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#1 - Dennett (Game of Life)
#1 - Dennett (Game of Life)
➔ If you can’t make a hard problem relatively simple, you are probably not going about it
the right way. Simplification is not just for beginners.
➔ Artificial intelligence (AI) has its own simple cases, known as “toy problems,” which, as
the name suggests, are deliberately oversimplified versions of “serious” real-world
problems. Many of the most interesting programs devised in AI are solutions to toy
problems—such as getting a computer program to build simple structures in the blocks
world, a virtual world consisting of a tabletop with a bunch of movable children’s blocks
on it.
➔ Physicists and philosophers and others have argued for several millennia about whether
our universe is deterministic, or whether there are some genuinely undetermined events:
utterly unpredictable “random” events that just happen without anything causing them to
happen.
➔ Even experienced thinkers may find new insights by playing around with Life, the
breathtakingly simple model of a deterministic world created by the mathematician John
Horton Conway and his graduate students in 1970.
➔ Life is played on a two-dimensional grid, such as a checkerboard, using simple counters,
such as pebbles or pennies. The grid divides the plane into square cells, and each cell is
either ON or OFF at each moment. (If it is ON, place a penny on the square; if it is OFF,
leave the square empty.) Notice that each cell has eight neighbors: the four adjacent
cells—north, south, east, and west—and the four diagonals—northeast, southeast,
southwest, and northwest.
➔ Time in the Life world is discrete, not continuous; it advances in ticks, and the state of
the world changes between each tick according to the following rule:
➔ Life Physics: For each cell in the grid, count how many of its eight neighbors are ON at
the present instant. If the answer is exactly two, the cell stays in its present state
(ON or OFF) in the next instant. If the answer is exactly three, the cell is ON in the
next instant whatever its current state. Under all other conditions the cell is OFF.
While this is the fundamental law of the “physics” of the Life world, it helps at first to
conceive this curious physics in biological terms: think of cells going ON as births, cells
going OFF as deaths, and succeeding instants as generations. Either overcrowding
(more than three inhabited neighbors) or isolation (less than two inhabited neighbors)
leads to death. Consider a few simple cases
➔ Flasher:
In the configuration only cells D and F have exactly three neighbors ON, so they will be the
only birth cells in the next generation. Cells B and H each have only one neighbor ON, so
they die in the next generation. Cell E has two neighbors ON, so it stays on. So the next
“instant” will look like figure 3.
Obviously, the configuration will revert back in the next instant, and this little pattern will flip-
flop back and forth indefinitely, unless some new ON cells are brought onto the scene
somehow. It is called a flasher or traffic light.
➔ Still life:
what will happen here? Nothing Each ON cell has
three neighbors ON, so it is reborn just as it is.
No OFF cell has three neighbors ON, so no other
births happen. This configuration is called a still life.
Glider
თუმცა დიაგონალურად თუ განვალაგებთ მალე სისტემა მთლიანად გაქრება.
The flasher, we saw, has a two-generation period that continues ad infinitum, unless some other
configuration encroaches (შეღწევა). Encroachment is what makes Life interesting: among the
periodic configurations are some that swim, amoeba-like, across the plane. The simplest is the
glider, the five-pixel configuration shown taking a single stroke to the southeast in figure 6.
Then there are the eaters, the puffer trains and space rakes, and a host of other aptly named denizens
(ადგილობრივები, მაცხოვრებლები) of the Life world that emerge as recognizable objects at a new
level (analogous to the design level). This level has its own language, a transparent foreshortening of the
tedious descriptions one could give at the physical level. For instance:
Eaters:
An eater can eat a glider in four generations. Whatever is being consumed, the basic
process is the same. A bridge forms between the eater and its prey. In the next generation, the
bridge region dies from overpopulation, taking a bite out of both eater and prey. The eater then
repairs itself. The prey usually cannot. If the remainder of the prey dies out as with the glider,
the prey is consumed. [Poundstone, 1985, p. 38]
They wanted something dead simple, easy to visualize and easy to calculate, so they not only
dropped from three dimensions to two but also “digitized” both space and time: all times and
distances, as we saw, are in whole numbers of “instants” and “cells.” It was von Neumann who
had taken Alan Turing’s abstract conception of a mechanical computer (now called a Turing
machine) and engineered it into the specification for a general-purpose stored-program serial-
processing computer (now called a von Neumann machine), and in his brilliant explorations of
the spatial and structural requirements for such a computer, he had realized—and proved—that
a Universal Turing machine (see part IV) could in principle be “built” in a two-
dimensional world. 1 Conway and his students also set out to confirm this with their own
exercise in two-dimensional engineering. 2 It was far from easy, but they showed how they
could “build” a working computer out of simpler Life forms. Glider streams can provide the
input-output “tape,” for instance, and the tape-reader can be some huge assembly of eaters,
gliders, and other bits and pieces. What does this machine look like? Poundstone (1985)
calculated that the whole construction would be on the order of 10^13 cells or pixels.
A self-reproducing pattern would be a hazy glow, like a galaxy. [pp. 227–288] In other words, by
the time you have built up enough pieces into something that can reproduce itself (in a two-
dimensional world), it is roughly as much larger than its smallest bits as an organism is larger
than its atoms. You probably can’t do it with anything much less complicated, though this has
not been strictly proved.