Polyworld Movies
If you think you might wish to view any of these more than
once, please consider downloading them to your machine (option-click on Mac,
right-click on Windows), rather than streaming them multiple times. Thanks.
(They need to download fully to your browser cache before they start to play
anyway, so if you try to play them directly from the web site it will take just
as long as downloading them anyway—every time!)
Modern Movies
These videos are from the modern incarnation of Polyworld, recorded digitally to hard disk in my
lossless but highly compressed (180:1 or so) native format, then converted to
QuickTime movies using Apple's Animation codec at the highest quality setting.
They are much higher quality than the historical movies below, but only show
the main oblique view of the world, and I so far have only converted a few
samples.
First up are the built-in primitive behaviors in a toy world
constructed solely for the purpose of obtaining these sample movies:
- Eating (1.4 MB) – Watch the
initially orange, top-most agent as it moves over a block of food and
consumes it. The agent is also modulating some of its other behaviors,
including the brightness of the polygons at its front.
- Killing & Eating (1 MB) –
Observe the two orange agents at the left. The upper agent of the pair
catches up with the lower agent, kills it—at which point it turns
into a block of food—and then consumes some (but not all) of the new
block of food.
- Mating (3.5 MB) – Pay attention to
the two agents on the right. When they come in contact, they produce an
offspring that heads off towards the center of the world. Note how the
child behaves more like the salmon-colored parent (in terms of color and
movement), but has a body plan (size and aspect ratio) more like the
other, blue-purple parent, due to a mixing and matching of genes.
- Lighting (0.7 MB) – Notice the
left-most, slightly bluer agent. As it turns towards the center it also
dims the brightness of the polygons on its front. This is achieved by the
agent reducing the activation of its "light neuron".
And now a "test"É Watch the agent that is initially
purple and on the left in this movie (4.4
MB) and see which three primitive behaviors you can spot, in what order.
Here are a couple full-length movies of complete simulation
runs:
- Dynamic
Food (463.5 MB) – This was one of a few experiments testing to
see if the agents would evolve to track moving food. All food appears in
one quadrant of the world for a short time, then moves to the next
quadrant, then the next, the next, and then we repeat. Initially the
agents pretty much ignore the food (which, of course, isn't too
evolutionary useful) but over time they evolve behaviors that bring them
fairly rapidly to the food each time it moves.
- Complexity w/
Barriers (197.3 MB) – This is a low resolution (640x480)
recording of one of the runs examining evolutionary trends in complexity,
as reported in this ALife XI paper.
80% of the food is distributed in a patch that occupies 40% of the depth
of the world, on the end of the world that the barriers don't quite block
off; the remaining 20% of the food is distributed in a patch that is 10%
of the depth of world, deep in the end of the world fully broken into
thirds by the barriers. (If that description of the world isn't clear,
just look at the movie; it should be obvious what is going on.) Other
experiments (not shown here) demonstrated that without evolution the seed
population could not thrive in this world, with the agents always
suffering a non-recoverable population crash. But allowed to evolve, as
shown here, the agents fairly quickly evolve simply strategies that keep
them near the primary source of food (the large patch), and over time also
evolve to exploit the secondary, smaller patch. As evolution proceeds in
the world the agents' neural complexity increases. (Complexity is as
measured by Sporns's information-theoretic complexity measure, C, a
simplified approximation to Tononi, Sporns, and Edelman's CN;
for more information see this
ALife X paper, the previously linked ALife
XI paper, and their references.)
Historical Movies
All of these videos are from the original incarnation of
Polyworld, which ran only on a Silicon Graphics workstation. The videos were
recorded in a variety of primitive fashions, and are generally of fairly low,
but viewable quality. I have (relatively) recently encoded them as QuickTime
movies with the modern H.264 codec (which means you may have to update your
copy of QuickTime to at least 7.x), so they look about as good as they can
given the quality of the original video recordings.
Modern experiments with Polyworld are digitally recorded in
a lossless but highly compressed (180:1 or so) format I designed for that
purpose and require the PwMoviePlayer app to be viewed (unless I've manually
converted them to QuickTime movies, like the short ones above). On the one hand
they are drastically better quality than these old video recordings, but on the
other they currently only capture the main oblique view of the world. Maybe one
day I'll put some newer videos of full-length simulations up, but here are the
older, more historical Polyworld videos.
Built-in primitive behaviors in a toy world constructed
solely for the purpose of obtaining these sample movies:
A few specific evolved behaviors:
- Visual Response (3.6 MB)
– very early example of agent using its vision input to modify its
behavior
- Fleeing Attack (2.8 MB)
– very early, very poor quality sequence showing an agent first
ignoring an agent that doesn't attack it, then running away from an agent
that does
Generic simulator sequences:
Early primitive ÒspeciesÓ:
- Joggers (1.6 MB) – The
very first successful population. Uncomplicated world with no barriers,
wrap-around borders, and plenty of food and agents/potential mates, so
evolution, as usual, discovered the simplest possible solution: always run
straight ahead, always want to eat, and always want to mate. It was
enough.
- Indolent Cannibals
(8.3 MB) – A typical "cannibal" population. Really they
were more like lazy, umm, maters. These were the only kinds of populations
I got for a while, to the point that it began to worry me. Turned out I
had unwittingly provided a particularly easy way for them to find both
mates and energyÉ By (at the time) not requiring the parents to contribute
any energy to their offspring, and gifting each newborn with a good supply
of energy, children became an excellent energy source. So these agents
lived with each other, mated with each other, killed each other, and ate
each other when they died. Why leave home? After introducing an energy
budget, so parents had to give up a genetically determined fraction of
their energy to their offspring, I still sometimes see clusters and swarms
(moving clusters), but never again the static, unchanging
"cannibal" populations.
- Edge Runners (3.8 MB)
– An example of another early species that "took over a
world" by behaviorally isolating itself from the rest of the
population. (I say "take over the world" because they were
fecund enough that they fairly rapidly reached the imposed maximum
population limit, thus preventing agents exhibiting any other behaviors
from reproducing.) The video starts before the "edge runners"
have completely taken over, but the small agents that just run around and
around the edge of the world soon take over. There's a time jump to a
point at which an interesting mutation in their behavior has taken place:
They've evolved to run most of their lives, but stop late in life, so they
can whip out three or four offspring with other edge runners passing by.
- Dervishes (8.1 MB) – My
first (and so far only) "Braitenberg table-top" world, where the
edges are open and dangerousÉ If an agent runs past the edge of the world,
it dies instantly and is removed from the simulation. The agents evolve to
simply turn in modest circles, thereby avoiding the dangerous edges of the
world while still moving around enough to find food and mates. After a
while the video jumps to some really awful quality video (recorded by
pointing a video camera at the computer screen and recording its signal on
a time-lapse security VCR). The poorer quality video is included because
it shows a sort of continuous tit-for-tat behavior in the different
populations on either side of the long barriers. Agents in a given domain
tend to all express their fighting behavior or not, with the current
strategy being invaded by agents mixing in from the barrier gap, at the
edge of the world, leading to the adjacent domain. You could see waves of
color sweep through the populations as their dominant strategies changed.
If I remember right, this one ran for something like 1,000 generations. I
should have probably reserved the moniker, "dervishes", for some
of the agents in the next simulation, howeverÉ
- Foraging & Swarming
(12.1 MB) – The last decent quality video from a run of the original
incarnation of Polyworld, and by far the most interesting. By this stage,
the individual agent behaviors have ceased to be one-dimensional; i.e., I
can no longer sum up the total life behavior of all agents in the
simulation with a single word or phrase. Here we see agents
foraging—orbiting food while they eat it, despite there being
nothing built in to attract them to food. And a swarm of small agents that
stay together, which is good for finding mates, even as the swarm drifts
along, which is good for finding food. Look around the world, at the range
of behaviors. The population is sustaining itself with its mating
behaviors, staying right at the maximum population limit, yet it is no
longer obvious what the full range of behaviors is. The next step, then,
is to develop the statistical and information theoretical tools to
quantify these behaviors and neural architecture and dynamics of the
Polyworld agents, which is what my modern research agenda is all about.
