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Evolving Assembly Programs: How Games Help M Icroprocessor Validation
Evolving Assembly Programs: How Games Help M icroprocessor Validation F. Corno, E. Sanchez, G. Squillero Politecnico di Torino œ DAUIN Corso Duca degli Abruzzi 24 10129 TORINO œ ITALY http://www.cad.polito.it/ Contact Author: Giovanni Squillero [email protected] Politecnico di Torino œ DAUIN Corso Duca degli Abruzzi 24 10129 TORINO œ ITALY Tel: +39-011564.7092 Fax: +39-011564.7099 COPYRIGHT IEEE. PERSONAL USE OF THIS M ATERIAL IS PERM ITTED. HOW EVER, PERM ISSION TO REPRINT/REPUBLISH THIS M ATERIAL FOR ADVERTISING OR PROM OTIONAL PURPOSES OR FOR CREATING NEW COLLECTIVE W ORKS FOR RESALE OR REDISTRIBUTION TO SERVERS OR LISTS, OR TO REUSE ANY COPYRIGHTED COM PONENT OF THIS W ORK IN OTHER W ORKS, M UST BE OBTAINED FROM THE IEEE. Evolving Assembly Programs: How Games Help M icroprocessor Validation F. Corno, E. Sanchez, G. Squillero Politecnico di Torino œ DAUIN Corso Duca degli Abruzzi 24 10129 TORINO œ ITALY http://www.cad.polito.it/ Abstract Core War is a game where two or more programs, called warriors, are executed in the same memory area by a time-sharing processor. The final goal of each warrior is to crash the others by overwriting them with illegal instructions. The game was popularized by A. K. Dewdney in his column on Scientific American in mid-1980s. In order to automatically devise strong warriors, (GP, a test program generation algorithm, was extended with the ability to assimilate existing code and to detect clones; furthermore, a new selection mechanism for promoting diversity independent from fitness calculations was added. -
Avida: a Software Platform for Research in Computational Evolutionary Biology
Avida: A software platform for research in computational evolutionary biology Charles Ofria∗ Department of Computer Science and Engineering Michigan State University, E. Lansing, MI 48824 [email protected] Claus O. Wilke Digital Life Laboratory 136-93 California Institute of Technology, Pasadena, CA 91125 [email protected] December 3, 2003 ∗ Corresponding author, Phone: (517) 355-8389 1 Abstract Avida is a software platform for experiments with self-replicating and evolving computer programs. It provides detailed control over ex- perimental settings and protocols, a large array of measurement tools, and sophisticated methods to analyze and post-process experimental data. We explain the general principles on which Avida is built, as well as its main components and their interactions. We also explain how experiments are set up, carried out, and analyzed. Keywords: digital organisms, experimental evolution, self-replicating com- puter programs 2 Contents 1 Introduction 5 1.1 History of digital life . 6 1.2 Overview of Avida . 9 2 Avida Organisms 10 2.1 Virtual hardware . 11 2.2 Genetic Language . 12 2.2.1 Template Matching and Heads . 13 2.2.2 Nop's as Modifiers . 15 2.2.3 Memory Allocation and Division . 16 2.3 Mutations . 18 2.4 Phenotype . 19 2.5 Genotype and Species . 20 3 Avida World 21 3.1 Scheduling . 22 3.2 World Topologies and Birth Methods . 23 3.3 Environment and Resources . 25 3.4 Organism Interactions . 26 4 Experimental Environment 28 4.1 The Genesis File . 28 4.2 The Instruction Set File . 31 4.3 The Ancestral Organism . 31 4.4 The Environment File . -
1 Avida: Evolution Experiments with Self-Replicating Computer Programs
1 Avida: Evolution Experiments with Self-Replicating Computer Programs Charles Ofria and Claus O. Wilke Avida is a software platform for experiments with self-replicating and evolv- ing computer programs. It provides detailed control over experimental settings and protocols, a large array of measurement tools, and sophisticated meth- ods to analyze and postprocess experimental data. This chapter explains the general principles on which Avida is built, its main components and their interactions, and gives an overview of some prior research with Avida. 1.1 Introduction to Avida When studying biological evolution, we have to overcome a large obstacle: Evolution happens extremely slowly. Traditionally, evolution has therefore been a field dominated by observation and theory, even though some regard the domestication of plants and animals as early, unwitting evolution exper- iments. Realistically, we can carry out controlled evolution experiments only with organisms that have very short generation times, so that populations can undergo hundreds of generations within a timeframe of months to a few years. With the advances in microbiology, such experiments in evolution have become feasible with bacteria and viruses [14, 39]. However, even with mi- croorganisms, evolution experiments still take a lot of time to complete and are often cumbersome to carry out. In particular, certain data can be diffi- cult or impossible to obtain, and it is often impractical to carry out enough replicas for high statistical accuracy. According to Daniel Dennett, “evolution will occur whenever and wher- ever three conditions are met: replication, variation (mutation), and differen- tial fitness (competition)” [9]. It seems to be an obvious idea to set up these conditions in a computer and to study evolution in silico rather than in vitro. -
Protocol: How Control Exists After Decentralization, Alexander R
protocol alexander r. galloway how control exists after decentralization Protocol leonardo Roger F. Malina, series editor The Visual Mind II, edited by Michele Emmer, 2004 Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency, Jay David Bolter and Diane Gromala, 2003 Designing Information Technology, Richard Coyne, 1995 Technoromanticism: Digital Narrative, Holism, and the Romance of the Real, Richard Coyne, 1999 Metal and Flesh: The Evolution of Man: Technology Takes Over, Ollivier Dyens, 2001 The Visual Mind, edited by Michele Emmer, 1994 The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet, edited by Ken Goldberg, 2000 Virtual Art: From Illusion to Immersion, Oliver Grau, 2003 Leonardo Almanac, edited by Craig Harris, 1994 In Search of Innovation: The Xerox PARC PAIR Project, edited by Craig Harris, 1999 Uncanny Networks: Dialogues with the Virtual Intelligentsia, Geert Lovink, 2002 The Digital Dialectic: New Essays on New Media, edited by Peter Lunenfeld, 1999 Women, Art, and Technology, edited by Judy Malloy, 2003 The Language of New Media, Lev Manovich, 2000 Immersed in Technology: Art and Virtual Environments, edited by Mary Anne Moser with Douglas MacLeod, 1996 Information Arts: A Survey of Art and Research at the Intersection of Art, Science, and Tech- nology, Stephen Wilson, 2002 Protocol: How Control Exists after Decentralization, Alexander R. Galloway, 2004 Protocol How Control Exists after Decentralization Alexander R. Galloway The MIT Press Cambridge, Massachusetts London, England © 2004 Massachusetts Institute of Technology All rights reserved. No part of this book may be reproduced in any form by any elec- tronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.