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Please
come on the first day ready to work on the computer. You will need a
Bruin account, a printer account, and floppy, ZIP and/or USB memory
devices. Nick
Gessler gessler@ucla.edu |
ALiCE:
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A hands-on exploration of the virtual realities of artificial life, artificial culture and evolutionary computation that are changing what it means to describe, explain and understand the complex world we live in. what
participants
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The
Use of Complexity Science "The challenges of the 21st century will require new ways of thinking about and understanding the complex, interconnected and rapidly changing world in which we live and work. And the new field of complexity science is providing the insights we need to push our thinking in new directions." |
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Developed, in part, from the following previous courses: Spring
2003 – Design | Media Arts 189. “Artificial Worlds: Life, Culture
and Evolution.” |
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On Thursday, we will jump right into programming in CLICC! Why not? Please come with at least 10 floppies, 1 ZIP disk or USB keychain, a BOL account and a printer account. We will try to finish this first "challenge" (assignment) in class. Be prepared for details, details, details... Also bring $20 for a course reader.
A combination lecture, discussion and laboratory course that will deal with the state-of-the-art in evolutionary computing and artificial worlds. The emphasis will be upon the explication, explanation and critique of the philosophy, epistemology, theory, method and practice of simulated worlds informed largely by readings, films, hands-on simulations, guest lectures and laboratory visits. The discussion (laboratory) sessions will be used to introduce participants to the basics of simulation programming from the bottom-up. This course may be taken before, after or concurrently with HCS 110. There are no prerequisites.
A hands-on exploration of the virtual realities of artificial life, artificial culture and evolutionary computation that are changing what it means to describe, explain and understand the complex world we live in. The computer on our desktops is emblematic of a much deeper intellectual discovery: the realization that the driving force in nature, from the origin of matter to great cultural accomplishments of science and art, is computational at its core. According to this view the world evolved from the bottom-up through the process of emergence: the assembly of increasing dynamical hierarchies of self-organization from a multitude of agents adhering to local rules who interact in complex ways to form global patterns of behavior. Physicist Edward Fredkin has developed digital mechanics as a substrate for quantum mechanics in a step towards a Digital Philosophy. Mathematician Stephen Wolfram set forth the principle of computational equivalence that holds that we are no more than collections of simple programs in A New Kind of Science. Programmer Karl Sims has shown that life-like forms with distinctive morphologies, behaviors and personalities may be evolved from scratch with his Evolved Virtual Creatures. Systems dynamicist Jay Forrester asserted that “Evolutionary processes have not given us the mental skill needed to properly interpret the dynamic behavior of the systems of which we have now become a part” in his “Counterintuitive Behavior of Social Systems”. Anthropologist Roger Keesing viewed cognition as an ecology of mind while computer scientist Marvin Minsky proposed a computationally rich multiagent society of mind. In cinema, director Joseph Rusnak wove a tale of the search for reality among the inhabitants of a nested series of cultural simulations designed for entertainment (The Thirteenth Floor) while director Alex Proyas portrayed the search for “truth” by the subjects of a series of reality altering scientific experiments (Dark City). In his novel Permutation City, Greg Egan investigates the interfaces between human consciousnesses resident in different computational media. Science and art are intimately intertwined.
Simulation is the process of constructing artificial worlds. We simulate in order to imagine how things could be and to reconsider how things really are. Thus simulation can both entertain as fantasy and educate as fact. We simulate in order to transcend our own individual limited perceptions of our social and physical environments. We take a look at the epistemology behind the new sciences of complexity and its impact on culture, popular and academic, scientific, artistic and literary. Our engagement with these ideas will come from lectures, discussions, readings, films, participant-led discussions and field trips (whenever possible) as well as the critically informed perspective of creating, writing and working with our own computational simulations of complexity and studying their entailments as virtual experiments with alternative “what-if” scenarios. Although we will build one simulation from the bottom-up, our emphasis will be on experimenting with existing simulations in a variety of programming platforms. No special mathematics or computing skills are required.
The essential elements, or primitives, of artificial worlds are objects (things) and processes (relationships) immersed in a spatial and temporal representation of their environment. At some level, these objects and processes are encapsulated as agents: entities that sense, think and act. Agents interact with one another in the world around them, changing one another and the world as it unfolds. They literally create their own narrative histories, quite often with unexpected and surprising results. These simulated artificial worlds can do what our individual minds alone, our collective minds together, our written and our spoken languages, and our mathematics cannot do: accurately, precisely, and repeatedly predict the outcome of situations that are far too complex for us to grasp by any other means. Our goal is to initiate participants into the roles of writer-director-editor-producer of their own would-be worlds. In this role they become programmers of life and culture, rather than programmers of any one computing language.
It is difficult to imagine a single facet of contemporary society that has not been impacted by the synergies of these new technologies of thought and the new challenges that they introduce. This course provides a comprehensive introduction to these theories and practices, a grounding that will prepare participants for involvement at the cutting-edge of a variety of fields.
As the course progresses, participants will be encouraged to take increasingly leading roles. Although the two primary texts will provide the core of the readings, supplementary readings will be introduced from time to time. Readings may be assigned to different teams.
Readings for each week will be distributed among the participants, with different groups being responsible for different critical reviews. Subject to availability, the two primary sources will be:
In addition to, or alternatively, readings will be assigned from journals and conference proceedings as well as chapters and articles from the following books:
Students will be graded on a balance of both performance and progress. There will be no final exam.
More information relevant to the course...
It is a seminar in the ground-breaking
fields of artificial life, artificial culture, artificial intelligence, virtual
environments, and evolutionary computation which have revolutionized our thinking
about science and our place in the universe. We will take a critical look at
these practices through writings, videos and movie clips on artificial worlds
and practical hands-on engagement with multi-agent simulations and games. Field
trips will be arranged whenever possible. Here are just a few of the issues
we will discuss:
Software to Enhance Your Creativity
You will have your own Web page up in the first week. You can use use some of this software in your presentations and in your project, or even as your project. I will go over all of it once lightly and will spend extra time with those who have a deeper interest.
A Project to Match Your Interests
The course project is your opportunity to explore a domain of artificial worlds close to your own interests. It may include a search of library and web resources, field research, critiques of popular culture, and/or a simulation written by you. Your project should be presented as a paper, web, powerpoint document and/or a Windows application.
No Prerequisites
There are no prerequisites other than an interest in artificial (and natural) worlds. You will have an advantage if you are comfortable working with PCs, browsing the Web, computer games, and sending and receiving E-mail. We will spend some time on these skills and you will have your own website up and running by the end of the first week. Make sure to contact Bruin-On-Line to get your own identification, password, email and website. Please familiarize yourself with the services (including classes) that they offer. Programming is optional to succeed in this course. We will introduce you to new visual tools with drag-and-drop components. It is really not that difficult. Check out the participant reviews and the instructor's profile.
Please arrive on the first day of class with:
Recommended Readings:
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Current articles and handouts including Computer Models of Cultural Evolution, by Nick Gessler. These will be available on the Web or from the instructor. |
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Evolutionary Design
by Computers, by Peter Bentley (Editor) amazon.com
= $62.95 plus shipping and handling This book will also be available on reserve. |
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Artificial
Life, by Christopher G. Langton (Editor) amazon.com
= $35.00 plus shipping and handling This book will also be available on reserve. |
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The Pattern on the Stone – The Simple Ideas that Make Computers Work, by Danny Hillis. Basic Books, New York (1998). An easy and enjoyable read. List price $13. available from instructor = $10.00 |
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C++ Guide. BarCharts, Quick Study - Computer. A six-page cheat
sheet on the C++ programming language. available from instructor = $4.00 |
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Growing Artificial Societies – Social
Science from the Bottom Up, by Joshua Epstein and Robert Axtell. MIT Press,
Cambridge (1996). A quick read for the overall strategy by week three.
More in-depth reading will be assigned. amazon.com = $24.00 plus shipping and handling |
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ATLAS
OF CYBERSPACE amazon.com = $27.99 plus shipping and handling |
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The Computational Beauty of Nature – Computer Exploration of Fractals, Chaos, Complex Systems, and Adaptation, by Gary William Flake. MIT Press, Cambridge (1999). Readings will be assigned each week. amazon.com = 32.95 plus shipping and handling MIT Press Website |
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Blondie24, by David Fogel. Morgan Kauffman (2001). Tells the story of a computer that taught itself to play checkers far better than its creators ever could by emulating the principles of Darwinian evolution and discovering innovative ways to approach the game. |
Grading Formula:
| 8 Weekly Challenges: 5% each = 40% | Class Participation: (30%) | Class Project (30%) |
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Challenges will be mostly simulations for you to write, explore, and enhance in code, pseudocode and procedural ideas. Please keep your own copies since I will not return what you turn in. I wish to keep them to impress my colleagues with your work. I will return comments separately, or better yet meet me over coffee (my treat).
Please turn in the following for each programming challenge:
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Includes:
We are always interested in epistemological issues (how do we know what we think we know), the evolution of representations (simulations and models), and what may be possible just around the corner. We would always like our discussions grounded in technological fact.
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Your topic should be designed around your own interests after consulting with me. Please keep your own copies since I will not return what you turn in on paper, floppy and/or Zip disk. Some ideas:
Some reflections:
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