Game The science
How evolution solves problems
The game runs a genetic algorithm: it copies natural selection to find good designs that nobody draws. It needs only three things Darwin described: variation, inheritance and selection [1].
One generation, four steps
- 1 GrowEight genes, numbers from 0 to 1, grow each neurotree's shape.
- 2 ScoreA fitness function scores how well the shape fits the world.
- 3 SelectThe best share survive. The rest disappear.
- 4 Copy + mutateChildren mix two parents' genes (crossover) and change a few at random (mutation).
↻ Repeat. Nothing in the loop knows what a good shape looks like: the direction comes only from what survives [3, 4, 5].
What mutation does
What selection does
Both charts: average score of the whole population in the Light world, average of 60 runs of this game's algorithm per setting (selection chart at 40% mutation; mutation chart keeping the best 25%).
Where it is used
Biology ↔ algorithm
| Biology | Algorithm | In the game |
|---|---|---|
| Genome | List of numbers | 8 genes |
| Environment | Fitness function | Light, Signals, Drought, Treevirus |
| Survival | Selection | Selection slider |
| Sexual reproduction | Crossover | Two parents mix genes |
| Mutation | Random change | Mutation slider |
Limits
A teaching toy: real genomes have thousands of genes, real fitness is the number of surviving offspring, and real evolution also involves chance (genetic drift) [17]. Choosing by eye instead of a rule is artificial selection, as in Dawkins's biomorphs [9].
References (18)
- Darwin C. (1859). On the Origin of Species by Means of Natural Selection. London: John Murray.
- Lenski R.E., Rose M.R., Simpson S.C., Tadler S.C. (1991). Long-term experimental evolution in Escherichia coli. I. Adaptation and divergence during 2,000 generations. The American Naturalist 138(6): 1315–1341. doi:10.1086/285289
- Holland J.H. (1975). Adaptation in Natural and Artificial Systems. Ann Arbor: University of Michigan Press.
- Goldberg D.E. (1989). Genetic Algorithms in Search, Optimization, and Machine Learning. Reading, MA: Addison-Wesley.
- Eiben A.E., Smith J.E. (2015). Introduction to Evolutionary Computing, 2nd ed. Berlin: Springer. doi:10.1007/978-3-662-44874-8
- Lindenmayer A. (1968). Mathematical models for cellular interactions in development. I. Filaments with one-sided inputs. Journal of Theoretical Biology 18(3): 280–299. doi:10.1016/0022-5193(68)90079-9
- Prusinkiewicz P., Lindenmayer A. (1990). The Algorithmic Beauty of Plants. New York: Springer.
- Cuntz H., Forstner F., Borst A., Häusser M. (2010). One rule to grow them all: a general theory of neuronal branching and its practical application. PLoS Computational Biology 6(8): e1000877. doi:10.1371/journal.pcbi.1000877
- Dawkins R. (1986). The Blind Watchmaker. Harlow: Longman.
- Hornby G.S., Globus A., Linden D.S., Lohn J.D. (2006). Automated antenna design with evolutionary algorithms. AIAA Space 2006 Conference, paper AIAA 2006-7242. doi:10.2514/6.2006-7242
- Arnold F.H. (2018). Directed evolution: bringing new chemistry to life. Angewandte Chemie International Edition 57(16): 4143–4148. doi:10.1002/anie.201708408
- Stanley K.O., Miikkulainen R. (2002). Evolving neural networks through augmenting topologies. Evolutionary Computation 10(2): 99–127. doi:10.1162/106365602320169811
- Real E., Aggarwal A., Huang Y., Le Q.V. (2019). Regularized evolution for image classifier architecture search. Proceedings of the AAAI Conference on Artificial Intelligence 33: 4780–4789. doi:10.1609/aaai.v33i01.33014780
- Sims K. (1994). Evolving virtual creatures. Proceedings of SIGGRAPH '94: 15–22. doi:10.1145/192161.192167
- Lipson H., Pollack J.B. (2000). Automatic design and manufacture of robotic lifeforms. Nature 406: 974–978. doi:10.1038/35023115
- Schmidt M., Lipson H. (2009). Distilling free-form natural laws from experimental data. Science 324(5923): 81–85. doi:10.1126/science.1165893
- Kimura M. (1968). Evolutionary rate at the molecular level. Nature 217: 624–626. doi:10.1038/217624a0
- Van Valen L. (1973). A new evolutionary law. Evolutionary Theory 1: 1–30.
About this page: the game and its texts were created with AI (Claude, by Anthropic). It simplifies a complex topic and may contain errors; check the references for anything important.