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Creatures: Entertainment Software Agents with Artificial Life Steven Grand, Dave Cliff Autonomous Agents and Multi-Agent Systems, 100, 1-20 (1997) Ali Artificial Life Fall 2005

Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

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Page 1: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Creatures: Entertainment SoftwareAgents with Artificial Life

Steven Grand, Dave CliffAutonomous Agents and Multi-Agent Systems, 100, 1-20 (1997)

AliArtificial LifeFall 2005

Page 2: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Environment

• The creatures live in a 2Denvironment with multi-planedepth cueing.

• There are objects thecreatures can interact with(toys, food, etc.)

• User’s mouse pointer in theenvironment appears as ahuman hand.

• The user can move objectsin the environment, and canattract the attention of acreature by waving the handin front of it, or by petting it(a positive feedback) orslapping it (to generate anegative feedback)

Page 3: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Creatures

• Creatures appearance isspecified genetically (coloring,hair type, etc.)

• Creatures size increase untilmaturity as it grows.

• Senescence genes maybecome activated in old age,killing the creature.

• The creatures have asimulated sense of sight,sound, and touch.

• Creatures can learn simpleverb-object language, eitherfrom keyboard input from theuser, or by playing on ateaching machine, orinteracting with othercreatures.

Page 4: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Inside the Creature

• Each creature is composed of geneticallyspecified neural network and a geneticallyspecified biochemistry.– Neural Network

• responsible for the sensory-motor control andlearning

– Biochemistry• responsible for energy metabolism and hormonal

regulation of behavior.

Page 5: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Neurons

• The neuron’s internal state iscomputed from a geneticallydefined function called SV-Rule.

• After a neurons State iscomputed, a relaxationfunction is applied to it, whichexponentially returns it towardsa definable ‘rest state’.

Page 6: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Dendrite Structure• The initial synaptic connections at

birth are made according to somegenetic rules. As the creaturegrows the dendrites will migrateand form new connections and oldand unwanted connections willatrophy and disappear to free upresources (using ‘strength’ and sv-rule parameters)

• Figure shows the effect of learningon STW, and LTW. After adisturbance, both STW and LTWrelax exponentially towards eachother. The STW reacts strongly toindividual reinforcement episodes,while the LTW effectivelycomputes a moving average ofmany STW disturbances.

Page 7: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Creatures Brain

• The creatures brain is composed of a neural network,which is subdivided into objects called ‘lobes’.– Each lobe defines the electrical, chemical and morphological

characteristics of a group of ‘cells’.– Cells in each lobe form connections to one or more cells in up to

two other lobes to perform the various functions and subfunctions of the net.

– Initially the model contains 1000 neurons grouped into 9 lobeswith 5000 synapses.

Page 8: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Brain Structure• Attention Directing

– incoming signals from objects inthe environment compete for thecreatures attention. Once thecreature’s gaze is fixed on anobject, the object becomes therecipient for any actions thecreature chooses to take.

• Decision Making.– Perception lobe, which combines

several groups of sensory inputsinto one place.

– Concept Space, in which eventmemories are laid down andevoked.

– Decision Layer, where relationshipmemories are stored and actiondecisions get taken.

Page 9: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Generalizations

• Creatures are capable offorming generalizationsfrom earlier, relatedsituations.– Two sensory situations are

related if they share one ormore sensory features.Each of the sub situationsrepresents a previouslylearned experience andeach can offer usefuladvice on how to react in anew situation.

Page 10: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Learning

• The creature learns from the result of the actions it takes, by eitherbeing rewarded or punished for that action. This is done bymeasuring the effect of the actions on a set of "drives".– For example, any action that increases a creature’s "pain" drive is bad,

and must be punished, while anything that decreases its "hunger" driveis good, and should be rewarded.

• Drives are represented by a set of chemicals, the higher theconcentration of the chemical the more critical the drive.

• Drive level change reactions– DriveRaiser => Drive + Punishment

– DriveReducer + Drive => Reward

Page 11: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Creatures Biochemistry

• Chemicals– Arbitrary numbers [0, …, 255] representing the chemical, and a number

representing its concentration• Emitters

– The chemicals are produced by the chemo-emitters.• Reactions

– Convert one or more chemicals into one or more products by loweringthe concentration of reactants and increasing the concentration ofproducts.

• [A]i + [B]j => [C]k + [D]l• Receptors

– Chemical concentrations are monitored by chemo-receptors.• Biochemical structures

– Receptors and emitters are attached to synapses within the brain lobesto allow feedback paths within the brain. Paths are implemented tocontrol synaptic atrophy and migration, and also provide drive reductionand learning reinforcement.

Page 12: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Digestive and Repertory System

Page 13: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,
Page 14: Creatures: Entertainment Software Agents with Artificial Lifesklar/teaching/f05/alife/notes/ali-Creatures4.pdfCreatures: Entertainment Software Agents with Artificial Life Steven Grand,

Genetics• The creatures structure and function are determined by its genes.• The genome is a string of bytes, divided into genes by punctuation marks.• Each gene has a header that determines what operations can be performed

on it during reproduction (omission, duplication, mutation).• Each gene header has a value determining when a gene will be activated.• Each gene carries the instruction for both sexes, but only the unsexed and

appropriately sexed genes get expressed in the phenotype.• During reproduction parental genes are cross and spliced at gene

boundaries. Occasional crossover errors can introduce gene omission andduplication. Also occasional random mutation is applied to gene bodies.

• The genome is rescanned at intervals, to give new genes the opportunity tobe expressed, to provide for changes in the creatures structure andbehavior (ex. during puberty).