Welcome to Zooland:
"The Artificial Life Resource"
"What's the color of
a chameleon put onto a mirror?" -Stewart Brand
What is Artificial Life?
by Chris G. Langton
Biology is the scientific study of life
- in principle, anyway. In practice, biology is the scientific study of
life on Earth based on carbon-chain chemistry. There is nothing in its
charter that restricts biology to carbon-based life; it is simply that
this is the only kind of life that has been available to study. Thus,
theoretical biology has long faced the fundamental obstacle that
it is impossible to derive general principles from single examples.
Without other examples, it is difficult to distinguish essential
properties of life - properties that would be shared by any living system
- from properties that may be incidental to life in principle, but which
happen to be universal to life on Earth due solely to a combination of
local historical accident and common genetic descent.
In order to
derive general theories about life, we need an ensemble of instances to
generalize over. Since it is quite unlikely that alien lifeforms will
present themselves to us for study in the near future, our only option
is to try to create alternative life-forms ourselves - Artificial Life -
literally ``life made by Man rather than by Nature.''
Artificial
Life (``AL'' or ``Alife'') is the name given to a new discipline that
studies "natural" life by attempting to recreate biological phenomena
from scratch within computers and other "artificial" media. Alife
complements the traditional analytic approach of traditional biology
with a synthetic approach in which, rather than studying biological
phenomena by taking apart living organisms to see how they work, one
attempts to put together systems that behave like living organisms.
The process of synthesis has been an extremely important tool in
many disciplines. Synthetic chemistry - the ability to put together
new chemical compounds not found in nature - has not only contributed
enormously to our theoretical understanding of chemical phenomena, but has
also allowed us to fabricate new materials and chemicals that are of great
practical use for industry and technology.
Artificial life amounts
to the practice of ``synthetic biology'' and, by analogy with synthetic
chemistry, the attempt to recreate biological phenomena in alternative
media will result in not only better theoretical understanding of the
phenomena under study, but also in practical applications of biological
principles in the technology of computer hardware and software, mobile
robots, spacecraft, medicine, nanotechnology, industrial fabrication and
assembly, and other vital engineering projects.
By extending the
horizons of empirical research in biology beyond the territory currently
circumscribed by life-as-we-know-it, the study of Artificial Life gives
us access to the domain of life-as-it-could-be, and it is within this
vastly larger domain that we must ground general theories of biology
and in which we will discover practical and useful applications of
biology in our engineering endeavors.
What is
Zooland?
(with apologies to CGL)
by Jörg Heitkötter
Zooland is a scientific study of
alife - in principle, anyway. In practice, Zooland
is the currently best, since most complete, collection of Alife
resources accessible via the Internet. [It should simply give you
the sensation that someone had just found the light switch... -Ed.]
Although all of the current resources have been created by
carbon-based life forms, there is nothing in its charter that restricts
Zooland to include resources created by non-carbon-based
life forms; it is simply that this is the only kind of life form that
has, as of yet, been unable to send in URLs to their objects of study.
[Oh boy; I guess we'd better delete this paragraph. -Ed.]
By extending the horizons of emperical research in Alife beyond the
territory currently circumscribed by the zoo-as-we-know-it methaphora,
the study of Artificial Life in the context of Zooland,
gives us access to the notion of zoo-as-it-could-be, and it is within this
mindblowingly larger domain that we must ground general repositories of
Alife resources and in which we will discover yet another practical and
useful application of internetworked hypermedia engineering endeavors.
[Jeez... what the hell are you trying to say? -Ed.]
In
Summary, [Good! -Ed.] Zooland is a HTML/World-Wide
Web frontend to the Alife collection on UUNET
Deutschland's FTP server; Alife
Online at The Santa Fe
Institute plus some other tremendously fascinating places
on the 'net; accessible via the unique interface to the default
sites below. [Ah, a zoo-as-it-should-be! -Ed.]. Enjoy!
- Zooland USA:
- http://alife.santafe.edu/~joke/zooland/
(SFI)
- Zooland Europe:
- http://surf.de.uu.net/zooland/
- Zooland version 6.286 for
free download:
-
http://surf.de.uu.net/zooland/download/zooland/
Major references to Zooland
The following
article appeared in SCIENCE magazine: NetWatch: Life and
Death on a Computer, Science 1999; Volume 286, Number 5441, Issue of 29
Oct. 1999; p.867b. The idea of playing god on computers
took off 30 years ago, when mathematician John Conway invented the Game
of Life, in which colored cells in a grid vie for survival. By now,
applications of artificial life (Alife) are becoming commonplace: Social
scientists use "evolutionary" algorithms to explore social interactions,
for example, while biologists harness the equations for studying
protein folding and lining up DNA sequences. Try your hand at the
creation and destruction of life at Zooland,
a site where animals mate and compete, armies battle, landscapes bloom,
and whimsical creatures learn to walk or swim. The site is targeted
"somewhere between newbie/layman and die-hard expert," says Zooland
mastermind Jörg Heitkötter, head of research at the Internet provider
UUNET's subsidiary in Germany. After boning up on the subject with The
Hitchhiker's Guide to Evolutionary Computation, co-authored by Heitkötter,
you'll be ready to jump to Alife software programs for Macs, PCs, and
UNIX. For instance, The Iterated Prisoner's Dilemma looks at trade-offs
between cooperation and defection; in Sugarscape, civilizations evolve as
tribes trade and bicker over stores of sugar (Science, 1 November 1996,
p. 727); and in yet another game, lions stalk gazelles on a virtual
savanna.
Zooland is also referenced in Edward
J. Renehan, Jr., SCIENCE ON THE WEB - A Connoisseur's Guide To Over
500 Of The Best, Most Useful, And Most Fun Science Websites, Springer
Science, New York, NY, 1996.
Statistics,
Credits & all the fish
This
is Zooland version 6.286d (Daniel Tobias's edition).
Copyright © 1995, 1996, 1997, 1998, 1999, 2000 Jörg Heitkötter. All rights
reserved. We currently carry 195 links in Zooland
as of 12 Oct 00, 17:59 MET DST (verified using the author's ``spider'').
Last changes by -joke. Please, send your additions, comments,
and complaints on dangling pointers to the Zookeeper joke@de.uu.net. And don't take anything
in this service too seriously; it's only science.
Thanks to
C. Titus Brown for the Alife FAQ; Howard Gutowitz for the opportunity
to work with him on the CA FAQ; (and the opportunity to give an "evening
lecture on assigning octal numbers to files on unixoid file systems" ;-)
; Chris Langton for keeping me alive at Alife Online; Nelson Minar for
patiently handling my requests; Hendrik Tiemann for our joint paper;
and everybody else I forgot to mention! (Apologies to Chris Langton
& Douglas Adams for combining parts of their intellectual output with
mine...) More thanx are here.
Legend
We make use of the
following icons (courtesy of the Apache
HTTP server distribution; that in turn is a distribution of Kevin
Hughes' public domain
icons) to denote: - A Collection of Hyperlinks:
- A research
paper:
-
An MPEG movie:
- A Hyperlink to an anonymous FTP Server:
- A Mirror Site:
- A Really Hot Site:
- This program needs
one of the following operating systems:
Atari ST:
PC DOS/Windows:
Macintosh:
Unix:
- You need
a Java-capable browser to view pages marked:
ACE
- Agent-Based
Computational Economics, ACE: is the computational study of economies
modelled as evolving systems of autonomous interacting agents. Resources
availabe at this continually updated site include surveys, annotated
syllabus of readings, teaching materials, software, pointers to individual
researchers and research groups, cfp announcements, etc.
Alife.Org
- Alife.Org:
All you need to know about artificial life. ["If
you cannot find it in Zooland, you'll probably find it
here." -Ed.]
Alife database
- Alife db: A
Searchable Database for Alife Related Sites on the Net, where the
data is automatically gathered by an intelligent search bot that
scans the world wide web for Alife related pages. The searching robot
analyzes the imported pages and creates (or updates) a database record
for each. The New Alife Database is implemented in two versions: A
searchable-database Java applet and an Html version. Both are freely
downloadable.
["If you cannot find it in Zooland, you'll
probably find it here." -Ed.] Afarm
- Afarm is Evolution in your pocket!
by Mervyn (Psion)
Agents
- AgentWeb:
All resources on Agents on the Web at UMBC by Tim Finin
- ARVA
Simulations et Systèmes MultiAgents by Renaud Cazoulat (French)
-
InfoSpiders
(ARACHNID) Adaptive Retrieval Agents Choosing Heuristic
Neighborhoods for Information Discovery by Filippo Menczer and Rik
Belew
- Iterated Prisoner's Dilemma web resources
site: This site aims to be a comprehensive repository of informations
on the Iterated Prisoner's Dilemma, and furthermore on the representation,
study and knowledge of cooperation (and evolution of cooperation)
between agents, by Bruno BEAUFILS. If you have any questions, comments or
remarks feel free to send it to prison@lifl.fr
AlChemy
- AlChemy:
The AlChemy-Project by Walter Fontana et. al. is concerned with
the development of complex metabolisms in simple Algorithmic
environments. The aim is the identification of prerequisites
of genomic evolution or - as Fontana put it - the conditions
for "The arrival of the fittest".
ALife Central
- ALife
Central: Scott
Robert Ladd's interactive demonstrations of Artificial Life, with
introductory documents about genetic algorithms, cellular automata,
and evolutionary computing. Updated regularly with new applets and
docs.
A.K. Dewdney
- Biester
- Biomorphs
(Bugs) by Joshua R. Smith
- Core Wars
- Core
War
- Core War FAQ:
the rec.games.corewar
- L-Systems
- Hodgepodge
machine by Jörg Heitkötter
Andrew Wuensche
- Discrete
Dynamics Lab A program for researching the dynamics
of finite binary networks and CAs. Also available: Discrete Dynamics Lab
home page.
-
Discrete Dynamics
Lab
Aquarium
- Aquarium A-Quarium is
a fish tank simulator based on Craig Reynolds A-Life program "Boids",
by Ric Colasanti
Artifical
Life
- Artificial
Life by Matthew Caryl.
Artifical Life for Macintosh
- Artificial Life for
Macintosh by Alex Kasprzyk
- Bugs:
A model of natural selection shaping gene frequencies by Keith
Wiley
- CopyCat:
A mimicry simulation by Keith Wiley
- Gnat
Cloud: A flocking simulation by Keith Wiley
- PatternEvolver:
A genetic algorithm for evolving gray tile patterns with B&W pixels
by Keith Wiley
- MegaFlies:
Massive flocking simulation involving several 1000s of individuals by
Keith Wiley
- StangeUniverse:
A triangular cellular automaton labratory by Keith Wiley
Artifical Life
Games
- Alife Games:
has released the Windows95/DirectX5 program bSerene with open source
code under the GNU General Public License. bSerene is a first person
shooter featuring artificial life monsters. The program bSerene is
suitable for academic research into artificial life, it can be developed
into a first rate game, or it can be played and enjoyed as it is.
Artifical
Life Live
- The
Live Artificial Life Page by Robert Silverman.
Artifical Life in Germany
- Artificial
Life related Projects in Germany by Matthias Oliver
Berger, Olaf Kubitz.
Artifical Life in Spanish
- Artificial Life
pages in Spanish by J.J. Merelo-Guervós. Acabo de montar
una página Web con una descripción de lo que es la
Vida Artificial, diversas herramientas relacionadas con la vida
artificial, punteros a grupos españioles dedicados al tema,
y recursos en ingles y español.
Artifical Life
Online
- Artificial
Life Online at the Santa Fe Institute, sponsored
by MIT Press.
Artifical Life Playroom
- Alife Playroom
by Toshiyuki Nakamura, featuring flocking, cellular automata and genetic
algorithms.
- Erik
Max Francis Alife references
Avida
- Avida A 2D version of Tierra by Chris
Adami, et al.
-
The
Avida Artificial Life group headed by Chris Adami at The
California Institute of Technology, CA, USA.
Behavioral Evolution
- Behavioral
Evolution Simulations and Tutorials by Michael Mills
Bibliography
-
The Alife library maintained by Patrick Tufts.
-
BIBLIO The
bibliographic collection at Alife Online.
Biology
- Biologie: The Great Biological Addable
Link Collection
["Before you venture into virtual life,
be sure you know what real life looks like" -Ed.]
Biota
-
Biota.Org: a special interest group of the Contact Consortium.
Boids
- Boids by
Craig Reynolds
- Java Boids by Craig
Reynolds
-
Boids for Windows by Jürgen
Schmitz. Also available: The Boids
screensaver.
-
Boids
in Delphi delphi source and PC binary
by Mattias Fagerlund.
Boppers
- Boppers
by Rudy Rucker. The program shows creatures ("boppers") who are grouped
into up to three colonies. The boppers have genes which are bitstrings
specifying a number of parameters. Their fitness levels are determined
in a co-evolutionary manner, as in a predator-prey system. The GA
operators of cloning, mutation, and crossover are implemented. Different
styles of boppers are possible, the main two types are "turmites"
and "boids". The turmites are two-dimensional Turing machines, like
more sophisticated Chris Langton vants. The boids obey a Craig Reynolds
flocking algoirithm.
Bug-Fest
-
Bug-Fest: is an ALife eco-system simulation in which bugs
compete for food and through darwinism slowly evolve their genetic
traits to be able to compete with one another by Ed T. Toton III.
Bugs
- Biomorphs (Bugs) by Joshua
R. Smith
- BugsX by Robert
Gasch
- Bugs: The
program simulates the history and life of a small population of small
"bugs" that move according to a simple genetic code. It was based on a
column in Scientific American way back when they had their cool computer
column (write 'em - we want it back). Bugs is written in Delph