Page 21 - Biomimetics : Biologically Inspired Technologies
P. 21

Bar-Cohen : Biomimetics: Biologically Inspired Technologies  DK3163_c001 Final Proof page 7 21.9.2005 6:40pm




                    Introduction to Biomimetics                                                   7

                    much broader than recombining DNA. The possibility of synthetically producing living cells
                    fromscratch is increasingly becoming a near future potential (http://www.nature.com/cgi-taf/
                    DynaPage.taf?file ¼ /nature/journal/v431/n7009/full/431624a_fs.html). This subject, however,
                    will not be covered any further in this book since the subject is outside the scope of the book’s
                    objective.



                                                 1.3  ARTIFICIAL LIFE

                    The name artificial life (A-Life) suggests the synthesizing of life from nonliving components.
                    A-Life is a technical field that is dedicated to the investigation of scientific, engineering, philo-
                    sophical, and social issues involved in our rapidly increasing technological capability to synthesize
                    from scratch life-like behaviors using computers, machines, molecules, and other alternative media
                    (Langton, 1995). A-Life focuses on the broad characteristics of biology and contributes to the
                    development of machines that evolve, sociable robots, artificial immune systems that protect
                    computers from malicious viruses, and virtual creatures that learn, breed, age, and die. Moreover,
                    biologists can now study evolution in virtual worlds, and medical students and doctors can study
                    operation mechanisms of various living organs, including the heart with its cells, enabling learning
                    in ways that are impossible with actual living organs.
                      The field of A-Life consists of a broad range of topics related to the synthesis and simulation of
                    living systems in the form of self-replicating computer code that allows learning about fundamental
                    aspects of evolution and their ecological context (Ray, 1992). The enormous advances of computer
                    capability have led to the creation of an incredible computation and information processing power in
                    support of the analytical development of biologically inspired capabilities. These advances have led
                    to biological concepts and systems that are systematically modeled, copied, or adapted (Chapters 4
                    and 5; Adami, 1998) enabling predictions of what life can be beyond what we know from empirical
                    research. Some of the topics that are covered under the umbrella of A-Life include origin of life,
                    evolutionary and ecological dynamics, self-assembly, hierarchy of biological organization, growth
                    and development, animal and robot behavior, social organization, and cultural evolution.
                      A-Life is often described as the effort to understand high-level behavior using low-level rules
                    that are based on the laws of physics. The field itself covers the simulation or emulation of living
                    systems or parts of living systems with the intent to understand their behavior. Another aspect of
                    this field is the attempt to study emergent properties of living populations, usually by making a
                    simulation of many agents and neglecting the precise details of members of an individual popula-
                    tion. Adami (1998) approached the field of A-Life from physical sciences with life-like entities
                    taking life as a property of an ensemble of units that share information coded in a physical substrate.
                    In the presence of noise, each unit manages to keep its entropy significantly lower than the maximal
                    entropy of the ensemble. This information is shared on timescales that exceed the ‘‘natural’’
                    timescale of decay of the information-bearing substrate by many orders of magnitude. For this
                    purpose, he introduced the necessity for a synthetic approach and formulated a principle of living
                    systems based on information and thermodynamic theory.
                      The founding of the field of A-Life is attributed to John Horton Conway, a mathematician from
                    the University of Cambridge, who in 1968 invented a game called ‘‘The Game of Life’’ (Gardner,
                    1970). Using a simple system inspired by cell biology, this game exhibits complex, life-like
                    behavior. The rules involve cell patterns that move across the Life universe, simulating life in the
                    form of living and dead objects. After playing the game for a while, Conway discovered an
                    interesting emergence of a pattern of five cells. He named this stable, repeating cell pattern, glider.
                    This discovery was followed by R. William Gosper, Jr, who designed a glider gun that fires new
                    gliders every 30 turns. The glider gun proved that it was possible for a single group of living cells to
                    expand into the Life universe without limit (Levy, 1984; and Gardner, 1983). Later, using powerful
                    computers, the study expanded into ‘‘organisms’’ in the Life universe with some starting at random
   16   17   18   19   20   21   22   23   24   25   26