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Proceedings Papers
. isal2019, ALIFE 2019: The 2019 Conference on Artificial Life541-542, (July 29–August 2, 2019) 10.1162/isal_a_00218
Proceedings Papers
. isal2019, ALIFE 2019: The 2019 Conference on Artificial Life533-540, (July 29–August 2, 2019) 10.1162/isal_a_00217
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We apply Ant Colony Optimization concepts to the problem of finding appropriate reward values after successful task completion in serious games. Our algorithm is deployed within the InLife platform, which leverages the power of serious games augmented with real-world IOT sensors for educational purposes. The platform is deployed on four actual pilot sites in Spain, France and Greece with two distinct applications: teaching sustainable behavior to university students and improving social interaction skills for autistic children. In a decentralized, swarm intelligence fashion and based on individually released success and failure pheromones, our generic reward computation strategy seeks, by adjusting reward amounts on the fly, to achieve maximum efficiency in catalyzing behavior change while balancing adaptivity, parsimony, fairness and variety. On top of the necessarily limited real-world data, large-scale numerical validation of the algorithm is obtained with a specifically designed simulator, whose underlying cognitive model was validated by a clinical psychologist. Conducted experiments confirm the relevance and adaptive nature of the obtained pheromone map: the system automatically adjusts to changes in the environment such as the introduction of new students or pedagogical items. Experiments also validate all aforementioned desired characteristics and show substantial quantitative performance gains with respect to a static reward scheme in behavior change metrics, speed and success rates, of up to 40 percent with equal reward budget.
Proceedings Papers
. isal2019, ALIFE 2019: The 2019 Conference on Artificial Life531-532, (July 29–August 2, 2019) 10.1162/isal_a_00216
Proceedings Papers
. isal2019, ALIFE 2019: The 2019 Conference on Artificial Life497-504, (July 29–August 2, 2019) 10.1162/isal_a_00211
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When Artificial Life approaches are used with school pupils, it is generally to help them learn about the dynamics of living systems and/or their evolution. Here, we propose to use it to teach the scientific and experimental method, rather than biology. We experimented this alternative pedagogical usage during the 5 days internship of a young schoolboy – Quentin – with astonishing results. Indeed, not only Quentin easily grasped the principles of science and experiments but meanwhile he also collected very interesting results that shed a new light on the evolution of genome size and, more precisely, on genome streamlining. This article summarizes this success story and analyzes its results on both educational and scientific perspectives.
Proceedings Papers
. isal2019, ALIFE 2019: The 2019 Conference on Artificial Life495-496, (July 29–August 2, 2019) 10.1162/isal_a_00210
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Today’s mobile and smart technologies have a key role to play in the transformative potential of educational practice. However, technology-enhanced learning processes are embedded within an inherent and unpredictable complexity, not only in the design and development of educational experiences, but also within the socio-cultural and technological contexts where users and learners reside. This represents a limitation with current mainstream digital educational practice, as digital experiences tend to be designed and developed as ‘one solution fits all’ products, and/or as ‘one-off’ events, failing to address ongoing socio-technological complexity, therefore tending to decay in meaningfulness and effectiveness over time. One ambitious solution is to confer the processes associated with the design and development of digital learning experiences with similar autopoietic properties found within living systems, in particular adaptability and self-organisation. The underpinning rationale is that, by conferring such properties to digital learning experiences, intelligent digital interventions responding to unpredictable and ever-changing socio-cultural conditions can be created, promoting meaningful learning over-time. Such an epistemological view of digital learning aims to ultimately promote a more efficient type of design and development of digital learning experiences in education.
Proceedings Papers
. isal2019, ALIFE 2019: The 2019 Conference on Artificial Life493-494, (July 29–August 2, 2019) 10.1162/isal_a_00209
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Our paper presents an art installation exhibited internationally throughout 2018 at La Gaîté Lyrique gallery in Paris, KIKK Festival in Namur, and Cinekid Festival in Amsterdam. The collaborative project between artists and physicists examined the aesthetic possibilities of cellular automata (CA) driven kinetic objects to make theories of emergent life tangible to audiences of children and adults alike. Here we present our approach encompassing: narrative, material, hardware and computation strategies. The “Edge of Chaos” installation, inspired by Christopher Langton’s theory, is an artistic realization of emergent systems at the scale of inhabitable architectural space. The use of on artificial life approaches to behaviour offers distinctly different audience experiences to those in responsive environments that follow master-slave interaction paradigms typically found in Human Computer Interaction fields. Through the use of narrative these emergent behavioural systems and their implications for conceptions of life are articulated in way that is engaging and playful. Through the use of recent metamaterial research the project also provokes discussion on the potential of these material systems to lead to new forms of artificial life.
Proceedings Papers
. isal2019, ALIFE 2019: The 2019 Conference on Artificial Life523-530, (July 29–August 2, 2019) 10.1162/isal_a_00215
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This paper describes Vase Forms: a series of art works created using morphogenetic processes. A key motivation for these works was exploration of ways of working creatively with complex generative processes, such as morphogenetic systems, where the desire is to be able to influence the process in creative directions whilst achieving desired properties, such as fabricability using 3D printing, in a manner that retains rich emergence. The paper describes methods used in the creation of these works, including directly affecting morphogenetic processes using constraints and differential growth rates, combined with evolutionary search and machine learning algorithms to explore the space of possibilities afforded by the system. As well as describing the creation of Vase Forms, which have been successfully used to create sculptures, the paper looks at the closely related Mutant Vase Forms: an additional series of artworks created by accident when the system exploited bugs in the rules for the growth system resulting in unexpected but aesthetically interesting structures. These Mutant Vase Forms are not fabricable as physical sculptures with the originally intended methods, but now exist as virtual sculptures in stereoscopic installations.
Proceedings Papers
. isal2019, ALIFE 2019: The 2019 Conference on Artificial Life515-522, (July 29–August 2, 2019) 10.1162/isal_a_00214
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The so-called “Baldwin Effect” has been studied for years in the fields of Artificial Life, Cognitive Science, and Evolutionary Theory across disciplines. This idea is often conflated with genetic assimilation, and has raised controversy in trans-disciplinary scientific discourse due to the many interpretations it has. This paper revisits the “Baldwin Effect” in Baldwin’s original spirit from a joint historical, theoretical and experimental approach. Social Heredity – the inheritance of cultural knowledge via non-genetic means in Baldwin’s term – is also taken into account. I shall argue that the Baldwin Effect can occur via social heredity without necessity for genetic assimilation, instead the Baldwin Effect can promote more plasticity to facilitate future intelligence when the fidelity of social heredity is high. Computational experiments are then carried out to support the hypothesis of interest. The role of mind and intelligence in evolution and its implications in an extended synthesis of evolution are briefly discussed.
Proceedings Papers
. isal2019, ALIFE 2019: The 2019 Conference on Artificial Life507-514, (July 29–August 2, 2019) 10.1162/isal_a_00213
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As the field of Artificial Life advances and grows, we find ourselves in the midst of an increasingly complex ecosystem of software systems. Each system is developed to address particular research objectives, all unified under the common goal of understanding life. Such an ambitious endeavor begets a variety of algorithmic challenges. Many projects have solved some of these problems for individual systems, but these solutions are rarely portable and often must be re-engineered across systems. Here, we propose a community-driven process of developing standards for representing commonly used types of data across our field. These standards will improve software re-use across research groups and allow for easier comparisons of results generated with different artificial life systems. We began the process of developing data standards with two discussion-driven workshops (one at the 2018 Conference for Artificial Life and the other at the 2018 Congress for the BEACON Center for the Study of Evolution in Action). At each of these workshops, we discussed the vision for Artificial Life data standards, proposed and refined a standard for phylogeny (ancestry tree) data, and solicited feedback from attendees. In addition to proposing a general vision and framework for Artificial Life data standards, we release and discuss version 1.0.0 of the standards. This release includes the phylogeny data standard developed at these workshops and several software resources under development to support our proposed phylogeny standards framework.
Proceedings Papers
. isal2019, ALIFE 2019: The 2019 Conference on Artificial Life505-506, (July 29–August 2, 2019) 10.1162/isal_a_00212
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In the Gathering of the Hive project, the societal and ecological implications, as well as technological possibilities of swarm robotics are explored through artistic methodology applied to Artificial Life. These matters are examined through an algorithm inspired by the clustering behaviour of honeybees applied to a swarm of Thymio robots interacting in a physical, changing environment. This work is a part of the ongoing FELT project (Futures of Living Technologies), which explores artificial life systems through art and technology.