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이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-artificial-life | Artificial Life (ALife) | 10_Wiki/Topics | verified | self |
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none | B | 0.85 | applied |
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2026-05-10 | pending |
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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)
- Soft ALife: 매 software simulation. 매 Conway's Life, 매 Tierra, 매 Avida.
- Hard ALife: 매 robot. 매 BEAM robotics, 매 swarm robot.
- Wet ALife: 매 synthetic biology. 매 protocell, 매 artificial chemistry.
매 핵심 concept
- Emergence: 매 simple rule → 매 complex pattern. (vs reductionism)
- Self-organization: 매 central control X.
- Adaptation: 매 environment 의 fit.
- Reproduction: 매 self-replication (von Neumann).
- Evolution: 매 mutation + selection.
- 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:
- Separation: 매 collision 회피.
- Alignment: 매 neighbor 의 average heading.
- 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
- NPC behavior (game): 매 boids 기반 swarm enemy.
- Robotics: 매 swarm robot, 매 self-assembly.
- Open-ended ML: 매 POET, 매 OMNI 의 curriculum.
- Procedural generation: 매 cellular automata (cave, dungeon).
- Drug discovery: 매 evolutionary search.
- Architecture / design: 매 evolutionary design.
💻 패턴
Boids (flocking)
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)
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
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)
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 · Emergence · Multi-agent-System
- 변형: Cellular Automata · Evolutionary Biology · 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 · Swarm_Intelligence.
🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Langton 분류 + Boids + GA + MAP-Elites code |