It's a stupid month anyways.
I realized recently that I've been spelling the word "February" wrong for my whole life. For as long as I can remember, I've been spelling it "Febuary". I don't know why I haven't realized until now.
I realized recently that I've been spelling the word "February" wrong for my whole life. For as long as I can remember, I've been spelling it "Febuary". I don't know why I haven't realized until now.

Labels: ADHD, moral relativism
I may have funny memories related to videos like these...
Theory
The digital life system will not necessarily be a useful tool for quantitative alife research. Rather, it is an arbitrary model that attempts to illustrate the dynamics that come into play in a bare bones living system. Also, it attempts to demonstrate open-ended evolution better than previous models.
The primary innovation with Offy is it's choice of medium. It is a well accepted view that life can be loosely defined as information in a medium that persists over time. Previous models have struggled to find a suitable medium. Though the term 'medium' includes the space in which the life is found (square vs hexagonal cells, toroidal or finite shape, etc), it also more abstractly refers to the physics of the world that onto which the information is mapped.
I shall expound on what I mean when I talk about information mapping onto a medium. [Consider Adami's discussion of information in evolution in Adami 2002 What Is Complexity?] We assume that an organism's information is maximized if it's behavior is optimal for a given system. The medium is any aspect of the system that if changed affects the information content in the organism.
The important aspect of the medium that we need to focus on is the manner in which information increases as the genetic algorithm search proceeds. It helps to first qualitatively define an arbitrary attribute of the system, the difficulty in which information increases as natural selection is in place. Consider in an environment a population that has been evolving as a result of natural selection. As time goes towards infinity, we assume if the environment stays the same that the genomes in the population will get closer to “optimal” in the sense that the information contained therein is associated with the highest probability of being propagated. In this population, it is fairly unlikely that any mutation in a genome will endow the genome's information with a higher probability of being propagated. In this sense, the information in the environment increases with a nearly maximum difficulty.
Conversely, consider another system of the same type except that the population's genomes are completely randomized. The genomes contain no information with respect to that system. When the population is subjected to natural selection, one expects the information to increase fairly quickly with relative ease.
These two hypothetical systems qualitatively correspond to the maximum and minimum difficulty values with which information in the system increases. We might think of the systems differing in their “potential” for information increase, that is, the information entropy contained in the genomes.
It is important that we remember the information in this instance isn't measured in continuous values. Rather, in this instance the information changes by discrete amounts. For example, consider a genome comprised of a string of bits. If we assume that we somehow derived a string that call “optimal” for the given domain. We may think to measure the information in the genome by comparing it to the optimal genome. How much does the bit string under consideration resemble the optimal string?
The problem with this approach is that it may lead us to think that a given bit string has high information content though it actually performs very poorly in the environment. The literature concerning genetic algorithms usually refers to the concept of a schema, a string of bits whose presence in the genome results in the genome having a relatively dramatic increase in fitness. And conversely, a modification of one of these strings results in a relatively dramatic decrease in fitness. A real life example of this may be a string of DNA that codes for a protein that can metabolize a specific protein. Once by chance this string is created in the course of natural selection, the organism would have an increased probability of survival and gene propagation.
The important point to bring out of this discussion of information and schemas is its implications of the design of a digital evolution system. I propose that the largest limitation to fostering open-ended evolution in existing digital evolution systems is the choice of medium.
[...]
[Explanation of how the genome needs greater access to the physics of the world:]
[justification for arbitrary artificial chemistry:]
It is true that a number of well-known cellular automata or artificial chemistry models already contain the functionality to be Turing complete. This may at first thought be encouraging because if a system is proved to be Turing complete the system can scale up to possibly an infinite number of computational problems. The problem with this line of thinking however is that our simulated evolution of complexity is limited by our powers of computation. Consider the most simple and most well-known example of an artificial chemistry, John Conway's Game of Life. It has been shown that the system can be Turing complete; so theoretically speaking if one repeatedly generated random grid distributions, as simulation time approached infinity, the probability of producing a structure capable of remembering its own design information would tend towards one. In addition to the problem of limited computation time, one would also face the problem of limited computational space. Even if the we were certain the it were possible create a robust evolving system in such an artificial chemistry, we have be sure that is computationally feasible. After all, if computation weren't the limiting factor, what would keep us from simply modeling the low-level rules of real world particle physics to create the sort of complexity that we are already familiar with?
If we want to create in silico the dynamic systems that we see in real life, we need to construct artificial chemistries that are more expressive. [Talk about how the time it takes to express something in a simple language is longer than the time it would take to express something in a more complicated language. But in the end, does the increased number of computer cycles needed to process the more complicated language make up for this difference? If we are counting the total number of words that we speak, increasing the size of the vocabulary will certainly help. But, if we are talking about reducing the words to bits anyways (the smallest unit of information), could it be impossible to make such a simplification? ]
The following is a list of easily generalizable themes that can be seen in living systems:
Model Physics and World
The world consists of a hexagonal grid of cells, most likely infinite or toroidal. Each cell can either be “alive” or “lifeless”. Each living cell is assigned a type, which corresponds to a unique function that the cell can perform. The various types of cells were created in such a way to parallel themes found in real-life living systems.
[Possible information contents of a cell]
organism id
[Possible information contents of a organism]
energy level
The following is a list of possible cell types.

I have to admit that I only really know the concept of structuralism from a book I read called 'Digital Mantras', which among various things talked about art and music as it applied to pre-nineties linguistics. I admit that much of the thinking that I've been doing on music is a direct result of that book; it's worth reading in my opinion.
From what I can gather from the book and from wiki, Structuralism was the idea that tried to take over abunch of different disciplines. Originally a concept from linguistics to explain the function of word symbols, it spread to the social sciences to help understand the dynamics of social conventions. You should wiki the word if you're really interested in what it actually means. I think I really only understand a small part of it, a certain dynamic of differentiation, specifically that the meaning of symbols in a set is dependent on the other symbols in the set.
Sounds fancy, right? It's really not too difficult if you have a common example to think of. As an example that has to do with symbols, when I received grade cards in elementary school, I always got the grade "Good" in spelling. So I'd go home and tell my parents that I got a "Good" and they'd be really proud. Well, the problem is that the meaning of the grade depends on whatever other grade possibilities are also in the set. Obviously, it would make quite a bit of difference if the grade set consisted of "Excellent", "Very Good", and "Good"; or alternatively if there were simply "Good" and "Bad".
This dynamic of differentiation generally can be seen in nearly any domains where elements are compared to each other in a set. A few examples of where it can be used:
-In social psych to explain the interpretation of social conventions by members of a group
-In anthropology to help understand the meaning of old myths.
-In music as a way to look at the dynamics of playing to a genre expectation.
-It can be used in fashion to understand the process by which new styles are affected by the recent styles.
-In any art to understand the significance of the use of a particular device
Ah, I kinda wish that I could explain all these applications that I'm claiming; maybe I'll do that later. Seriously though, the the concept was pretty popular at one point and I'm certain that somebody has already formalized these ideas in a fancy paper.
Now that you (maybe) have a general idea of what the concept is, it would help to be a bit more specific about what I mean. Let us define a set S that contain an N number of objects of an arbitrary type T, except that the object type must have a dimension by which it can be compared to other objects in the set. We will call this dimension by which we compare D. We assume that the function F(T1, S), with T1 being an instance in that set, will return some meaning about that particular instance. The important point in Structuralism is that there exists no function G(T1)—it knows nothing of the set--that can yield any information about T1.
An important dynamic that comes into play when trying to apply structuralism to various domains is that the nature of function F is dependent on the domain in which you are studying and a little more specifically on the dimension D that you have chosen. It often depends on the semantics of the dimension D. For example, let us go back to the story of my grade school report card. The elements in the set carry the semantic value of judgment; they are intended to reflect on my performance. Thus, for this purpose the elements in the set are assumed to have a distinct order. If the set consists in-order of “Good”, “Very Good”, and “Excellent”, one would be quite confused if they were listed any other way. Thus, by the semantics of the set, order matters.
I’ll continue later…
Lately, I've been thinking about computer models of evolution. I have to admit that I might not know as much as I should in this domain with respect to how much I talk about it. With how much I get distracted by other fields and how this past year my academic life crumbled to pieces, I haven't been reading much about evolution or ALife recently.
If you would first like some background knowledge computer models of evolution, you should look up the wiki page about "Avida", which is the most popular of computer evolutionary models. But in short, Avida is a program that simulates a population of simplified organisms and demonstrates their evolution over time.
Each of the organisms, the Avidians, consists really of just a genome of instructions, which are continuously being executed. The instructions are in the form of a modified computer assembly language, which performs operations on memory locations.
In the Avida model, organisms are rewarded for doing specific things by getting more SIPs, which can be thought of as being the "energy" to carry out instructions. If an organism runs out of SIPs, it dies. Thus, because there are a limited number of SIPs in the world, the Avidian the can get SIPs most efficiently reproduce more often than others, and thus their genes are more likely to be propagated through time. This leads to natural selection and evolution of form.
Well, this model is really great for answering lots of questions about the dynamics of evolution when it happens, but one concept that isn't quite understood is that of open-ended evolution. The last time I checked, we were having problems creating systems that can evolve and continue to evolve. Simulations usually evolve up to a certain point, at which they've reached a local fitness maximum in the given domain. Because there is no simple change in the genome that can cause them to have a higher fitness, the population diversity drops through the floor and evolution stops.
In the last paragraph I described a problem that is common in both ALife sims and AI search local search strategies whenever a "hill climbing" paradigm is used. For example, imagine that you are trying to find the highest peak of a mountain. The simplest algorithm to use is to merely walk directly uphill, and eventually you will reach the peak. This works most of the time, but there are certain situations where this wouldn't work, namely when there is more than one peak. Walking directly uphill could lead to your reaching the wrong peak, and if you don't have some contingency, you'll be stuck.Given this bit of introductory information, in my next entry I'll move on to the actual reason for posting this, namely that I had an idea for a natural algorithm that could mimic the effects of the Simulated Annealing technique, which is used to avoid getting stuck on fitness maximums.
(Btw, I'm still developing the idea on musical composition, so, that'll have to come later.)
Anyways, the idea has to do with building a framework to allow for the automated composition of music. Obviously, one of the most significant difficulties in generating such a framework is that the way that music interacts with the human mind in such a way that creates emotional response is quite a complicated process. The type of music that can give a person the chills has to interact with the listener in a low-level psychological, or I say even social dynamic. I do not think that any such algorithm would be simple or trivial. I remember reading at one point the webpage of someone who developed a system of tonal jazz composition that involved using the Fibonacci sequence. I listened to some of their samples and the stuff was awful. They tried to reduce the complex dynamics of music to a simple number sequence and it was pretty much painful to hear and emotionally void.
Okay, so the scientist is admitting that dissecting human appreciation of music won't be an easy task. A gross understatement, right? Yeah. I'm not even sure that making such a system is possible, but if we assume that it is, the best way to work towards building one would be to pick known musical devices and to try to build models as to how they work. Then, implement the models in a musical generation program and see if the models produce music that captures the point of the devices.
Also, I should say that I use the word 'device' very loosely. I'm sure somewhere there is a precise definition as to what a musical device actually means in terms of musical scale (notes, lines, phrases, sections, movements, pieces). Really, I am just using it to mean any strategy used in any of the musical domains (harmony, melody, rhythm, dynamics between parts, movement of a single part, etc) to affect the listener.
So, my strategy for building a musical composition framework is to first separate the devices and to for each develop a model to explain the effect of each. The first device that I've been thinking about, which generally covers some aspects of harmony and melody is that of the tonal relationship between neighboring tones. Specifically, given the frequencies of a series of tones, I propose that one could combinatorially calculate a single term to describe the tonality (in terms of dissonance) between all or any subset of the series.
I will continue describing the concept of calculating dissonance in my next post as this is enough to read for right now.
Random ending tidbit: In a paper that we covered in our Sages class, I read about an experiment that used brain scans to determine which parts of the brain are activated when a person gets the chills from listening to music. It sounds pretty subjective I guess, but they used lots of controls to make sure that what they were finding was legit. Anyways, they found that many of the areas of the brain that are active when a person gets the chills from listening to music overlap with areas of the brain that are active when a person is doing common overtly pleasurable activities, such as having sex, taking drugs, or eating.