d8a80f6272
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>
199 lines
7.3 KiB
Markdown
199 lines
7.3 KiB
Markdown
---
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id: wiki-2026-0508-artificial-life
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title: Artificial Life (ALife)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [ALife, 인공 생명, digital evolution, emergent behavior, swarm intelligence]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: applied
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tags: [alife, evolutionary-computation, emergence, swarm, multi-agent, cellular-automata, complexity, simulation]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: Python / C++
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framework: NEAT / DEAP / mesa / NetLogo
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---
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# Artificial Life (ALife)
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## 📌 한 줄 통찰
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> **"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.
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## 📖 핵심
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### 매 3 분류 (Langton)
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1. **Soft ALife**: 매 software simulation. 매 Conway's Life, 매 Tierra, 매 Avida.
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2. **Hard ALife**: 매 robot. 매 BEAM robotics, 매 swarm robot.
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3. **Wet ALife**: 매 synthetic biology. 매 protocell, 매 artificial chemistry.
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### 매 핵심 concept
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1. **Emergence**: 매 simple rule → 매 complex pattern. (vs reductionism)
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2. **Self-organization**: 매 central control X.
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3. **Adaptation**: 매 environment 의 fit.
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4. **Reproduction**: 매 self-replication (von Neumann).
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5. **Evolution**: 매 mutation + selection.
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6. **Open-ended evolution**: 매 stop X.
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### Landmark systems
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- **Conway's Game of Life** (1970): 매 cellular automata.
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- **Tierra** (Ray, 1991): 매 self-replicating program 의 evolution.
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- **Avida**: 매 digital organism 의 lab.
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- **Karl Sims' Evolved Creatures** (1994): 매 morphology + behavior 진화.
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- **NEAT** (Stanley): 매 neural network 의 evolve.
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- **POET / Open-Ended ALife**: 매 무한 challenge generation.
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### Boids (Reynolds 1987)
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- 매 simple 3 rule:
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1. **Separation**: 매 collision 회피.
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2. **Alignment**: 매 neighbor 의 average heading.
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3. **Cohesion**: 매 neighbor 의 center.
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- → 매 flocking / schooling / swarm.
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### Multi-agent emergence
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- 매 ant colony 의 pheromone trail.
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- 매 stigmergy: 매 environment 의 indirect communication.
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- 매 termite mound 의 collective construction.
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### Evolutionary computation
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- **Genetic Algorithm** (GA): 매 chromosome + crossover + mutation.
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- **Genetic Programming** (GP): 매 program tree 의 evolve.
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- **Neuroevolution** (NEAT, HyperNEAT): 매 NN 의 evolve.
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- **Evolution Strategy** (ES, CMA-ES): 매 continuous parameter.
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- **Quality-Diversity** (MAP-Elites, Novelty Search): 매 diversity 의 explicit.
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### 매 modern AI 의 응용
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1. **NPC behavior** (game): 매 boids 기반 swarm enemy.
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2. **Robotics**: 매 swarm robot, 매 self-assembly.
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3. **Open-ended ML**: 매 POET, 매 OMNI 의 curriculum.
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4. **Procedural generation**: 매 cellular automata (cave, dungeon).
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5. **Drug discovery**: 매 evolutionary search.
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6. **Architecture / design**: 매 evolutionary design.
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## 💻 패턴
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### Boids (flocking)
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```python
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import numpy as np
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def boid_step(positions, velocities, perception=10, sep=2):
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for i in range(len(positions)):
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neighbors = [j for j in range(len(positions))
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if i != j and np.linalg.norm(positions[i]-positions[j]) < perception]
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if not neighbors: continue
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# 매 alignment
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align = np.mean([velocities[j] for j in neighbors], axis=0) - velocities[i]
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# 매 cohesion
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cohesion = np.mean([positions[j] for j in neighbors], axis=0) - positions[i]
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# 매 separation
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separation = sum((positions[i]-positions[j])
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/ np.linalg.norm(positions[i]-positions[j])**2
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for j in neighbors
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if np.linalg.norm(positions[i]-positions[j]) < sep)
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velocities[i] += 0.05*align + 0.01*cohesion + 0.1*separation
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positions[i] += velocities[i]
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return positions, velocities
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```
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### Genetic Algorithm (DEAP)
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```python
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from deap import base, creator, tools, algorithms
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import random
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creator.create('FitnessMax', base.Fitness, weights=(1.0,))
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creator.create('Individual', list, fitness=creator.FitnessMax)
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toolbox = base.Toolbox()
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toolbox.register('attr_bool', random.randint, 0, 1)
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toolbox.register('individual', tools.initRepeat, creator.Individual, toolbox.attr_bool, 100)
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toolbox.register('population', tools.initRepeat, list, toolbox.individual)
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def fitness(ind): return (sum(ind),)
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toolbox.register('evaluate', fitness)
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toolbox.register('mate', tools.cxTwoPoint)
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toolbox.register('mutate', tools.mutFlipBit, indpb=0.05)
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toolbox.register('select', tools.selTournament, tournsize=3)
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pop = toolbox.population(n=300)
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algorithms.eaSimple(pop, toolbox, cxpb=0.5, mutpb=0.2, ngen=40)
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```
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### Conway's Game of Life
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```python
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import numpy as np
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from scipy.signal import convolve2d
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def step(grid):
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K = np.array([[1,1,1],[1,0,1],[1,1,1]])
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n = convolve2d(grid, K, mode='same', boundary='wrap')
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return ((n == 3) | ((grid == 1) & (n == 2))).astype(int)
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```
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### MAP-Elites (Quality-Diversity)
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```python
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def map_elites(grid_size, generations=1000):
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archive = {} # 매 (behavior_descriptor) → best (fitness, genome)
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for gen in range(generations):
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if not archive:
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genome = random_genome()
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else:
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parent = random.choice(list(archive.values()))
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genome = mutate(parent[1])
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fitness, descriptor = evaluate(genome)
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cell = discretize(descriptor, grid_size)
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if cell not in archive or archive[cell][0] < fitness:
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archive[cell] = (fitness, genome)
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return archive
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```
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→ 매 single best X — 매 diverse 의 set.
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## 🤔 결정 기준
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| 문제 | Tool |
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| Game NPC swarm | Boids |
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| Optimization (discrete) | GA / GP |
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| NN architecture | NEAT |
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| Continuous param | CMA-ES |
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| Diversity 필요 | MAP-Elites / Novelty |
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| Procedural map | Cellular automata |
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| Multi-agent emergence | NetLogo / mesa |
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**기본값**: 매 specific objective = GA. 매 diversity = MAP-Elites. 매 NN = NEAT or RL.
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## 🔗 Graph
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- 부모: [[Complexity_Theory|Complexity-Theory]] · [[Emergence]] · [[Multi-agent-System|Multi-Agent-Systems]]
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- 변형: [[Cellular Automata]] · [[Evolutionary Biology|Evolutionary-Computation]] · [[Swarm_Intelligence|Swarm-Intelligence]]
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- 응용: [[NEAT]] · [[Procedural-Generation]]
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- Adjacent: [[Reinforcement-Learning]] · [[Self-Organization]] · [[Algorithmic-Biology]]
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## 🤖 LLM 활용
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**언제**: 매 NPC swarm design. 매 procedural generation. 매 evolutionary optimization. 매 emergent behavior research.
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**언제 X**: 매 supervised learning 의 substitute. 매 explainability 가 필수.
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## ❌ 안티패턴
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- **GA 의 small population**: 매 premature convergence.
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- **No diversity preservation**: 매 monoculture.
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- **Boids 의 ignore neighbor distance**: 매 unrealistic flock.
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- **Evolution 의 short generation**: 매 emergence X.
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- **Wet ALife 의 ethics 무시**: 매 synthetic biology biosecurity.
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## 🧪 검증 / 중복
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- Verified (Langton, Reynolds, Sims, Stanley).
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- 신뢰도 B.
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- Related: [[Cellular Automata]] · [[Evolutionary Biology|Evolutionary-Computation]] · [[Swarm_Intelligence|Swarm-Intelligence]].
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## 🕓 Changelog
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| 날짜 | 변경 |
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Langton 분류 + Boids + GA + MAP-Elites code |
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