determines the fitness landscape. We empirically show that environmental dynamics affect plasticity and evolvability differently and that the presence of diverse ecological niches favors adaptability even in stable environments. We perform ablation studies of the selection mechanisms to separate the role of fitness-based selection and niche-limited competition. Results obtained from our minimal model allow us to propose promising research directions in the study of open-endedness in biological and artificial systems.
Why do we sometimes perceive static images as if they were moving? Visual motion illusions enjoy a sustained popularity, yet there is no definitive answer to the question of why they work. We present a generative model, the Evolutionary Illusion GENerator (EIGen), that creates new visual motion illusions. The structure of EIGen supports the hypothesis that illusory motion might be the result of perceiving the brain's own predictions rather than perceiving raw visual input from the eyes. The scientific motivation of this paper is to demonstrate that the perception of illusory motion could be a side effect of the predictive abilities of the brain. The philosophical motivation of this paper is to call attention to the untapped potential of "motivated failures", ways for artificial systems to fail as biological systems fail, as a worthy outlet for Artificial Intelligence and Artificial Life research.
We define `ousiometrics' to be the study of essential meaning in whatever context that meaningful signals are communicated, and `telegnomics' as the study of remotely sensed knowledge. From work emerging through the middle of the 20th century, the essence of meaning has become generally accepted as being well captured by the three orthogonal dimensions of evaluation, potency, and activation (EPA). By re-examining first types and then tokens for the English language, and through the use of automatically annotated histograms -- `ousiograms' -- we find here that: 1. The essence of meaning conveyed by words is instead best described by a compass-like power-danger (PD) framework, and 2. Analysis of a disparate collection of large-scale English language corpora -- literature, news, Wikipedia, talk radio, and social media -- shows that natural language exhibits a systematic bias toward safe, low danger words -- a reinterpretation of the Pollyanna principle's positivity bias for written expression. To help justify our choice of dimension names and to help address the problems with representing observed ousiometric dimensions by bipolar adjective pairs, we introduce and explore `synousionyms' and `antousionyms' -- ousiometric counterparts of synonyms and antonyms. We further show that the PD framework revises the circumplex model of affect as a more general model of state of mind. Finally, we use our findings to construct and test a prototype `ousiometer', a telegnomic instrument that measures ousiometric time series for temporal corpora. We contend that our power-danger ousiometric framework provides a complement for entropy-based measurements, and may be of value for the study of a wide variety of communication across biological and artificial life.
Genetic programming and artificial life systems commonly employ tag-matching schemes to determine interactions between model components. However, the implications of criteria used to determine affinity between tags with respect to constraints on emergent connectivity, canalization of changes to connectivity under mutation, and evolutionary dynamics have not been considered. We highlight differences between tag-matching criteria with respect to geometric constraint and variation generated under mutation. We find that tag-matching criteria can influence the rate of adaptive evolution and the quality of evolved solutions. Better understanding of the geometric, variational, and evolutionary properties of tag-matching criteria will facilitate more effective incorporation of tag matching into genetic programming and artificial life systems. By showing that tag-matching criteria influence connectivity patterns and evolutionary dynamics, our findings also raise fundamental questions about the properties of tag-matching systems in nature.
This paper is both an introduction and an invitation. It is an introduction to CARLE, a Life-like cellular automata simulator and reinforcement learning environment. It is also an invitation to Carle's Game, a challenge in open-ended machine exploration and creativity. Inducing machine agents to excel at creating interesting patterns across multiple cellular automata universes is a substantial challenge, and approaching this challenge is likely to require contributions from the fields of artificial life, AI, machine learning, and complexity, at multiple levels of interest. Carle's Game is based on machine agent interaction with CARLE, a Cellular Automata Reinforcement Learning Environment. CARLE is flexible, capable of simulating any of the 262,144 different rules defining Life-like cellular automaton universes. CARLE is also fast and can simulate automata universes at a rate of tens of thousands of steps per second through a combination of vectorization and GPU acceleration. Finally, CARLE is simple. Compared to high-fidelity physics simulators and video games designed for human players, CARLE's two-dimensional grid world offers a discrete, deterministic, and atomic universal playground, despite its complexity. In combination with CARLE, Carle's Game offers an initial set of agent policies, learning and meta-learning algorithms, and reward wrappers that can be tailored to encourage exploration or specific tasks.