Computer Generated Life
Computer Generated Life
Computer Generated Life
Computer-Generated Life
Eric T. Olson
i.
Dr. Frankenstein, in Mary Shelley's novel, created a living human being in his laboratory.
Impressive though this accomplishment may have been, though, Frankenstein's monster was
made from materials that were already living, or nearly so, before they came into his hands.
His "creation" of life was little more than an elaborate bit of surgery and resuscitation. It would
be of greater philosophical interest if someone could create a living organism out of non-
biological materials--out of simple organic molecules of the sort that were present on the young
earth, for example, or out of wholly inorganic chemicals, or even out of nuts and bolts and
wires. This would truly be a case of artificial life.
However, an increasing number of computer scientists claim that they can do something
even more surprising than this. They say that it is possible to create genuine living organisms
without getting one's hands dirty, simply by programming a computer in the right way.
Here are some examples of this astonishing claim. C.G. Langton, one of the founders of
the new science of artificial life, writes,
The ultimate goal of the study of artificial life would be to create 'life' in some other medium,
ideally a virtual medium where the essence of life has been abstracted from the details of its
implementation in any particular hardware. We would like to build [computer] models that
are so lifelike that they would cease to be models of life and become examples of life
themselves (1986, 147).
Langton clearly believes that this can be done. "Any definition or list of criteria broad enough
to include all known biological life," he argues, "will also include certain classes of computer
processes which, therefore, will have to be considered to be 'actually' alive" (1992b, 19).
Claus Emmeche describes Thomas Ray's (1992) programming work the work by saying,
with the help of computers he could piece together fragments of computer programs (i.e.,
instructions) and turn them into artificial organisms that did not just resemble life, but that
theoretically speaking were just as alive as real animals and plants." (1994b, 3) [1]
Others who have expressed at least guarded support for Computer-Generated Life include
Farmer and Belin (1992), Keeley (1994), Levy (1992), Pattee (1989), Rasmussen (1992),
Spafford (1992), and Taylor (1992).
I am going to call the claim that one can create a living organism simply by programming a
computer in the right way "Computer-Generated Life". It is important to distinguish this from
two less radical positions that share the name "Artificial Life". First there is the perfectly
respectable claim that computer models of complex biological systems can provide biologists
with novel ways of learning about the living world. Computerized simulations of life may also
enable us to learn about possible forms of life that are not in fact known to exist, including
organisms based on structures other than carbon chemistry. These claims about the modelling
and simulating powers of artificial-life programs often go by the name of "Weak A-life" (e.g.
Langton 1992b). "Strong A-life", on the other hand, is the bold hypothesis that it is possible to
go beyond simulation and literally create living organisms with the help of computers. These
may be chemical creatures in a test tube, or they may be mechanical automata of some sort.
"Computer-Generated Life" goes beyond Strong A-life by saying that one can create a living
thing without any materials at all, just by manipulating information.
This claim raises a number of philosophical questions. [2] Could today's or tomorrow's
artificial-life programmers really create something living? What sort of thing can they create at
all? What is a living organism, anyway? Is life essentially a computational phenomenon? And
if so, would that mean that living organisms were somehow made out of information rather
than out of matter? What is the relation between natural organisms and computer-generated
ones? When is a computer model of some phenomenon an instance of that phenomenon itself?
What sort of environment would these computer-generated organisms inhabit, and what is the
relation between that environment and our own? What ontological category would computer-
generated organisms belong to? Are they supposed to be material objects? Events or
processes? Platonic complexes of pure information? Or are the traditional ontological
categories of the philosophers adequate to account for this new phenomenon?
I shall try to address only a few of these questions. My main purpose will be to show that
the hypothesis of Computer-Generated Life rests on shaky conceptual foundations. For there
to be life is for there to be living organisms. (Life is a property, and the things that bear that
property are living things: organisms.) I believe that the advocates of Computer-Generated
Life have not thought carefully about just what sort of things these computer-generated
organisms are supposed to be. It is not clear what things they claim to be able to create, and
which they take to be alive.
They may point to a pulsating image on the monitor and say, "That is alive." But what
thing are they pointing at? Is it a material object like a dog or a cat, that is literally, physically
inside the computer? A physical process going on there that is "bioelectrical" rather than
biochemical? An abstract complex or pattern of information, such as a program? Or is there
some other category of thing that computer-generated organisms could belong to? Friends of
Computer-Generated Life argue that the things they create, or could create, are genuinely alive;
but we cannot evaluate this claim until we know what they have created.
We are often told that the would-be organisms in question are "certain classes of computer
processes" (Langton 1992b), or exist "in silico" as opposed to "in vitro" (Langton 1989b,
Emmeche 1994b, etc.), or are "constructed entirely out of machine instructions" (Ray 1992,
374), or that their "essence is information" (Levy 1992, 6). But this is not very helpful, for it is
not clear what sort of thing a class of computer processes or a machine instruction is supposed
to be; and no such explanation is offered.
The reader may suspect that these questions are tainted with philosophical dogma (though
they are not entirely without precedent; see Bedau 1992, 496). Why should computer-
generated organisms fit neatly into any of those ontological categories--material object, event or
process, or abstract object? But the same point can be made by asking plainer questions that do
not involve those categories: Are these organisms made of matter? If so, what matter; and if
not, what are they made of? Are they literally inside the computer? If not, where are they? Or
are they located in space and time at all? What is their relation to the hardware of the computer
running the artificial-life program? What prevents a computer-generated organism from biting
me? If there really are computer-generated organisms, these questions ought to have answers--
particularly if those organisms are supposed to be comparable with natural living things like
elephants and giraffes.
I shall discuss several possible answers to these questions--all the ones that I can think of--
and try to show that they are all problematic. I do not claim to show that Computer-Generated
Life is absurd. But its defenders need to think more about what they are saying.
ii.
Let us consider first the picture of computer-generated organisms that I have heard most
often from their defenders: that they are abstract complexes or patterns of pure information, as
opposed to concrete, physical objects or processes that exist or occur at particular places and
times. Here is Langton once again:
Computers themselves will not be alive, rather they will support informational universes
within which dynamic populations of informational "molecules" engage in informational
"biochemistry." (1989b, 39; see also 1986)
[I]t is in virtue of blip world's physical properties (not its computational properties) that it
exhibits relevantly biological behavior. While it is true that the medium in which this
behavior is found is a "computer," we should never forget that our computer is not some
kind of Platonic "purely computational system"; it is a very down-to-earth physical system, a
machine. (1994, p. 578; see also Emmeche 1994b, x, 18)
(Blip world is the product of an artificial-life program modeled on Tom Ray's Tierra [1992].)
And Robert Davidge (1992) says that computer-generated organisms are made up of transistors
in much the same way as natural organisms are made up of molecules.
This picture would enable one to avoid the criticism brought by some writers that putative
computer-generated organisms are "just ungrounded symbol systems that are systematically
interpretable as if they were alive; in reality they are no more alive than a virtual furnace is hot"
(Harnad 1994, 539; see also Sober 1992). And as we saw earlier, it is hard to see how
anything other than a physical object or event could have the sorts of causal properties, such as
metabolism and interactions with their surroundings, that are essential to life.
So let us consider the view that computer-generated organisms are material objects, just as
elephants are: things made of matter and having a mass, microphysical composition, size, and
location. It may sound fantastic to suppose that programming a computer could be a way of
bringing a material object into existence, or of turning a previously nonliving material object
into a living one. If computer-generated organisms were physical objects, they would have to
made out of materials found in the hardware of a computer. Presumably they would be spidery
things made of bits of metal and silicon and the like. You could actually see them by looking
into the computer's innards, and you could calculate their size and mass. Since they could not
literally move except by expanding or contracting to assimilate more or less of the computer's
hardware, they would be more vegetable than animal. When the program whose complex
electronic structure brought those materials to life stopped running, the organism would literally
die, leaving behind a wiry corpse.
Strange as this picture may appear, I believe that it is the most defensible way of
understanding Computer-Generated Life. Atoms that are individually lifeless may make up a
natural living organism, such as a bacterium, by being caught up in a special kind of chemical
event. That chemical metabolism unifies those atoms into a living thing. In the same way,
perhaps an electronic circuit with a structure and complexity similar to that of biochemical
metabolism could unify some of the metal and silicon atoms found inside a computer into a
living thing. The advocates of Computer-Generated Life would have discovered a biological
distinction even more fundamental than that between prokaryotes and eukaryotes, namely that
between chemical life and electronic life. A bold hypothesis--but not obviously absurd.
While it is bold to suggest that one could produce a living material object by programming a
computer, no one would dispute that it is possible to produce a physical event or process in that
way (except for those austere metaphysicians who deny that there are any events at all); and one
might try to argue that computer-generated organisms are electronic events rather than material
objects. Although they are concrete, particular things, events are not material objects. They are
things that happen to material objects, or activities that material objects participate in. Of
course, not just any event going on inside a computer is a plausible candidate for being a living
organism. None of the events that are now taking place within my humble Macintosh Plus is a
living thing. Living computer processes would have to have a kind and degree of organized
complexity that ordinary, non-living ones lack, just as a real horse has a kind of organized
complexity not present in a bronze statue of a horse. For a computer process to count as a
living organism, you might think, it need only have a kind and degree of complexity
comparable to that of at least the simplest possible natural organism.
For all I know there are or soon will be computer processes that meet this standard of
organized complexity. However that may be, though, there are many natural processes that
already measure up. If any electronic process is a living organism, the vast biochemical process
that is the metabolism or individual biological life of an elephant is certainly also lifelike enough
to be a living organism. [3] The elephant itself, though, is no more an event or process than it
is a complex of pure information. The elephant's metabolism is something that happens to the
elephant, an activity that the elephant's atoms are caught up in. Although it may be roughly the
same size and shape as an elephant, the elephant's biological life does not weigh five tons, or
have floppy ears and fist-sized teeth as material parts. The elephant and its metabolism are as
different as the hardware of a computer and the electronic processes going on there.
But if both the elephant and its life or metabolism are alive in the very same sense, then
there are two elephants whenever we thought there was one: the five-ton, material elephant,
and the "process" elephant, consisting of the metabolic processes of the material elephant.
Computer-Generated Life would have radical consequences for the biology of natural
organisms. So the claim that computer-generated organisms are concrete, electronic processes
seems even more difficult to believe than the view that they are physical objects made of metal
and silicon.
At any rate, the "process" picture of Computer-Generated Life has no theoretical advantage
over the "material-object" picture. The existence of living biochemical process in nature entails
the existence of living material objects: you can't have an elephant metabolism unless you have
a five-ton, material elephant. In the same way, we should expect each living computer process
to correspond to a living material object, made from some of the wire and silicon inside the
computer. So if there are living computer processes, it seems that there must also be living
pieces of computer hardware.
iv.
I have argued that computer-generated organisms must be either abstract complexes of
information not located in space and time, electrical events or processes, or physical objects
made of metal and silicon. And I have argued that the first two options each entail the third.
You may think that these categories are not exhaustive, and that we have been looking for
artificial life in the wrong place. Let us consider one more alternative.
Some computer scientists seem to think that while computer-generated organisms are rather
like physical objects, they are not literally physical things in the way that elephants are. They
inhabit a different world from ours: a "symbolic world" or "virtual medium" of their own.
They aren't made of quarks and electrons, but of completely alien materials to which mass,
momentum, electric charge, and the other basic properties of "our" physics may not apply.
Their world has its own laws of nature. Those laws need only be enough like ours to allow for
the possibility of life (perhaps some analogue of the second law of thermodynamics must hold
there, for example). Programmers create artificial organisms by creating an entire artificial
world. That world is not part of the physical space inside the computer. It is an environment
that is not spatially related to us at all. The images we see on the monitor are pictures of things
going on in a different universe.
This may be what H.H. Pattee has in mind when he writes,
[S]trong AL...can treat the symbolic domain of the computer as an artificial environment in
which symbolic phenotypic properties of artificial life are realized. One might object that
[this] is not a realization of life since environment is only simulated. But we do not restrict
life forms to the Earth environment or to carbon environments. Why should we restrict it to
non-symbolic environments? (1989, 65).
While Pattee does not explicitly endorse this view, he considers it a live option. (However, it
may be that Pattee's "symbolic" environment is meant to be just a version of the "Platonic"
picture of computer-generated organisms as abstract complexes of information, discussed
earlier.) Steen Rasmussen, however, clearly thinks we can create artifical worlds as concrete
and tangible as our own, with their own laws of nature:
An artificial organism must perceive a reality R2 , which, for it, is just as real as our "real"
reality, R1 , is for us....Assuming R2 exists in a computer, its properties may be very different
from the properties of R1 . From a logical point of view it is possible to create interactions in
R2 which do not in any direct way obey the physics in R1 . We can, thereby, create a more
general physics in our universal machines than the physics we know (1992, 769f.) [4]
Now why should anyone think that she has created something beyond what is going on
inside her computer when she writes and runs an artificial-life program? It is instructive to
compare these programs with works of fiction, such as novels or animated films. Somebody
might think that when Tolkien wrote The Hobbit he created a planet--made of rock, like our
own--peopled with elves and goblins and other fantasic creatures; and that his novel is not just
a story, but a true chronicle of actual events that took place there. That world is obviously not
part of our own universe (certainly the laws of nature that govern our universe don't apply
there). Nevertheless, one might say, it exists as a concrete thing just as our own world does. It
is not enough for there to be a universe that would have existed whether Tolkien had written
about it or not. He created that world, just as computer scientists create organisms when they
program a computer in the right way.
This is a perfectly absurd way to understand what happens when someone produces a work
of fiction. Not only would it make storytellers into gods with supernatural powers (and make
them morally accountable for the sufferings of their creatures); it also faces technical difficultes,
such as the fact that no work of fiction is specific enough to correspond to any one way a
universe could be, and that some novels contain inconsistencies, and so could not be true
histories of anything.
But the comparison between artificial-life programs and works of fiction raises a hard
question: If artificial-life programmers create "virtual worlds" that their programs represent,
must we also say that novelists or the makers of animated films create fictional worlds that their
stories represent? (Remember that these "informational worlds" are not physically inside the
computer; that is an option we discussed earlier.) Can we believe, on principled grounds, that
there are concrete, flesh-and-blood worlds generated by computer programs, without also
believing that there are concrete, flesh-and-blood fictional worlds? If not, we must either reject
this picture of Computer-Generated Life or accept the "truth-in-fiction" claim.
Perhaps this analogy is misleading. One important difference between artificial-life
programs and novels is that the programs give a far more detailed description than novels do.
Typically there is just no saying what even the most precisely drawn fictional character would
do in any situation not explicitly included in the story. Doyle spends some 1200 pages telling
us about Sherlock Holmes; yet he did not provide us with any way of finding out what Holmes
might have done with the Rodney King case. (Nor would it make any difference if those
stories were incorporated into a computer program, unless many facts about Holmes were
added that Doyle did not specify.) An artificial-life program, however, is founded on explicit
axioms, which (ideally at least) generate a specific result for any possible specification of
"initial conditions". These programs generate a wealth of detailed information about whatever it
is that they are about. That is what makes artificial-life programs and other computer models so
useful and interesting: if the information written into them corresponds accurately to real
conditions, they can generate highly detailed and instructive predictions about real events. A
computer model of a storm is likely to tell us far more about the storm, or about storms in
general, than a novelist's description of a storm.
But this difference alone could not make it the case that artificial-life programs correspond
to real events while fictional stories do not. Making a description more detailed and specific
does not make it any more likely to be true of anything. Quite the opposite: a specific
description is less likely to be true than an unspecific one. Anyone who thinks that artificial-life
programs are relevantly different from works of fiction needs to provide us with some other
reason for thinking so.
I may have been uncharitable in dismissing the "truth-in-fiction" hypothesis as absurd.
Perhaps there really are hobbits and trolls and talking trees somewhere, which are as concrete
as lions and tigers; and Tolkien created them when he wrote his novels. But in that case what is
remarkable about the science of artificial life is not that it is capable of creating living
organisms, for any storyteller can do that. What is remarkable is that the organisms those
programmers create are more detailed or interesting or instructive than the creatures of fantastic
literature. The value of this new science, then, lies in its capacity to simulate or model living
systems, not in its capacity to create them. [5]
Notes
3. For a discussion of an organism's individual life or metabolism as a kind of activity, see van
Inwagen 1990, sect. 9, and Young 1971, ch. 6.
4. See also Davidge 1992, 451. Poston and Fairchild (1993) claim that some virtual-reality
applications work best when they are modeled on Aristotelian rather than Newtonian physics.
5. For valuable conversations on this topic I am indebted to Carlo Maley, John W. Manly,
Kelly Salsbery, and several members of the Artificial Life Reading Group at MIT.
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