By the same authors

Computational novelty: Phenomena, mechanisms, worlds

Research output: Contribution to conferencePaper

Author(s)

Department/unit(s)

Conference

ConferenceArtificial Life XIV
CountryUnited States
CityNew York
Conference date(s)29/07/14 → …

Publication details

DatePublished - Jul 2014
Original languageEnglish

Abstract

We want to implement a variety of computer programs capable of generating unbounded novelty via emergent evolution. We also want a principled, structured way of analysing our novelty-generation programs and improving them over time.

We have developed a definition of embodiment in terms of a conceptual framework of hierarchical phenomena, mechanisms, and worlds, for use in analysing and building noveltygeneration programs. We present these concepts and demonstrate them on two existing artificial chemistry systems: Stringmol and GraphMol. Our two demonstration systems behave in very different ways. We describe these differences, explaining why they arise in terms of our framework. The systems better able to generate novelty have more embodied implementations.

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