In their virtual world, norns live as cute, clever pets that reason and learn. In the real world, the military has enlisted the technology behind norns to create top fighter pilots. Clive Davidson reports
LIKE A SENTINEL defending the cyber-sky,
a graphical representation of a jet fighter flies across a simple, polygonal
landscape. Suddenly, off to one side of the computer screen, a second jet
appears. The defender responds immediately and a dogfight ensues.
The intruder turns tightly and begins to climb. As it banks, the defender
follows close on its tail. Then the intruder levels off momentarily before
dropping into a steep dive. As if sensing that its prey will try to pull
away, the defender rolls over, aligning its nose with the fleeing aircraft.
The intruder is now dead in its sights, but there is no gunfire and moments
later both jets vanish.
Peter de Bourcier, who works for the Cambridge software company CyberLife
Technology, watches all this and notes down the defender's tactics. Its manoeuvres
are typical of an experienced pilot hunting an enemy. Yet this is no human
Top Gun, but an intelligent software "creature" that defence researchers
hope will one day fly a real plane. Unlike the intruder, which simply performs
a set of pre-programmed routines, the creature must work out everything for
itself, from how to operate the flight controls in order to stay airborne
to the best tactics for outwitting its enemy.
The pilot is one of the most ambitious entities to be built with the
techniques of artificial intelligence and artificial life. It has "eyes"
that see its world and a neural network for a brain which is washed with
virtual chemicals that alter its thinking and actions. Nearly everything
about it is controlled by binary genes. It can learn from past experience
and reason when faced with novel situations.
Its behaviour is uncannily human, which is why creatures like it are
being courted by everyone from high-street banks to defence research organisations
as a stand-in for the real thing (see "Virtual banking
"). Perhaps most surprising of all, the technology that makes the creature
tick is not the product of high-flying academic or defence research. It started
life in a virtual pet from an innovative computer game-aptly called Creatures.
Released in 1996, Creatures opens the door to an interactive world called
Albia. Here, various virtual life forms eat, mate and play. The player's
role is to rear a cartoon-like creature called a norn, and to help it through
its encounters. Behind the norn's endearing exterior is a web of fantastically
complicated programs.
The man who dreamt up norns is veteran games programmer Stephen Grand.
In 1992, CyberLife presented him with a challenge. "My task was to create
some software agents that people would enjoy keeping as pets," he says. "It
was clear that people would have to have a rapport with their creatures,
and thus that they would have to believe they were really alive. The point
of no return came when I reasoned that there was no way of fooling people
that something was alive. I would have to set out actually to create life."
Grand was the right man for the job. "I've been fascinated by both virtual
worlds and biological approaches to AI for twenty years," he says. "In 1992,
I suddenly found myself with the opportunity, the skill set and a plausible
amount of computer power, so I went for it."
He decided to create his creatures as nature had done, from the bottom
up. But rather than wait for evolution to run its course, he fast-forwarded:
he gave his animals more than 300 genes, dictating everything from brain
structure to biochemistry. Grand did not want to program every minute action
of the creatures. Instead, he wanted to make them autonomous in their own
world. So he gave them simple instincts and drives to satisfy, such the desires
to eat, breed and avoid pain. He endowed them with the ability to learn,
and hoped that complex behaviours would emerge.
The norn's brain is a software-based neural network-a vast array of
nodes interconnected by a complex of virtual wires or dendrites. Each node
has one or more inputs and fires off a signal to other nodes when its inputs
reach a certain threshold. Although researchers have been designing neural
networks for decades, none had the properties Grand needed. "So I had to
invent my own," he says. His solution is a network of 1000 nodes divided
into nine "lobes".
As a norn explores Albia, it encounters many objects which it can see,
touch, hear, smell or taste. Signals from the norn's senses feed through
to its "attention lobe", which contains a node for every kind of object in
Albia, from carrots and toys to poisoned plants and other norns. The frequency
and intensity of the sensory signals cause the nodes to fire at different
rates. An algorithm monitors this firing and directs the norn's attention
to the most insistent signal.
Once the norn's attention has been captured by an object, say a carrot,
its perception lobe collects the various messages from its sensors (see Diagram).
It passes these to the "concept lobe" which, with 640 nodes, is by far the
largest. This is essentially a pattern matcher. It looks for familiar signal
patterns coming from the perception lobe. The pattern triggered by the size
and shape of the object, for example, might tell the concept lobe that it's
dealing with a carrot.
Diagram
: As the norn moves around it uses up its store of glycogen. As a by-product
of this process it produces more "hunger" chemical, which increases its drive
to eat. An increase in hunger chemical influences the norn's behaviour. It
will, for example, reduce the firing threshhold of the "carrot" node in the
attention lobe. This means that if the norn sees a carrot and a toy together,
it will focus on the carrot. If the norn had eaten recently, it might have
played with the toy instead.
The concept lobe sends a "carrot" signal on to the "decision lobe".
This is a small lobe with only 16 nodes, each of which represents a single
possible action, such as "go left", "go right", or "deal with the object
at hand". If the object is a carrot, the norn will eat it.
One of the valuable properties of neural networks is that they "learn".
They are used, for example, to look for flaws in glass bottles. The network
is trained by showing it images of flawless bottles, then images of bottles
with cracks. The firing thresholds of the nodes are then tweaked until the
network gives one output for a perfect bottle and another when it spots a
crack. The network's structure and thresholds are then fixed, and it should
be able to spot any cracked bottles as they fly by on a conveyor belt.
By contrast, the structure and thresholds of the norn's neural networks
are never set in stone. They are continually readjusted by experience. This
gives it an ability to learn and respond to new situations based on past
experiences.
The dendrites between nodes, for example, weaken and die if they are
not used. But every time a dendrite carries a signal it is strengthened by
a reinforcing algorithm. When a dendrite dies, the node on the end can send
out another tendril to attach to an active node either in its own lobe or
a neighbouring lobe. If this new dendrite turns out to be useful then it
will be reinforced. This way the norn can forge connections for learning
new things without affecting the network's established patterns of use.
This ability to continuously learn and the lobed structure are essentially
extensions of what other neural networks already do. The real innovation
in the norn is its "biochemistry", which also helps to continually restructure
the network. "It seems odd that AI missed out biochemistry when the brain
swims in a sea of chemicals," says Toby Simpson, executive producer of Creatures.
The levels of the norn's drives-such as the need to eat and avoid pain-are
controlled by "biochemicals", which are really numbers from 0 to 255. Like
real hormones and neurotransmitters, these numbers relay messages around
the norn's body and brain. They influence the brain's decisions by changing
the firing thresholds of nodes in the neural network.
The chemicals are secreted by "emitters" attached to neurons and sensors,
and their levels are monitored by "receptors" attached to other neurons and
sensors. The higher the level of a chemical, the more pressing is its associated
drive. And as the norn travels around Albia it attempts to reduce these drives.
When a norn is born, it has only a few "instincts", such as the urge
to wander and to try to eat small things. These instincts are not hard-wired,
but learnt by the neural network before birth. So when an infant norn comes
across a carrot, it will instinctively eat it. As it does so, emitters release
the virtual equivalent of starch. Reactions inside the norn convert this
into glycogen (which real animals use to store energy), plus a chemical that
reduces the level of the hunger drive.
This does the norn "good" and, accordingly, receptors in its brain that
detect the decrease in the hunger chemical reduce the firing thresholds of
nodes involved in recognising carrots and deciding to eat them. These pathways
will then fire more easily than others and will be strengthened by the reinforcing
algorithm.
On the other hand, if the norn eats a poisonous plant, the emitters
release pain chemicals. Receptors respond by increasing the firing thresholds
of nodes in the concept and decision lobes that link poisonous plants with
the decision to eat. These nodes are then less likely to fire, and in time
the dendrites linking them die. In this way, the instincts of the young norn
are overlaid by appropriate responses to different situations-in other words,
it learns by experience.
And this is not the only way a norn learns. The player can also intervene
to influence its behaviour by clicking the cursor over "slap" or "tickle"
zones on the norn's body, releasing punishment or reward chemicals that inhibit
or strengthen certain memory patterns.
As if this degree of complexity were not enough, just about everything
in the norn-from the way nodes operate and the structure of the lobes to
the locations of emitters and receptors-is determined by genes. Norns have
a single chromosome made up of a long string of bytes divided into 320 sections
that specify different aspects of the creature. When norns breed, some parts
of this code cross over from one parent's chromosome to the other, so the
genes mix. This, plus occasional crossover errors and random mutations, means
that every norn is different. And, as with humans, a norn's behaviour is
a product of the interaction between its unique genetic make-up and experience.
Before Grand began creating Creatures, most experiments in artificial
life had focused on replicating individual aspects of organic life. Researchers
had used neural networks to model brains, and genetic algorithms to study
evolutionary adaptations. But few had tried to create a whole organism with
these techniques.
This point was not lost on Dave Cliff, an artificial life expert now
at the AI Laboratory of the Massachusetts Institute of Technology in Boston.
Warner Interactive called in Cliff to give an opinion of Creatures when it
was deciding whether to invest in the game. At first he thought it was a
con. He didn't think it possible to have such complex technology running
in real-time on a home computer. But when he turned the machine off and made
Grand start the program from scratch, the creatures began to evolve all over
again in a completely different way.
"It represented a major engineering achievement," says Cliff. "The coupling
of the neural network to the biochemistry was genuinely novel."
Grand's hope that employing artificial life techniques would allow norns
to display complex behaviours has not only been fulfilled, it has been surpassed.
"When you're trying to breathe life into something, you expect it at some
point to get up and start having a mind of its own, but it still comes as
a shock when it happens," he says. "The first time I felt I was really onto
something was when I caught two of my creatures apparently playing ball with
each other. I nearly fell off my chair!"
Grand admits that it's difficult to tell if norns behave the way they
do for the same reasons that humans do. Nevertheless, their behaviour is
human-like enough to have caught the eye of researchers in other industries.
"It was clear that behind the trappings of a strange computer game,
there was some complex science going on," says Simon Hancock of the British
government's Defence Evaluation and Research Agency. At DERA's flight management
and control research department in Bedford, Hancock has been trying to invent
adversaries for pilots flying missions in flight simulators. Up to now, DERA
has used computer-generated opponents that follow rigid, rule-based systems.
"When we put a test pilot into a simulation of one of our new aircraft,
we need to put him in as realistic a scenario as possible," he says. "If
the pilot can sense that something unnatural is happening, that distracts
from his task of evaluating the aircraft." Hancock hopes that norn technology
will provide more realistic enemies that fight with the skill and ingenuity
of human pilots.
This is the project that is running on de Bourcier's screen at CyberLife.
His machine is evolving generations of virtual pilots which are trying out
different flight strategies as they adapt to controlling the digital jet
and tracking the enemy. The success of each pilot is judged by simple criteria:
at first, by how long it stays up in the air, then by how closely it tracks
its prey or evades an attacker and, finally, by how long it holds the enemy
in its sights. The best pilots from one generation are then used to sire
the next.
Like norns, the synthetic pilots contain a cocktail of biochemicals,
but these are not linked to specific drives. Instead, the chemicals, receptors
and emitters are just thrown in as wild cards to see what the pilots make
of them. It's very difficult to tell if the chemical reactions that have
evolved represent fear, stress or aggression, says de Bourcier. Whatever
their emotional equivalent, they have helped to create formidable pilots.
After running populations of 40 pilots through up to 400 generations
of evolution, CyberLife has software agents that don't crash their planes
and can keep targets in their sights for a long time. On paper, these synthetic
pilots look as good as human aces, but DERA has not yet put humans through
exactly the same test on a simulator. That would be one of the next steps
for DERA and CyberLife to take.
The synthetic pilots demonstrate some remarkably human behaviour, such
as banking the jet in a turn and rolling over before starting a steep dive.
Humans roll over before diving to stop the blood rushing to their heads.
The synthetic pilots don't suffer such physical constraints. They have developed
this tactic because it helps to keep targets in their sights for longer.
The synthetic pilots have also evolved distinctly nonhuman techniques, such
as flying the jet in a continuous roll, which can improve stability in some
extreme manoeuvres.
Controlling a digital aircraft in the calm of cyberspace is one thing,
but could norn technology triumph in a real plane in a real dogfight? The
researchers at DERA and CyberLife want to find out. "If these artificial
pilots can fly simulated aircraft around in cyberspace, why can't they fly
in real life?" asks Hancock.
Most existing unmanned air vehicles are flown remotely by a pilot on
the ground. This is not ideal. "First, it is very difficult to fly an aircraft
successfully without all the cues from the outside world," says Hancock.
"Secondly, if the communications between the ground and the aircraft are
jammed, the aircraft is cut off."
One answer, Hancock believes, is to create a synthetic pilot that a
commander on the ground could give instructions to and then leave to carry
out the mission autonomously. If attacked by an enemy, it would know how
to take evasive action. But the implications go further than that. If there
is no human inside the aircraft, its design need no longer be constrained
by human dimensions and frailties. For example, it could be smaller and be
made to turn and accelerate faster. Humans can tolerate a force of up to
roughly 9 -a synthetic pilot might find it useful to pull 25 turns.
One thing that the work on synthetic pilots, norns and other projects
has demonstrated, says de Bourcier, is that "to develop intelligent behaviour
you need a dynamic environment: one that reacts and changes". CyberLife is
now employing this lesson back in its virtual world. The company is experimenting
with the idea of turning the entire environment of Albia into an autonomous
synthetic biological system, with a sun that rises and sets and a gaseous
atmosphere that plants and animals breathe. So far, the company has created
digital plants that photosynthesise sunlight and digital bees that look for
nectar and pollinate plants. Already, unprogrammed behaviours have emerged,
such as swarming bees and plants that adapt to different levels of water
and shade.
It seems anything is possible. Virtual pets may be fun, virtual ecosystems
may be instructive, but if virtual fighter jet pilots can replace real pilots,
who knows what human roles these exotic creatures will be taking on next.