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Autoconstructive
Autoconstructive evolution is a process in which the entities undergoing evolutionary change are themselves responsible for the construction of their own offspring and thus for aspects of the evolutionary process itself. Because biological evolution is always autoconstructive, this term mainly occurs in evolutionary computation, to distinguish artificial life type systems from conventional genetic algorithms where the GA performs replication artificially. The term was coined by Lee Spector. Importance of autoconstructive evolution Autoconstructive evolution is a good platform for answering theoretical questions about the evolution of evolvability. Preliminary evidence suggests that the way in which offspring are generated changes substantially over the course of evolution. By studying these patterns, we can begin to understand how evolving systems organize themselves to evolve faster. Ultimately, such an understanding could allow us to improve our ability to solve problems with e ...
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Evolutionary Computation
In computer science, evolutionary computation is a family of algorithms for global optimization inspired by biological evolution, and the subfield of artificial intelligence and soft computing studying these algorithms. In technical terms, they are a family of population-based trial and error problem solvers with a metaheuristic or stochastic optimization character. In evolutionary computation, an initial set of candidate solutions is generated and iteratively updated. Each new generation is produced by stochastically removing less desired solutions, and introducing small random changes. In biological terminology, a population of solutions is subjected to natural selection (or artificial selection) and mutation. As a result, the population will gradually evolve to increase in fitness, in this case the chosen fitness function of the algorithm. Evolutionary computation techniques can produce highly optimized solutions in a wide range of problem settings, making them ...
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Genetic Programming
In artificial intelligence, genetic programming (GP) is a technique of evolving programs, starting from a population of unfit (usually random) programs, fit for a particular task by applying operations analogous to natural genetic processes to the population of programs. The operations are: selection of the fittest programs for reproduction (crossover) and mutation according to a predefined fitness measure, usually proficiency at the desired task. The crossover operation involves swapping random parts of selected pairs (parents) to produce new and different offspring that become part of the new generation of programs. Mutation involves substitution of some random part of a program with some other random part of a program. Some programs not selected for reproduction are copied from the current generation to the new generation. Then the selection and other operations are recursively applied to the new generation of programs. Typically, members of each new generation are on avera ...
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Biological Evolution
Evolution is change in the heritable characteristics of biological populations over successive generations. These characteristics are the expressions of genes, which are passed on from parent to offspring during reproduction. Variation tends to exist within any given population as a result of genetic mutation and recombination. Evolution occurs when evolutionary processes such as natural selection (including sexual selection) and genetic drift act on this variation, resulting in certain characteristics becoming more common or more rare within a population. The evolutionary pressures that determine whether a characteristic is common or rare within a population constantly change, resulting in a change in heritable characteristics arising over successive generations. It is this process of evolution that has given rise to biodiversity at every level of biological organisation, including the levels of species, individual organisms, and molecules. The theory of evolution by na ...
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Artificial Life
Artificial life (often abbreviated ALife or A-Life) is a field of study wherein researchers examine systems related to natural life, its processes, and its evolution, through the use of simulations with computer models, robotics, and biochemistry. The discipline was named by Christopher Langton, an American theoretical biologist, in 1986. In 1987 Langton organized the first conference on the field, in Los Alamos, New Mexico. There are three main kinds of alife, named for their approaches: ''soft'', from software; ''hard'', from hardware; and '' wet'', from biochemistry. Artificial life researchers study traditional biology by trying to recreate aspects of biological phenomena. Overview Artificial life studies the fundamental processes of living systems in artificial environments in order to gain a deeper understanding of the complex information processing that define such systems. These topics are broad, but often include evolutionary dynamics, emergent properties of c ...
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Genetic Algorithms
In computer science and operations research, a genetic algorithm (GA) is a metaheuristic inspired by the process of natural selection that belongs to the larger class of evolutionary algorithms (EA). Genetic algorithms are commonly used to generate high-quality solutions to optimization and search problems by relying on biologically inspired operators such as mutation, crossover and selection. Some examples of GA applications include optimizing decision trees for better performance, solving sudoku puzzles, hyperparameter optimization, etc. Methodology Optimization problems In a genetic algorithm, a population of candidate solutions (called individuals, creatures, organisms, or phenotypes) to an optimization problem is evolved toward better solutions. Each candidate solution has a set of properties (its chromosomes or genotype) which can be mutated and altered; traditionally, solutions are represented in binary as strings of 0s and 1s, but other encodings are also possibl ...
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Springer Science & Business Media
Springer Science+Business Media, commonly known as Springer, is a German multinational publishing company of books, e-books and peer-reviewed journals in science, humanities, technical and medical (STM) publishing. Originally founded in 1842 in Berlin, it expanded internationally in the 1960s, and through mergers in the 1990s and a sale to venture capitalists it fused with Wolters Kluwer and eventually became part of Springer Nature in 2015. Springer has major offices in Berlin, Heidelberg, Dordrecht, and New York City. History Julius Springer founded Springer-Verlag in Berlin in 1842 and his son Ferdinand Springer grew it from a small firm of 4 employees into Germany's then second largest academic publisher with 65 staff in 1872.Chronology
". Springer Science+Business Media.
In 1964, Springer expanded its business international ...
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New England Complex Systems Institute
The New England Complex Systems Institute (NECSI) is an independent American research institution and think tank dedicated to advancing analytics and its application to the challenges of society, and the interaction of complex systems with the environment. NECSI offers educational programs, conducts research, and hosts the International Conference on Complex Systems. It was founded in 1996 and is located in Cambridge, Massachusetts. Overview NECSI was established in 1996 by faculty of various New England academic institutions, including MIT, Harvard, Brandeis, and others, to encourage communication and collaboration among researchers studying complex systems. The NECSI web site describes " complex systems" as follows: Complex systems have multiple interacting components whose collective behavior cannot be simply inferred from the behavior of components. The recognition that understanding the parts cannot explain collective behavior has led to various new concepts and metho ...
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Evolvability
Evolvability is defined as the capacity of a system for adaptive evolution. Evolvability is the ability of a population of organisms to not merely generate genetic diversity, but to generate '' adaptive'' genetic diversity, and thereby evolve through natural selection. In order for a biological organism to evolve by natural selection, there must be a certain minimum probability that new, heritable variants are beneficial. Random mutations, unless they occur in DNA sequences with no function, are expected to be mostly detrimental. Beneficial mutations are always rare, but if they are too rare, then adaptation cannot occur. Early failed efforts to evolve computer programs by random mutation and selection showed that evolvability is not a given, but depends on the representation of the program as a data structure, because this determines how changes in the program map to changes in its behavior. Analogously, the evolvability of organisms depends on their genotype–phenotype map. ...
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Tierra (computer Simulation)
Tierra is a computer simulation developed by ecologist Thomas S. Ray in the early 1990s in which computer programs compete for time (central processing unit (CPU) time) and space (access to main memory). In this context, the computer programs in Tierra are considered to be evolvable and can mutate, self-replicate and recombine. Tierra's virtual machine is written in C. It operates on a custom instruction set designed to facilitate code changes and reordering, including features such as jump to template (as opposed to the relative or absolute jumps common to most instruction sets). Simulations The basic Tierra model has been used to experimentally explore ''in silico'' the basic processes of evolutionary and ecological dynamics. Processes such as the dynamics of punctuated equilibrium, host-parasite co-evolution and density-dependent natural selection are amenable to investigation within the Tierra framework. A notable difference between Tierra and more conventional mo ...
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Avida (software)
Avida is an artificial life software platform to study the evolutionary biology of self-replicating and evolving computer programs ( digital organisms). Avida is under active development by Charles Ofria's Digital Evolution Lab at Michigan State University; the first version of Avida was designed in 1993 by Ofria, Chris Adami and C. Titus Brown at Caltech, and has been fully reengineered by Ofria on multiple occasions since then. The software was originally inspired by the Tierra system. Design principles Tierra simulated an evolutionary system by introducing computer programs that competed for computer resources, specifically processor (CPU) time and access to main memory. In this respect it was similar to Core Wars, but differed in that the programs being run in the simulation were able to modify themselves, and thereby evolve. Tierra's programs were artificial life organisms. Unlike Tierra, Avida assigns every digital organism its own protected region of memory, ...
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