Reactions on Creatures by Steve Grand Himself

From - Wed Nov 20 13:51:24 1996
From: "Steve Grand"
Newsgroups: comp.ai.games,comp.ai.alife
Subject: Re: Reactions on Creatures
Date: Wed, 20 Nov 1996 12:00:22 GMT
Organization: Millennium Interactive Ltd.

> My wonder is about the real connection between the game and Artificial Life,
> but I also need feelings about the game, so I really appreciate any comments
> (bad or good) about it, because I don't have the time to play it during
> long period.
>
>

I'm the inventor and lead programmer of Creatures, so I thought I'd be well placed to answer part of your query. I'm not the best person to describe how the game feels, I suppose, but I would like to assure you that it IS genuine Artifical Life, and give you some details:

The creatures are driven by a biologically-inspired neural network, whose wiring and dynamical properties are genetically determined. A biochemical modelling system (also genetically configured) controls diffuse feedback and reinforcement within the network, and also models the creatures' drives and needs. In addition, the chemical model simulates physiological structures such as digestive, reproductive and immune systems.

The network is genetically wired up to provide attention-direction and learned action-selection functions, and includes episodic and relationship memories, both short- and long-term. The detailed carrying out of a creature's actions and the pre-processing of sensory data are both handled by code, however. Of course, because the structure of the network is genetically defined, and the genome is both mutable and variable-length, there is no way of knowing what other neural structures could arise through evolution, given sufficient generations.

Perhaps the key point in defence of the assertion that Creatures is genuine A-life ("strong" A-life, even) is this: The program models biological building blocks and the genome configures them into structures; the code does NOT specify the behaviour of the creatures explicitely - this is an emergent property of the system. We don't have genes for "bravery", "aggressiveness" and so on, but for "chemo-receptors", "neural lobes", etc. The creatures do what they do as a result of this biologically inspired and biologically plausible model, not because I told them to do it.

What I aimed to achieve with Creatures was to create autonomous agents that people were willing to believe were alive, not because I'd managed to fool them into thinking this, but because I'd managed to convince them. The creatures are not brilliant learners, nor especially intelligent, but they do have a suitably life-like dynamical behaviour which emerges from the structural and dynamical properties of the underlying model, and not as a result of rules or "behaviour algorithms".

- - - - - - - - - - - - - - - - - - - - - -
Steve Grand
Director of Technology
Millennium Interactive Ltd.
stepheng@millennium.co.uk
- - - - - - - - - - - - - - - - - - - - - -