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WOULD BE WORLDS;
HOW SIMULATION IS CHANGING THE FRONTIERS OF SCIENCE

by John L. Casti

New York: John Wiley & Sons, Inc.
1997



Reviewed by: Darryl A. Baker
November 1996


In Would-Be Worlds, John Casti probes the world of simulation: recreating complex real world situations using advanced computer applications. The traditional method to study any science is the scientific method: using controlled, laboratory experiments to form and test hypotheses. However, there are circumstances where it has been difficult if not impossible to determine effects of a certain action upon a particular environment. Issues such as global warming, monetary policy, stock market fail safe mechanisms, genetic engineering, and medical vaccination research require predictive models to determine success. But in such critical day to day functions, such as the stock market, which can have a huge impact on the global economy, controlled experiments are next to impossible. Real life complex systems involve agents that are "drivers, traders, molecules and are both intelligent and adaptive" (p. x). They act upon a set of rules but modify the rules with the input of new information. In sporting events like football, or financial market trading, the agents (players, traders) interact with each other, learn from the action taking place and modify their strategy based upon those events. Continuing development of simulation tools using computer technology can significantly improve the predictive process in these environments: "With our newfound ability to create worlds for all occasions inside the computer, we can play myriad sorts of what-if games with genuine complex systems" (p. xi). It is Mr. Casti's intent to examine various complex computer systems that attempt to solvereal world problems using simulation or artificial worlds.
Casti first examines the notion of artificial life or biomorphs. This is a program that was first developed at the Los Alamos National Laboratory in cooperation with the Sante Fe Institute and Apple Computer Corporation. Pioneering work by biologist Richard Dawkins, Cliiford Pickover, and Aristid Lindenmayer helped create systems that produced very real looking yet primitive two-dimensional organism images with a computer, using a set of procedures and mathematical rules. The images produced are mathematical objects that resemble forms of living organisms. Casti poses the question of whether these creations are "curiosities" or have actual biological relevance. As in all of the computer models examined by Casti, he show restraint by not declaring that the science is a monstrous breakthrough that will change the world; He avoids a position that many early artificial intelligence researchers fell into--making broad, overstated predictions of its use. The key in evaluating the success of a simulation is to determine how well the model answered the original question posed. The computer used a set of rules that generated images, but that does not mean the same rules were followed by nature in creating real flowers. Models can be built to "predict or explain something about the real world process they represent."(p. 46) Computers can build worlds by generating patterns and ideas in bits and bytes of ASCII (binary) codes.
Artificial Intelligence has roots in many disciplines including linguistics. Casti refers to the linguistic research as it relates to computer programs done by Norm Chomsky. Using sentence structure, music language and structure, and art patterns, Casti suggests that these are also rule-based systems. Computers can create worlds that mirror human creativity by using rule based systems. A computer simulation can be drawn in two ways: top down and bottom up. The difference is in the details. Bottom up simulations try to give detailed technical information while top down simulations try to make an "artistic impression." A top down simulation is strong on processes but weaker on the realism of the data. It focuses on a broader aspect of a real world situation and expoits that aspect in its simulations. A real world simulation requires a high level of accuracy (detail), and include social inhibitions and psychological constraints. The bottom up simulations that Casti refers to are more representative of real world situations. An example of a top down simulation is a commercial "war" game. Bottom up examples include models for testing stock market behaviors. Casti introduces several working applications of real world simulations in Would-Be Worlds. One such world that may have an actual use in solving traffic and air pollution problems is TRANSIMS. This system contains geographic information of a city, roads, households, types of vehicles used, locations where people shop, work, study, play, when they want to go there, traffic light patterns and layouts of one way streets. It then uses a procecure to compute a "good route" to get the commuter to the destination using preferred roads and minimizing travel time. The system then starts the process of actually moving people through the traffic. In each additional step, new calculations are entered accounting for congestion and accidents. Vehicles are coded for "operating characteristics" such as engine type, exhaust systems, tire pressure and speed to measure environmental impact. The module attempts to answer the question "How does a given proposed change in the system (road contruction, high-speed rail construction) create traffic patterns and how do these patterns impact the environment." (p. 134). "What-if" scenarios are introduced to the system to simulate the reaction of traffic patterns and other variables. Casti suggests that these types of models can have a dramatic impact on decision making processes.
Other systems Casti investigates are more sophisticated and lean towards actual learning methods. Corewar is a game in which two or more computer programs "stalk" each other and set out to destroy one another. Using sophisticated programming, the programs "learn" where the other programs memory is located in order to destoy it. These systems attempt to emulate the same activity and structure that are present in the human brain. This is done with the use of neural networks and genetic algorithms. A system called Tierra was developed that created an "ancestral organism capable of replication and open-ended evolution." (p. 163). Tierra uses the same structure of so called digital life of a computer that goes through a process whereby programs are allocated time and memory to operate. The programmer "created a set of software instructions that mimic the operation of a physical hardware machine." (p. 164). The organisms were able to evolve into "social" creatures into groups of closely related organisms.
Unlike other, earlier research in artificial intelligence, John Casti realizes the limitation of the field of simulation. Many predictions of artificial intelligence machines were vastly exaggerated. Casti reports on very successes and limitation of several types of simulation machines. The excitement of breakthrough technologies and their potential impact upon humans is also tempered by the realization that we still have much more to learn and to research in simulation techniques. Anyone interested just a little in virtual reality or computer games would find this book fascinating and informative without being overly technical.

Related Web Sites:

The Sante Fe Institute
Los Alamos National Laboratory
Center for the Neural Basis of Cognition
TRANSIMS
Tierra
Sugarscape
Swarm Simulation System

Image Credits:

Hawkseed flower using L-system rules. P. Prusinkiewics, Mark Hammel, Eric Mjoiness.
© 1993 Association for Computing Machinery

TRANSIMS Photo, Los Alamos National Laboratory (p.140 in Would-Be Worlds)


Created by Darryl A Baker
November 8, 1996
Please send comments to dbaker@gslis.utexas.edu



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