Toward Synthesizing Artificial Neural Network
that Exhibit Cooperative Intelligent Behavior:
Some Open Issues in Artificial Life
 
     by Michael G. Dyer
 

Seminar Lecture of Micky Frankel (025528837).
 

Abstract
The tasks that animals perform require a high degree of intelligence. Animals forage for food, migrate, navigate, court mates, and so on. These tasks commonly require a social interaction and cooperation and accomplished by animal nervous system, which are result of billions of years of evolution, and a complex learning processes. The Artificial Life (AL) approach to synthesizing intelligent behavior is guided by this biological perspective.
The mentioned article reviews numerous aspects of Artificial Life. First the difference between Artificial Life and Artificial Intelligence is examined, and the four field of Artificial Life are represented: Environments (simulating the conditions of the natural environment), Genetic Expression (the mapping of artificial genomes into phenotypes), Learning and development (modifying or growing during one lifetime) and Evolution (alternation between generations).
The main section of the article is a review of common behaviors is animals such as social grouping, specialization of labor, food finding, preparation and storage, mating, nesting, parenting, communication in species and cross-species and learning.
In that view some Artificial Life models reviewed: food and poison discrimination, food searching, ants’ food searching using communication, mating while using communication and predator avoidance while using communication.
Finally some problems of AL modeling are introduced and some principals of modeling are reviewed.

 

Introduction

A major goal of Artificial Life research is to gain insight into both life as it is and life as it might have been. Here we focus in understanding the nature of intelligence from an AL perspective, that is, the evolution and development of complex nervous systems supporting cooperative behaviors. We interest in the way artificial neural networks support cognitive processes and in the way intelligence is distributed within groups or populations of individuals, with a special focus on the role of communication in survival strategies requiring cooperation.
 

 

AI versus AL approach to Cognition
The differences are summarized in the following table.
 
Artificial Intelligence (AI)
Artificial life (AL)
Focus on modeling everyday and expert level knowledge and reasoning in humans
Focus on biological perspective to study intelligent behavior
Models realized in terms of computational system and symbols manipulation via inference rules
Models realized with evolution and development procedures.
Emphasis in cognitive tasks a single individual.
Focus on a group or population
Cognition is modeled as operation of logic
Cognition is modeled as operation of an artificial nervous system.
The specification of the cognition is architectured directly.
The evolution and the mapping of genotypes build the cognition gradually and indirectly into phenotypes.
Modeling human level cognition
Modeling animal level cognition.
 
 
 
The AL modeling approach
 
The AL modeling approach involves specifying the following parameters:
 
  1. Environments -

  2. simulates worlds whose conditions match, at some level of abstraction, those selection pressures in which a variety of animal behaviors may evolve or develop.
     
  3. Processes of genetic expression -

  4. mapping from artificial genomes to phenotypes that control behavior. A genotype is commonly a bit string; phenotypes is often some type of artificial neural network or connectionist architecture that controls the artificial organism’s behavior, through the simulation of sensory/motor neurons and interneurons.
     
  5. Learning and development -

  6. methods under genetic control for modifying or growing the nervous systems of artificial animals during their lifetimes.
     
  7. Evolution -

  8. recombination and mutation of parental genomes during mating to produce variation in their offspring.
 
 
Exemplifying Animal Intelligence
 
Animals exercise a wide range of intelligent behaviors. They form social group, as a useful mean of protection and to enhance cooperation for such tasks as nesting, parenting hunting, etc. Some insects have evolved methods of specialization of labor where extremely complex caste system, in which each class performs a distinct function. Animals exercise variety of methods for food finding, preparation and storage, some distinct species even developed symbiotic behavior relationship, where one or both species gain from this relationship. Many animals establish dominance hierarchies, where more dominant male having grater access to females and food, but also serving the role of protector and leader. Combat is used to determine who is the dominant animal is. Animals have acquired ways of mate selection, mating, nesting and parenting as predation strategies, predator avoidance strategies and defense. Animals also perform dissembling behaviors such as feign death, or pretending of injury for distracting predator away from one nest. There is strong evidence that nearly all animals are capable of learning. Another complex behaviors are a primitive tool use and communication. Most form of cooperation require communication, which can be accomplished by visual tactile, acoustic and olfactory means, such as facial expressions, scent marks, body postures, body movements, vocalizations, etc. The signals are perceived and bring about different behavior in the part of the perceiver that is in some way advantageous to the sender or its group. Communication may occur both within and across species.
 

Models for Synthesizing Animal Intelligence via Evolution and Learning
 

Evolution and Learning of Food Discrimination

Todd and Miller  set up an abstract, simulated "aquatic" environment containing two distinct patches of "plant material" - a red patch and a green patch. Within one patch the red plant served as "food" for the evolving creatures, while the green plants act as "poison". In the other patch the color roles are reversed. In both patches "food" has a "sweet" smell while "poison" has a "sour" one. The "turbulence" in the water determines how accurate the smell is. ("Food" may mistakenly smell "sour" and vise versa). Each creature remains during its lifetime, in a given patch. However its offspring may be placed at birth in the other patch. If a creature eats "food" its metabolism increased thus improving its reproductive success, "poison" consuming, however, reduce metabolism.

A neural network with learning capabilities controls the creatures. Over several hundreds of generation a creature was evolved with a hardwire connection between smell and the eating motor neurons, and a learnable connection between color and motor neurons. This connection was modified over the lifetime of a given creature.

 

Evolution of Foraging and Trail Laying

Collins performed a series of experiments in which he attempted to evolve colonies of artificial neuron network ants that both forage for food and lay down pheromone trail to guide other to food sites. In earlier experiments food foraging behaviors evolved, but they were non-ants like, for examples they walked in circles or semi-circles. Only in later experiments Collins succeeded in evolving ant like behavior, these ants walked mainly forward with random turns until food was found, then they transport food back to the nest while laying a trail of pheromones. Collins forced generations 1000 to 2000 to involuntarily lay trails and then returned the pheromone release control back to each ant. At generation 2001 there was a large decrease of the amount of pheromones released, but the ants evolved to both lay and follow these trails by generation 2100. Collins theorized that before ants were forced to release pheromones, trail following could not evolve thus trail laying could not evolve either. However, once ants evolve to follow trail, when trail laying was mandatory, trail following could evolve.
 

Evolution of Communication

MacLennan made an experiment in which simorgs share an environment where they can match and post signals. Whenever a simorg's action matches that of the most recent symbol posted, both the sender and the receiver receive a credit. Simorgs with higher credit have better chance of reproduction. MacLennan's experiment showed that enabling communication and learning result higher average fitness.

In Werner and Dyer simple communication protocols for mating were evolved. In this model male and female were ordered on a two dimensional grid where male are blind but mobile, while female can see (that is sense the existence of a male in its surroundings), yet immobile. Male and female can both send signals and receive them. A couple of male and female can mate only when the male lands on a cell with a female. A communication was evolved where when a male got near a female; the female directed him towards her, by signaling the direction for movement, while the male was evolved to follow these directions. In addition sub-species with different signaling protocols ("dialects") evolved and competed in the environments. When partially permeable barriers were set on the grid, separate sub-species were evolved and survived, in spite of occasional migration and contact from member of other sub-species.

 

Evolution of Predation and Predator Avoidance

Werner and Dyer extended their two-dimensional model with simulation of smell and sound, and with multiple of species interact on the grid. The new environment contained objects as trees, plats and holes. Each organism involuntarily signals his "smell", an information about his species, gender etc. As a creature moved faster, the louder sound it makes thus can be heard from mote distant place. A sound in a variety of "frequencies" can also be produced voluntarily, that is under the neuron control. In one experiment herbivore plants eating dog were created, using as prairie to snakes (than cannot climb trees) and hawks (which cannot get into holes). The dogs were evolved to run away from snakes and hawks, while the latter evolved to chase the dogs. The dogs were also evolved to form hers to protection from predators, they also evolved different predator warning signals, enabling the receiver dog to seek appropriate shelter based on the nature of the warning signal.

 

My Criticism

I feel that one cannot gain much knowledge out of these experiments, for most of the results were dictated by the conditions of the experiments. The experiment Todd and Miller  was designed in such a way were the only stable solution (except extinction) and the best one is evolution of smell distinction and learning of color distinction. The same goes with MacLennan's experiment were communication evolving was the solution the experiment was directing into and with the first experiment of Werner and Dyer where guidance from the female to the male is the only solution (except random behavior). In their second experiments enabling the dogs to communicate and designing different shelter for different predator makes the result of this experiment quite expected. In Collins experiments the conditions were compelled (brutally in my opinion) to force de desired result.

I think that these experiments exhibit the power of biological computation in solving problems of finding the solution with the highest grading, but the nature of this solution does not have biological implication, since it was design along with the experiments.

There are two exceptions; the facts that the dogs in Werner and Dyer environments tend to group in herds and the different dialects which were evolved in their other experiment. Nevertheless one should be extremely cautious with zoological conclusion from these facts, since the simulation of the real world is quite degenerate. And there is no evidence that the simulating of the brain neuron network is similar to the artificial one in a level higher that the physical one, that is coding information in the model is not necessarily resembling to the one in nature.

 

 
Research Issues
AL approach to synthetic cognition carries other issues as:
 
 
Methodological Principles
 
AL approach towards synthesizing intelligence can be computationally extremely expensive, because simulating many generations of entire populations of the individual lifetime's neural network. Consequently, models must be simplified or made more abstract in some way in order to remain tractable. The writer offers the following methodological principles as possible guidelines in simulation design.