PTPeter D. Turney

Peter D. Turney

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Previous Organizations / Institutes

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Peter D. Turney has a total of 31 co-authors. Here are the top co-authors by number of shared publications:


Latest Publications

  • Open Access

    Evolution of Spots and Stripes in Cellular Automata

    by Peter Turney

    Cellular automata are computers, similar to Turing machines. The main difference is that Turing machines use a one-dimensional tape, whereas cellular automata use a two-dimensional grid. The best-known cellular automaton is the Game of Life, which is a universal computer. It belongs to a family of cellular automata with 262,144 members. Playing the Game of Life generally involves engineering; that is, assembling a device composed of various parts that are combined to achieve a specific intended result. Instead of engineering cellular automata, we propose evolving cellular automata. Evolution applies mutation and selection to a population of organisms. If a mutation increases the fitness of an organism, it may have many descendants, displacing the less fit organisms. Unlike engineering, evolution does not work towards an imagined goal. Evolution works towards increasing fitness, with no expectations about the specific form of the final result. Mutation, selection, and fitness yield structures that appear to be more organic and life-like than engineered structures. In our experiments, the patterns resulting from evolving cellular automata look much like the spots on leopards and the stripes on tigers.

  • Open Access

    Evolution of Symbiosis in the Game of Life: Three Characteristics of Successful Symbiotes

    by Peter D. Turney

    In past work, we developed a computational model of the evolution of symbiotic entities (Model-S), based on Conway's Game of Life. In this article, we examine three trends that biologists have observed in the evolution of symbiotes. (1) Management: If one partner is able to control the symbiotic relation, this control can reduce conflict; thus, evolutionary selection favours symbiotes that have a manager. (2) Mutualism: Although partners in a symbiote often have conflicting needs, evolutionary selection favours symbiotes in which partners are better off together inside the symbiote than they would be as individuals outside of the symbiote. (3) Interaction: Repeated interaction among partners in symbiosis tends to promote increasing fitness due to evolutionary selection. We have added new components to Model-S that allow us to observe these three trends in runs of Model-S. The new components are analogous to the practice of staining cells in biology research, to reveal patterns that are not usually visible. When we measure the fitness of a symbiote by making it compete with other symbiotes, we find that fitter symbiotes have significantly more management, mutualism, and interaction than less fit symbiotes. These results confirm the trends observed in nature by biologists. Model-S allows biologists to study these evolutionary trends and other characteristics of symbiosis in ways that are not tractable with living organisms.

  • Open Access

    Measuring Behavioral Similarity of Cellular Automata

    by Peter D. Turney

    Conway's Game of Life is the best-known cellular automaton. It is a classic model of emergence and self-organization, it is Turing-complete, and it can simulate a universal constructor. The Game of Life belongs to the set of semi-totalistic cellular automata, a family with 262,144 members. Many of these automata may deserve as much attention as the Game of Life, if not more. The challenge we address here is to provide a structure for organizing this large family, to make it easier to find interesting automata, and to understand the relations between automata. Packard and Wolfram (1985) divided the family into four classes, based on the observed behaviors of the rules. Eppstein (2010) proposed an alternative four-class system, based on the forms of the rules. Instead of a class-based organization, we propose a continuous high-dimensional vector space, where each automaton is represented by a point in the space. The distance between two automata in this space corresponds to the differences in their behavioral characteristics. Nearest neighbors in the space have similar behaviors. This space should make it easier for researchers to see the structure of the family of semi-totalistic rules and to find the hidden gems in the family.


  • Open Access

    Evolution of Autopoiesis and Multicellularity in the Game of Life

    by Peter D. Turney

    Recently we introduced a model of symbiosis, Model-S, based on the evolution of seed patterns in Conway's Game of Life. In the model, the fitness of a seed pattern is measured by one-on-one competitions in the Immigration Game, a two-player variation of the Game of Life. Our previous article showed that Model-S can serve as a highly abstract, simplified model of biological life: (1) The initial seed pattern is analogous to a genome. (2) The changes as the game runs are analogous to the development of the phenome. (3) Tournament selection in Model-S is analogous to natural selection in biology. (4) The Immigration Game in Model-S is analogous to competition in biology. (5) The first three layers in Model-S are analogous to biological reproduction. (6) The fusion of seed patterns in Model-S is analogous to symbiosis. The current article takes this analogy two steps further: (7) Autopoietic structures in the Game of Life (still lifes, oscillators, and spaceships—collectively known as ashes) are analogous to cells in biology. (8) The seed patterns in the Game of Life give rise to multiple, diverse, cooperating autopoietic structures, analogous to multicellular biological life. We use the apgsearch software (Ash Pattern Generator Search), developed by Adam Goucher for the study of ashes, to analyze autopoiesis and multicellularity in Model-S. We find that the fitness of evolved seed patterns in Model-S is highly correlated with the diversity and quantity of multicellular autopoietic structures.


  • Symbiosis Promotes Fitness Improvements in the Game of Life

    by Peter D. Turney

    We present a computational simulation of evolving entities that includes symbiosis with shifting levels of selection. Evolution by natural selection shifts from the level of the original entities t...


  • Open Access

    Symbiosis Promotes Fitness Improvements in the Game of Life

    by Peter D. Turney

    We present a computational simulation of evolving entities that includes symbiosis with shifting levels of selection. Evolution by natural selection shifts from the level of the original entities to the level of the new symbiotic entity. In the simulation, the fitness of an entity is measured by a series of one-on-one competitions in the Immigration Game, a two-player variation of Conway's Game of Life. Mutation, reproduction, and symbiosis are implemented as operations that are external to the Immigration Game. Because these operations are external to the game, we are able to freely manipulate the operations and observe the effects of the manipulations. The simulation is composed of four layers, each layer building on the previous layer. The first layer implements a simple form of asexual reproduction, the second layer introduces a more sophisticated form of asexual reproduction, the third layer adds sexual reproduction, and the fourth layer adds symbiosis. The experiments show that a small amount of symbiosis, added to the other layers, significantly increases the fitness of the population. We suggest that the model may provide new insights into symbiosis in biological and cultural evolution.

  • Open Access

    Conditions for Open-Ended Evolution in Immigration Games

    by Peter D. Turney

    The Immigration Game (invented by Don Woods in 1971) extends the solitaire Game of Life (invented by John Conway in 1970) to enable two-player competition. The Immigration Game can be used in a model of evolution by natural selection, where fitness is measured with competitions. The rules for the Game of Life belong to the family of semitotalistic rules, a family with 262,144 members. Woods' method for converting the Game of Life into a two-player game generalizes to 8,192 members of the family of semitotalistic rules. In this paper, we call the original Immigration Game the Life Immigration Game and we call the 8,192 generalizations Immigration Games (including the Life Immigration Game). The question we examine here is, what are the conditions for one of the 8,192 Immigration Games to be suitable for modeling open-ended evolution? Our focus here is specifically on conditions for the rules, as opposed to conditions for other aspects of the model of evolution. In previous work, it was conjectured that Turing-completeness of the rules for the Game of Life may have been necessary for the success of evolution using the Life Immigration Game. Here we present evidence that Turing-completeness is a sufficient condition on the rules of Immigration Games, but not a necessary condition. The evidence suggests that a necessary and sufficient condition on the rules of Immigration Games, for open-ended evolution, is that the rules should allow growth.

  • Open Access

    The natural selection of words: Finding the features of fitness

    by Peter D Turney, Saif M Mohammad

    We introduce a dataset for studying the evolution of words, constructed from WordNet and the Google Books Ngram Corpus. The dataset tracks the evolution of 4,000 synonym sets (synsets), containing 9,000 English words, from 1800 AD to 2000 AD. We present a supervised learning algorithm that is able to predict the future leader of a synset: the word in the synset that will have the highest frequency. The algorithm uses features based on a word’s length, the characters in the word, and the historical frequencies of the word. It can predict change of leadership (including the identity of the new leader) fifty years in the future, with an F-score considerably above random guessing. Analysis of the learned models provides insight into the causes of change in the leader of a synset. The algorithm confirms observations linguists have made, such as the trend to replace the -ise suffix with -ize, the rivalry between the -ity and -ness suffixes, and the struggle between economy (shorter words are easier to remember and to write) and clarity (longer words are more distinctive and less likely to be confused with one another). The results indicate that integration of the Google Books Ngram Corpus with WordNet has significant potential for improving our understanding of how language evolves.


  • Open Access

    Leveraging Term Banks for Answering Complex Questions: A Case for Sparse Vectors

    by Peter D. Turney

    While open-domain question answering (QA) systems have proven effective for answering simple questions, they struggle with more complex questions. Our goal is to answer more complex questions reliably, without incurring a significant cost in knowledge resource construction to support the QA. One readily available knowledge resource is a term bank, enumerating the key concepts in a domain. We have developed an unsupervised learning approach that leverages a term bank to guide a QA system, by representing the terminological knowledge with thousands of specialized vector spaces. In experiments with complex science questions, we show that this approach significantly outperforms several state-of-the-art QA systems, demonstrating that significant leverage can be gained from continuous vector representations of domain terminology.

  • Open Access

    Semantic Composition and Decomposition: From Recognition to Generation

    by Peter D. Turney

    Semantic composition is the task of understanding the meaning of text by composing the meanings of the individual words in the text. Semantic decomposition is the task of understanding the meaning of an individual word by decomposing it into various aspects (factors, constituents, components) that are latent in the meaning of the word. We take a distributional approach to semantics, in which a word is represented by a context vector. Much recent work has considered the problem of recognizing compositions and decompositions, but we tackle the more difficult generation problem. For simplicity, we focus on noun-modifier bigrams and noun unigrams. A test for semantic composition is, given context vectors for the noun and modifier in a noun-modifier bigram ("red salmon"), generate a noun unigram that is synonymous with the given bigram ("sockeye"). A test for semantic decomposition is, given a context vector for a noun unigram ("snifter"), generate a noun-modifier bigram that is synonymous with the given unigram ("brandy glass"). With a vocabulary of about 73,000 unigrams from WordNet, there are 73,000 candidate unigram compositions for a bigram and 5,300,000,000 (73,000 squared) candidate bigram decompositions for a unigram. We generate ranked lists of potential solutions in two passes. A fast unsupervised learning algorithm generates an initial list of candidates and then a slower supervised learning algorithm refines the list. We evaluate the candidate solutions by comparing them to WordNet synonym sets. For decomposition (unigram to bigram), the top 100 most highly ranked bigrams include a WordNet synonym of the given unigram 50.7% of the time. For composition (bigram to unigram), the top 100 most highly ranked unigrams include a WordNet synonym of the given bigram 77.8% of the time.