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在生态方面,2006年,[[彼得·图尔钦]](Peter Turchin)和[[米哈伊尔·伯切夫]](Mikhail Burtsev)通过人工生命重新引入了关于动物合作行为进化的研究(由上世纪60年代的[[汉密尔顿]](W. D. Hamilton)发起,产生了亲缘选择、互惠、多层次选择和文化群体选择等理论<ref>Hamilton, W. D. The genetical evolution of social behaviour. I and II. J. Theor.Biol. 7, 1–52 (1964).</ref><ref>Axelrod, R. & Hamilton, W. D. The evolution of cooperation. Science 211,1390–1396 (1981).</ref>)。在此之前,博弈论被用于类似的研究,然而,该方法被认为是数量相当有限的可能策略和有争议的支付规则集。相反,这里设计的人工生命模型是基于康威的生命游戏,但增加了很多复杂性(可能会出现超过10<sup>1000</sup>种策略)。最重要的是,相互作用的因子具有外部表型标记,可在组内成员之间识别。实际上,它表明,如果有能力感知这些标记,系统内的因子就能够在最简假设下进化出新的群体行为。在已知的资产阶级-[[鹰派-鸽派对策策略]]之上,这里有两种新颖的合作攻击和防御模式从模拟中产生。
 
在生态方面,2006年,[[彼得·图尔钦]](Peter Turchin)和[[米哈伊尔·伯切夫]](Mikhail Burtsev)通过人工生命重新引入了关于动物合作行为进化的研究(由上世纪60年代的[[汉密尔顿]](W. D. Hamilton)发起,产生了亲缘选择、互惠、多层次选择和文化群体选择等理论<ref>Hamilton, W. D. The genetical evolution of social behaviour. I and II. J. Theor.Biol. 7, 1–52 (1964).</ref><ref>Axelrod, R. & Hamilton, W. D. The evolution of cooperation. Science 211,1390–1396 (1981).</ref>)。在此之前,博弈论被用于类似的研究,然而,该方法被认为是数量相当有限的可能策略和有争议的支付规则集。相反,这里设计的人工生命模型是基于康威的生命游戏,但增加了很多复杂性(可能会出现超过10<sup>1000</sup>种策略)。最重要的是,相互作用的因子具有外部表型标记,可在组内成员之间识别。实际上,它表明,如果有能力感知这些标记,系统内的因子就能够在最简假设下进化出新的群体行为。在已知的资产阶级-[[鹰派-鸽派对策策略]]之上,这里有两种新颖的合作攻击和防御模式从模拟中产生。
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For the setup, this two-dimensional artificial world is divided into cells, each empty or containing a resource bundle. An empty cell can acquire a resource bundle with a certain probability per unit of time and lose it when an agent consumes the resource. Each agent is plainly constructed with a set of receptors, effectors (the components that govern the agents' behavior), and neural net which connect the two. In response to the environment, an agent may rest, eat, reproduce by division, move, turn and attack. All actions{{Clarify|date=July 2010}} <!--is this true? (see next comment)--> expend energy taken from its internal energy storage; once that is depleted, the agent dies. Consumption of resource, as well as other agents after defeating them, yields an increase <!--or should this say "a net increase"?--> in the energy storage. Reproduction is modeled as being asexual while the offspring receive half the parental energy. Agents are also equipped with sensory inputs that allow them to detect resources or other members within a parameter{{Clarify|date=July 2010}} in addition to its own level of vitality. As for the phenotype markers, they do not influence behavior but solely function as indicator of 'genetic' similarity. Heredity is achieved by having the relevant information be inherited by the offspring and subjected to a set rate of mutation.
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For the setup, this two-dimensional artificial world is divided into cells, each empty or containing a resource bundle. An empty cell can acquire a resource bundle with a certain probability per unit of time and lose it when an agent consumes the resource. Each agent is plainly constructed with a set of receptors, effectors (the components that govern the agents' behavior), and neural net which connect the two. In response to the environment, an agent may rest, eat, reproduce by division, move, turn and attack. All actions <!--is this true? (see next comment)--> expend energy taken from its internal energy storage; once that is depleted, the agent dies. Consumption of resource, as well as other agents after defeating them, yields an increase <!--or should this say "a net increase"?--> in the energy storage. Reproduction is modeled as being asexual while the offspring receive half the parental energy. Agents are also equipped with sensory inputs that allow them to detect resources or other members within a parameter in addition to its own level of vitality. As for the phenotype markers, they do not influence behavior but solely function as indicator of 'genetic' similarity. Heredity is achieved by having the relevant information be inherited by the offspring and subjected to a set rate of mutation.
      
对于该设置,这个二维人工世界被划分为单元,每个单元为空或包含一个资源包。一个空单元可以获得单位时间内一定概率的资源包,并在因子消耗该资源时丢失它。每个因子都是由一组受体、效应器(控制因子行为的组件)和连接两者的神经网络构成的。为了对环境做出反应,个体可以休息、进食、分裂繁殖、移动、转身和攻击。所有的动作消耗的能量来自于它的内部能量储存;一旦耗尽,因子就会死亡。消耗资源,以及击败其他因子后,产生能量储存的增加。繁殖模式为无性繁殖,其后代获得双亲能量的一半。因子还配备了感官输入,允许它们检测一个参数内除了它自己活力水平以外的资源或其他成员。至于表型标记,它们并不影响行为,而仅仅作为“遗传”相似性的指标。遗传是通过让后代继承相关的信息并承受一定的突变率来实现的。
 
对于该设置,这个二维人工世界被划分为单元,每个单元为空或包含一个资源包。一个空单元可以获得单位时间内一定概率的资源包,并在因子消耗该资源时丢失它。每个因子都是由一组受体、效应器(控制因子行为的组件)和连接两者的神经网络构成的。为了对环境做出反应,个体可以休息、进食、分裂繁殖、移动、转身和攻击。所有的动作消耗的能量来自于它的内部能量储存;一旦耗尽,因子就会死亡。消耗资源,以及击败其他因子后,产生能量储存的增加。繁殖模式为无性繁殖,其后代获得双亲能量的一半。因子还配备了感官输入,允许它们检测一个参数内除了它自己活力水平以外的资源或其他成员。至于表型标记,它们并不影响行为,而仅仅作为“遗传”相似性的指标。遗传是通过让后代继承相关的信息并承受一定的突变率来实现的。
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