We propose a model to generate a group of artificial lives capable of coping with various environments which is equivalent to a set of requested task, and likely to show that the plays or hobbies are necessary for the group of individuals to maintain the coping capability with various changes of the environment as a whole. This may be an another side of saying that the wide variety of the abilities in the group is necessary, and if the variety in a species decreased, its species will be extinguished. Thus, we show some simulation results, for example, in the world where more variety of abilities are requested in the plays, performance of the whole world becomes stable and improved in spite of being calculated only from job tasks, and can avoid the risk of extinction of the species. This is the good effect of the play.
Life is a highly rationalized organization. There often exists hidden rationality even in an irrational action at a glance. It is often said that in the human organization the top a-third people work hard and draw the organization, but the bottom a-third are lazy and work as brakes for the development of the organization. However, if a new organization is made with only this bottom a-third, also new top a-third people are born from them as excellent constituents and draw the organization. Generally speaking, each individual has his or her own peculiar and unique abilities, and he or she exhibits the hidden ability when it is requested. Human society is composed of divided works and specialized individuals with various explicit and implicit abilities. There are some work in the literature dealing with artificial brain and mind [
We assume that human society is composed of individuals, business positions (tasks), and hobby world with various plays. Human society has an interaction with the outer world (environment) which requests to the human society various tasks. For example, if the density of CO2 increases, a task to decrease or suppress it is requested to the human society from the environment. Further, if the internet becomes spread over the human society, a task to utilize it is requested from the environment although it is a product of human society and somehow artificial. Such environment varies from time to time. To cope with such environmental changes, human society must make their work or business system change by assigning to the tasks (positions) individuals with adequate abilities or reorganize them. However, each individual is not expected to have enough abilities which are requested in the tasks. In our model shown in Figure
Gene world model with interaction to external environment. () shows lacking ability.
The play is often referred to as an opposite action to the diligence. However, like the play at housekeeping of the children, if we consider it as the training occasion of the social roles, the meaning of the play becomes largely different. Competitive playing sports may also be regarded as a hidden side of hot war to avoid destructive results by applying rules. The human society is requested to continuously cope with variously changing environment with its variety of abilities. At ordinary times most part of such abilities are hidden as they are, and a part of it is revealed as the play and training.
In this paper, using genetic algorithm we generate a group of artificial lives which are capable of coping with various environments which is a set of requested tasks. Under such situation, we like to show that the plays or hobbies are automatically generated as a necessary instinct or they are a natural result of evolution of the group of individuals in order to maintain the coping capability with various changes of the environment as a whole. This may be another side of that the wide variety of the abilities in the group is necessary and if the variety in a species decreased, its species will be extinguished.
This paper shows an attempt to generate an artificial mind which has two aspects of “diligent to his job” and “apt to run to pleasure.” We show that the latter does not have a negative meaning but also has a positive meaning to cope with variously changing environment as a group and stabilize the world productivity.
In this paper we assume that human abilities are countable such as
Null element may be included in
An environment (outer world)
The environment changes from time to time.
Each task
For example,
On the other hand, there is a set
For example,
Each play also requests a set of abilities:
For example,
Abilities of [interest-in-*] are always necessary to begin the play of *. The set
Each individual
A simple example of the world model is shown in Figure
We assume here the skill is given by
When the environment Et is given, an individual most fitted to the task (see Section
The fitness of the individual
If there are two same abilities in an individual, its skill is counted twice, and so on. That is, for example, if one has three genes of the same ability of [swift-of-foot], he may have three times of the skill of the [swift-of-foot]. On the other hand, if he has no such ability,
Also for the plays we can consider the same fitness, and each individual selects the most fitted Ri among the set of plays specified by ability of [interest-in-*] and practicing it. If one has no such ability, he will spend the leisure time with rate
Performance of the whole world is given by
Genetic algorithm [
In order to simulate the artificial humans we must map the model to genotype. It may be more simple to represent the individual (
The environment is given from the outside to the group of individuals. It requests the tasks. On the other hand, the plays are generated as a result of the evolved genes. To do so, some specific binary sequences on the gene should be interpreted as [interest-in-*] with which he or she is represented as being fond of that kind of play and begin to do it. The set of trainable abilities in each play is given also from the outside.
We have developed a simulation software.
The initial parameters of the simulation are
Figure
Typical behavior of the world with 64 kinds of less complicated plays each of which requires no ability.
Ability spectrum of (i) requested and (ii) generated
(iii) Performance and (iv) variance of ability distribution. Vertical axis is arbitrary unit
Figure
Typical behavior of the world with 64 kinds of highly complicated plays each of which requires 64 abilities.
Ability spectrum of (i) requested and (ii) generated
(iii) Performance and (iv) variance of ability distribution. Vertical axis is arbitrary unit
We can see that in the world where more varieties of abilities are requested in the plays, or various kinds of plays are possible and popular as in the advanced countries, the performance of the whole world in spite of calculated only from tasks becomes more stable by the continuous skill up in the plays. This is the effect of the play.
In the first and the second simulations of Figures
Besides the abilities with code numbers 65–128 are allotted to plays one-to-one, each task is allotted randomly to one of the code numbers of 65–128. That is, each the code number between 65 and 128 is allotted to one play and 0, 1, or 2, … tasks. An experimental result is shown in Figure
Behavior of the world with 64 kinds of less complicated plays requiring no ability as Figure
Ability spectrum of (i) requested and (ii) generated
(iii) Performance and (iv) variance of ability distribution. Vertical axis is arbitrary unit
We can say that there is a discrimination between the tasks as the duty one and the voluntary one with interest. This is the effect of the interest in this task. We can see that the improvement of the ability by which they performed the task voluntarily contributes to the variance of the ability. We can find that there are common parts between the
In order to see the difference by complexity of the plays from statistical point of view, we performed 100 trials of the simulation under the random environmental change shown in Figure
Random environmental change. Range of 20 between upper and lower curves is the requested abilities in each generation.
Results are shown in Figure
Improvement of means of performance and variance from simple play world. Values are arbitrary unit in Figure
Abilities for play | Performance | Variance |
---|---|---|
0 | — | — |
8 | 18 | 39.26 |
16 | 35 | 38.57 |
32 | 14 | 41.61 |
Average of 100 trials of the world. Lower dark curve is the performance and upper thinner curve is the variance of the gene spectrum.
World with simple plays requesting no ability
World with complex plays requesting 32 abilities
Note that in the simulation, abilities are fixed beforehand. In real situations, however, they are newly generated to adapt more to the varying environment. Introducing this mechanism to the simulation, it will make the simulation more realistic. For example, in both worlds in Figure
Generally speaking, the simulation of GA is not always stable, but sometimes it happens that even when the performance is growing up steadily the evolution becomes bad suddenly. This is partly because of the limited number of individuals in the above simulation.
Though we have not tried fully yet, it is expected that a group of individuals with wide variety of abilities as a whole is generated by the effect of varying environment. In other words, required wide variety of abilities to cope with variously changing environment are embedded distributively in the group. As a result each individual comes to have his own personality and uniqueness. Individuals constitute the world (group or independent country) by sharing tasks required in the present environment. However, the whole abilities embedded in the group distributively are not only the ones required in the present environment but also for its possible changes. Some parts of such abilities embedded into an individual will appear as plays or hobbies. Thus, in spite of only evaluating the fitness of abilities of the individual to the changing environment, not only the variety of the abilities for the tasks but also the variety of the abilities for plays come to appear. As a result, three types of individuals will be generated. The first type of the individual is fitted to his present task, and this type of individual is happy only in his job. The second one is happy in his play rather than in his job. The third one is their intermediate type. Essentially, it may be nonsense to discriminate the abilities for the job tasks and for the plays, although in this paper we discriminated them for convenience in the simulation.
The present environment requests not the whole abilities of the group of humans but only the part. The unrequested abilities will appear as the play in the hobby world and prepare the next chance to be requested from the environment by being trained in the play.
Though the paper deals with a world of mankind, the frame of the research will also be applicable to various worlds with struggle for existence, such as animal world and business world.
In this paper, we have proposed a gene world model of a group of artificial humans capable of coping with various environments, where individuals with mind of plays or hobbies are generated. We have shown in a simulation that in the world, where more variety of abilities are requested in the plays, the performance of the whole worlds in spite of calculated only from tasks becomes stable. This is the effect of the play. Thus, we may be able to say that we could confirm that the role of plays will be partly some kind of training for implicit or explicit abilities which will be useful for unexpected changes of the environment. It can be regarded as play expresses a margin of ability.
Further improvement along the following items will be necessary. The system behavior is rather dependent on how the environment changes in speed and range. Therefore, we must investigate what type of changes will generate what type of artificial lives. Structure of the model of the task is flat of only a personal job level. It might be needed to construct a task system with a hierarchical structure such as a company composed of individuals. It may be difficult in the real world to discriminate the job tasks as the duty one and the hobbies as the voluntary one with pleasure. It may be a way not discriminating [interested-in-play*] and [interested-in-task*]. In the real world, evaluation of the world is made not only by the job tasks but by including the plays. “Variance” may not be adequate since it depends on how to allot the number to the ability. Therefore, entropy may be more adequate to express the diversity of the gene. Though in the simulation, abilities in the mankind are fixed beforehand in the real situation they are evolved to adapt more to the changing environment. Then, the artificial lives will evolve more drastically.
This work was partially supported by the Grant-in-Aid for Scientific Research of Exploratory Research 12878060, 21656100, and Scientific Research (A) 22246054 of Japan Society for the Promotion of Science, Japan.