Bio-entity Simulations Jaromír Marušinec* jaromir@marusinec.com Abstract: This paper describes my conceptions for simulations of Biological entity in the nature by artificial life method in 3D virtual world. Artificial live entity can be used for simulations with live objects. Implementation possibilities are noticed in addition here. Key Words: Artificial life, Virtual world, Virtual reality, 3D simulation. 1 Introduction During my development of virtual reality system I discovered that this is a very good environment for artificial life experiments. Therefore, I started my research in this theory. I build simple objects in 3D world with motion and automatic behaviour. 2 years-research lead to create complicated models by improving 3D objects from Virtual reality worlds. These models control entities. Behaviour, which is very complicated and no clearly deterministic, is called artificial life. 2 High Level Architecture of Artificial Live Entity Sensation Input Filter Problem searching Decision problems of community Problem Priority Model (requirement chart) Solving State of feeling Enviroment Goal Realization Motion Community Feedback Change of entity and enviroment state Fig.1: Artificial live entity architecture Basic principles of artificial life entity simulation are Reactions on stimulus Drive for survive and growth * Faculty of Informatics Technology, Brno University of Technology, Božetěchova 2, CZ 612 66 Basic problems searching, decisions and solving State of entity and feeling Propagations and heredity Fig. 2 is describes my draft of architecture of artificial live entity. 2.1 Reactions on stimulus Input senses of artificial live entity are in virtual world unlimited. These senses can receive any information from virtual world. For example entity can see everything and everywhere. This is done by direct access to virtual world structures. But entity has limited capacity for information perceptions. Therefore each of the entity has own filter for input information. See Figure 2. Filters Environment Important sensations Subtreshold sensations Entity thinking Own model building Fig.2: Environment sense Entity itself never can set filter to ideal level. Sometimes happen that entity is overloaded by senses another time it has not all information for decisions. Therefore some types of entity, senses a minimum inputs and build own model of environment, which is important for them. Entity, which behaviour according this model, can complete missing information from outside and predict future. The inner model can be used for decision method, which is pretending a situation “what will happen then...“ The decision method is own to more advance entities. This approach is more similar to real animal and human senses. However computers in these days have not still enough power for simulation more then one entity. 2.2 Drive for survive and growth – a priority model First of all each entity has a priority model. A topical requirement chart is made from a static chart by topical satisfaction. Satisfaction of requirements is not a “physical” satisfaction but it is a “state of feeling or mind”. It means that are two values, which depends on each other. Static chart Feel satisfaction Topical chart survive 100% warmth drink & eat 60% drink & eat warmth 5% survive propagate 80% propagate explore 95% explore Fig.3: Personal chart making The entity takes contents of life by satisfaction of these requirements. It mainly affects the behaviour entity. Implementation is done by simple sort algorithm. 2.3 Basic problems searching, decision making and experience memory Event stimulus Strategic decision making Actions environment experience Neural net Action valuation stimulus Fig.4: Automatic learning scheme This capability is based on instincts and experiences. Instincts are fixed coded reactions on several events. These reactions can be changed in generations, but entity cannot change it in it’s own life. On the other hand the entity get experiences that changes its behaviour in live time. Young entity has no enough experiences for good decision. Old entity has too many experiences, which makes their thinking slower. Therefore rejuvenation of entities is very important. See fig 4. A strategic decision-making process means an instinct. This is hereditary attribute of entity with 2 partner attributes mixing and mutations. Neural network means database of experiences. This base is build by association an action with valuations of this action. Implementation of decision-making algorithm is simple model (events and reaction list), which is used in common simulation systems. An association of an action with valuations of this action in neural network is looks also simple. Valuation is a floating-point value it means plus for good and minus for bad. We can ask: “But how we can describe an action and a result generally?” Recently I am working on this problem. 2.4 State of entity and feeling State of entity is collection of levels of entity’s power, health, energy, feeling, etc. This state effects requirements satisfaction and capability for moving and thinking. Environmet Food Energy Force + mind Moving and thinking Regeneration Injury Health Feeling Requirements satisfaction Fig.5: State of entity The entity is searching mainly for food. As soon as it finds food source it is used like a material for growing and mainly like energy for life. Energy can by used partly for regeneration, but primary for moving and thinking. Note then in computer implementation of thinking means consuming of processor time for decision-making. Entity feeling is featured by many conditions, in mainly on health. This may effect requirements satisfactions and priority chart sorting. An implementation has problems how to store these states. I think, after experiments, that simple solution is probably best. Every state is stored in floating point value. For example, feeling 0.00 means normal, +1.00 means good and –1.00 is a bad feeling. Many states are in many values, which are not stored only as a state, but also as a speed of change and persistence. 2.5 Communication As noted earlier, rejuvenation of entities is important. This is not only searching of partner, and using genetic algorithms for mixing of genetic code of entity. In this context is a big problem of communication. How to create a general language for communication? I took an inspiration from nature again. One of my friends made a research of behaviour in his own bee colony, for definition of bee’s language. He found more different types of messages about bees’ life. Form and meanings of messages are special for each bee’s colony. Some messages can be decode by any bee, but some only by bees from home colony. My first implementation used some data token, which can be sent thought space like sound, aroma or pheromone, gesture or dance, and data mark like excrement. For example data mark can mean: “here is danger” or “it my territory”. Data token can mean “I’m found a food” or “An enemy is coming”. Now I will be experiment with XML documents with. Some information can be decoded by any entity but all information only by entity from own colony, which ca recognise the complete XML code. 3 Experiments I designed several experiments in virtual graphics environment for testing these architectures. The aim of these simulations is to create artificial individual. Who are able to find the best way how to cope with their environment and keep their population in growing? After that it will be possible to implement these raised entities into a real mechanic body and use in robotics. Imagine that these robots might be a great help for firemen, rescue team, pyrotechnics, housework, etc. 3.1 Situation On the picture you can see several initialised entities, which are different in age, sex and properties (random generated), and they are on the inclined plane. There is water level on the bottom, which is rising. On the top, where is no water, are placed food and heat sources. 3.2 Dangers Entities can Drown in the water Freeze to death if they are far away from the heat source Burn down if the are too close to the heat source Die of hunger if they run out of their energy Worn-out heat source 3.3 Goals and Basic Instincts 3.4 food water level Processes 4 To drink To eat Be warm enough To reproduce or breed To survive To explore, in case they would satisfy all their needs. Barriers overcome Searching for food Searching for heat Reproducing Getting more experience and skills Entities Fig.6: Experiment Conclusion Nowadays these experiments require too high computer power. If Moore law becomes true we can expect useful results for near future. This work is a part of The Long-term Research Program - Research in information and control systems supported by CEZ MŠMT with code MSM 262200012. Work is also supported by the Grant Agency of Czech Republic grants no. 102/01/1485 "Environment for Development, Modelling, and Application of Heterogeneous Systems" References 1. Mataric, M.J., (1995) Evaluation of Learning Performance of Situated Embodied Agents in Proceedings, Third European Conference on Artificial Life, Granada, Spain, June 4-6, 1995. 2. Adami, C., On Modelling Life Artificial Life IV: Fourth International Workshop on the Synthesis and Simulation of Living Systems,p 269 3. Mitchell, M. (1993) Computer Models of Adaptive Complex Systems New Scientist, February 13, 1993. 4. Reidys,C. , Forst, C. V., Schuster,P. (1998) Replication and Mutation on Neutral Networks Santa Fe Institute Working Paper 98-04-036. 5. Calabretta R., Nolfi S., and Parisi D. (1995). An Artificial life model for predicting the tertiary structure of unknown proteins that emulate the folding process. In F. Moran, A. Moreno, J.J. 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