Thread View: comp.theory.self-org-sys
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Started by Peter Nelson
Wed, 07 Feb 1990 16:42
self org principles II
Author: Peter Nelson
Date: Wed, 07 Feb 1990 16:42
Date: Wed, 07 Feb 1990 16:42
39 lines
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2120 bytes
Earlier I posted:
> Are there any general principals that may be applied to
> problems like this [microscopic behavior resulting in
> macroscopic structure] in simulations? If I wanted to
> create a CA program that would produce a particular shape,
> say a star or a triangle, is there any systematic way to go
> about it?
I've been wondering if anyone has taken an evolutionary
approach to this? Suppose we populate a CA universe
with cells that obey *different* rules? Moreover, suppose
we add some source of variablity to the rules, like "mutations"
or daughter cells that have some combination of their (not
neccesarily just 2) parent's cells. All of the above would
probably not be hard to implement.
The crucial part, which might also be the hard part, would
then be to have some way to "train" this soup. Say we wanted
to evolve cells that would form star-shaped structures. If
we could find a way to favor those cells that exhibit this
characteristic, then over time we could end up with a universe
that had cells which mostly formed stars (or whatever). An
added problem to the one of providing the "feedback" to our
simulation is that of identifying "right" results: Such a
system will not go straight from chaos to stars; you will have
to "shape" the behavior in small increments, and recognizing
the "right" behavior in its earlier forms will be difficult.
Finding some way to automate the shaping function would also
be helpful since this process could take days or more of computer
time at it would be nice to just let it run unattended.
---Peter
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