--- id: wiki-2026-0508-artificial-life title: Artificial Life (ALife) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [ALife, 인공 생명, digital evolution, emergent behavior, swarm intelligence] duplicate_of: none source_trust_level: B confidence_score: 0.85 verification_status: applied tags: [alife, evolutionary-computation, emergence, swarm, multi-agent, cellular-automata, complexity, simulation] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: Python / C++ framework: NEAT / DEAP / mesa / NetLogo --- # Artificial Life (ALife) ## 📌 한 줄 통찰 > **"매 life 의 본질 의 digital code 의 recreate"**. 매 simple rule 의 interaction → 매 emergent intelligence. 매 swarm AI / NPC behavior / evolutionary algorithm / open-ended learning 의 foundation. ## 📖 핵심 ### 매 3 분류 (Langton) 1. **Soft ALife**: 매 software simulation. 매 Conway's Life, 매 Tierra, 매 Avida. 2. **Hard ALife**: 매 robot. 매 BEAM robotics, 매 swarm robot. 3. **Wet ALife**: 매 synthetic biology. 매 protocell, 매 artificial chemistry. ### 매 핵심 concept 1. **Emergence**: 매 simple rule → 매 complex pattern. (vs reductionism) 2. **Self-organization**: 매 central control X. 3. **Adaptation**: 매 environment 의 fit. 4. **Reproduction**: 매 self-replication (von Neumann). 5. **Evolution**: 매 mutation + selection. 6. **Open-ended evolution**: 매 stop X. ### Landmark systems - **Conway's Game of Life** (1970): 매 cellular automata. - **Tierra** (Ray, 1991): 매 self-replicating program 의 evolution. - **Avida**: 매 digital organism 의 lab. - **Karl Sims' Evolved Creatures** (1994): 매 morphology + behavior 진화. - **NEAT** (Stanley): 매 neural network 의 evolve. - **POET / Open-Ended ALife**: 매 무한 challenge generation. ### Boids (Reynolds 1987) - 매 simple 3 rule: 1. **Separation**: 매 collision 회피. 2. **Alignment**: 매 neighbor 의 average heading. 3. **Cohesion**: 매 neighbor 의 center. - → 매 flocking / schooling / swarm. ### Multi-agent emergence - 매 ant colony 의 pheromone trail. - 매 stigmergy: 매 environment 의 indirect communication. - 매 termite mound 의 collective construction. ### Evolutionary computation - **Genetic Algorithm** (GA): 매 chromosome + crossover + mutation. - **Genetic Programming** (GP): 매 program tree 의 evolve. - **Neuroevolution** (NEAT, HyperNEAT): 매 NN 의 evolve. - **Evolution Strategy** (ES, CMA-ES): 매 continuous parameter. - **Quality-Diversity** (MAP-Elites, Novelty Search): 매 diversity 의 explicit. ### 매 modern AI 의 응용 1. **NPC behavior** (game): 매 boids 기반 swarm enemy. 2. **Robotics**: 매 swarm robot, 매 self-assembly. 3. **Open-ended ML**: 매 POET, 매 OMNI 의 curriculum. 4. **Procedural generation**: 매 cellular automata (cave, dungeon). 5. **Drug discovery**: 매 evolutionary search. 6. **Architecture / design**: 매 evolutionary design. ## 💻 패턴 ### Boids (flocking) ```python import numpy as np def boid_step(positions, velocities, perception=10, sep=2): for i in range(len(positions)): neighbors = [j for j in range(len(positions)) if i != j and np.linalg.norm(positions[i]-positions[j]) < perception] if not neighbors: continue # 매 alignment align = np.mean([velocities[j] for j in neighbors], axis=0) - velocities[i] # 매 cohesion cohesion = np.mean([positions[j] for j in neighbors], axis=0) - positions[i] # 매 separation separation = sum((positions[i]-positions[j]) / np.linalg.norm(positions[i]-positions[j])**2 for j in neighbors if np.linalg.norm(positions[i]-positions[j]) < sep) velocities[i] += 0.05*align + 0.01*cohesion + 0.1*separation positions[i] += velocities[i] return positions, velocities ``` ### Genetic Algorithm (DEAP) ```python from deap import base, creator, tools, algorithms import random creator.create('FitnessMax', base.Fitness, weights=(1.0,)) creator.create('Individual', list, fitness=creator.FitnessMax) toolbox = base.Toolbox() toolbox.register('attr_bool', random.randint, 0, 1) toolbox.register('individual', tools.initRepeat, creator.Individual, toolbox.attr_bool, 100) toolbox.register('population', tools.initRepeat, list, toolbox.individual) def fitness(ind): return (sum(ind),) toolbox.register('evaluate', fitness) toolbox.register('mate', tools.cxTwoPoint) toolbox.register('mutate', tools.mutFlipBit, indpb=0.05) toolbox.register('select', tools.selTournament, tournsize=3) pop = toolbox.population(n=300) algorithms.eaSimple(pop, toolbox, cxpb=0.5, mutpb=0.2, ngen=40) ``` ### Conway's Game of Life ```python import numpy as np from scipy.signal import convolve2d def step(grid): K = np.array([[1,1,1],[1,0,1],[1,1,1]]) n = convolve2d(grid, K, mode='same', boundary='wrap') return ((n == 3) | ((grid == 1) & (n == 2))).astype(int) ``` ### MAP-Elites (Quality-Diversity) ```python def map_elites(grid_size, generations=1000): archive = {} # 매 (behavior_descriptor) → best (fitness, genome) for gen in range(generations): if not archive: genome = random_genome() else: parent = random.choice(list(archive.values())) genome = mutate(parent[1]) fitness, descriptor = evaluate(genome) cell = discretize(descriptor, grid_size) if cell not in archive or archive[cell][0] < fitness: archive[cell] = (fitness, genome) return archive ``` → 매 single best X — 매 diverse 의 set. ## 🤔 결정 기준 | 문제 | Tool | |---|---| | Game NPC swarm | Boids | | Optimization (discrete) | GA / GP | | NN architecture | NEAT | | Continuous param | CMA-ES | | Diversity 필요 | MAP-Elites / Novelty | | Procedural map | Cellular automata | | Multi-agent emergence | NetLogo / mesa | **기본값**: 매 specific objective = GA. 매 diversity = MAP-Elites. 매 NN = NEAT or RL. ## 🔗 Graph - 부모: [[Complexity_Theory|Complexity-Theory]] · [[Emergence]] · [[Multi-agent-System|Multi-Agent-Systems]] - 변형: [[Cellular Automata]] · [[Evolutionary Biology|Evolutionary-Computation]] · [[Swarm_Intelligence|Swarm-Intelligence]] - 응용: [[NEAT]] · [[Procedural-Generation]] - Adjacent: [[Reinforcement-Learning]] · [[Self-Organization]] · [[Algorithmic-Biology]] ## 🤖 LLM 활용 **언제**: 매 NPC swarm design. 매 procedural generation. 매 evolutionary optimization. 매 emergent behavior research. **언제 X**: 매 supervised learning 의 substitute. 매 explainability 가 필수. ## ❌ 안티패턴 - **GA 의 small population**: 매 premature convergence. - **No diversity preservation**: 매 monoculture. - **Boids 의 ignore neighbor distance**: 매 unrealistic flock. - **Evolution 의 short generation**: 매 emergence X. - **Wet ALife 의 ethics 무시**: 매 synthetic biology biosecurity. ## 🧪 검증 / 중복 - Verified (Langton, Reynolds, Sims, Stanley). - 신뢰도 B. - Related: [[Cellular Automata]] · [[Evolutionary Biology|Evolutionary-Computation]] · [[Swarm_Intelligence|Swarm-Intelligence]]. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — Langton 분류 + Boids + GA + MAP-Elites code |