Embodied Artificial Evolution: the Next BIG Thing? by A.E. Eiben
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Transcript of Embodied Artificial Evolution: the Next BIG Thing? by A.E. Eiben
Embodied Artificial Evolution:
the Next BIG Thing?Gusz Eiben
VU University Amsterdam
Popular version in the
TED talk: "Tech Kangaroos: Evolution at Work”Search for “Eiben” on youtube
Past, Present, Future 19th century:
evolution is a theory, an explanatory concept that helps us understand things
20th century:
evolution is a tool, an active, creative concept that helps us produce things (solutions for problems) in digital spaces
21st century:
evolution is a tool, an active, creative concept that helps us produce things (solutions for problems) in physical spaces
WETWARE HARDWARE
EVOLUTIONEVOLUTION
Embodied Artificial Evolution
SOFTWARE
Biosphere Evolutionary Computing
Evolutionary Computing lessons+• Evolution can solve problems we don’t fully understand and cannot clearly
specify
• Evolution can cope with changing situations
• Evolution can come up with original, unexpected solutions (that can be reverse-engineered)
–• Designing good EAs can be difficult (representation, operators, parameters)
• No good theory
• Could take too long (can change with new hardware)
Evolutionary computing and embodiment
• Evolution in digital space, result in digital space e.g., time tables, consumer models, robot controllers
EVOLUTIONARY OPTIMIZATION
• Evolution in digital space, result in physical space e.g., jet nozzle, satellite boom, P Bentley’s coffee table EVOLUTIONARY DESIGN
• Evolution in physical space, result in physical space EMBODIED ARTIFICIAL EVOLUTION
Embodied Artificial EvolutionOld: Evolution of code (blueprint)
New: Evolution things
1.Takes place in physical objects
2.Reproduction = real birth = new object made, survivor selection = real death = object deleted
3.Fitness is environmental or hybrid environmental and task-based
4.Reproduction and survivor selection are decoupled, autonomous decisions, distributed management
Application examples
• Mars explorers, artificial pets, robot companions, …
• Functional organisms, medical nano-robots, personal virus scanners, …
• Personal replicators (networked, evolutionary, Internet of Things)
Active vs. passive entities • Two kinds of artefatcs
• Active: needs controller to govern its activities (e.g., robot)
• Passive: needs no controller (e.g., smartphone cover)
• In biological terms
• Active: needs body + mind
• Passive: only body
Different approaches, under different umbrellas
Physical medium, embodiment ?
Bottom-up, chemistry Top-down, biology Mechatronics, plastics
A new game for “passive” stuff
Manufacturing
Testing (Re)design
Embryonic development
EvaluationSelection
Reproduction
propagule blueprint
A new game for “active” stuff
Robots
• very small to big
• programmable
• controllable
• sensors/actuators/controllers
Cells
• very small
•self-replicating
• self-repairing
• self- …
WETWARE HARDWARE
Sweet spot
Grand challenges• Body type
• Reproduction - how to start
• Kill switch - how to stop
• Evolvability and evolution speed
• Process control and methodology
• Co-evolution of body & mind
• Lifetime learning (self-awareness, mind must match body)
Closing remarks• Evolution in the real world is different – matter matters
• Computation in this new paradigm is different
– Non-von-Neumannian architecture for information processing/computing
– Redefines ICT, e.g., “program”, “programming”, software engineering, testing, validation, ect.
• Big questions are implied:
– Scientific (fundamental issues regarding evolution, notion of Life)
– Technological (feasibility)
– Applicability (remember IBM in the 1940ies)
– Desirability (ethics, think of GMOs)
• Different communities, unifying vision / umbrella needed
• Next BIG thing ?