Tierra is a computer simulation developed by ecologist Thomas S. Ray in the early 1990s in which computer programs compete for time (central processing unit (CPU) time) and space (access to main memory). In this context, the computer programs in Tierra are considered to be evolvable and can mutate, self-replicate and recombine. Tierra's virtual machine is written in C. It operates on a custom instruction set designed to facilitate code changes and reordering, including features such as jump to template (as opposed to the relative or absolute jumps common to most instruction sets).
The basic Tierra model has been used to experimentally explore in silico the basic processes of evolutionary and ecological dynamics. Processes such as the dynamics of punctuated equilibrium, host-parasite co-evolution and density-dependent natural selection are amenable to investigation within the Tierra framework. A notable difference between Tierra and more conventional models of evolutionary computation, such as genetic algorithms, is that there is no explicit, or exogenous fitness function built into the model. Often in such models there is the notion of a function being "optimized"; in the case of Tierra, the fitness function is endogenous: there is simply survival and death.
According to Thomas S. Ray and others, this may allow for more "open-ended" evolution, in which the dynamics of the feedback between evolutionary and ecological processes can itself change over time (see evolvability), although this claim has not been realized – like other digital evolution systems, it eventually reaches a point where novelty ceases to be created, and the system at large begins either looping or ceases to 'evolve'. The issue of how true open-ended evolution can be implemented in an artificial system is still an open question in the field of artificial life.
Mark Bedau and Norman Packard developed a statistical method of classifying evolutionary systems and in 1997, Bedau et al.
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Tierra est une simulation informatique créée et développée par Thomas S. Ray pour l'étude de la vie artificielle. Ray, T. S. 1991, "Evolution and optimization of digital organisms", in Billingsley K.R. et al (eds), Scientific Excellence in Supercomputing: The IBM 1990 Contest Prize Papers, Athens, GA, 30602: The Baldwin Press, The University of Georgia. Publication date: December 1991, pp. 489–531. Bedau M.A., McCaskill J.S. et al., "Open problems in artificial life", Artificial Life, 2000 Fall 6(4):363-76.
La vie artificielle est un champ de recherche interdisciplinaire alliant informatique et biologie, mais avec des applications dans des domaines variés tels que l'économie ou l'archéologie. Son objectif est de créer des systèmes artificiels s'inspirant des systèmes vivants, soit sous la forme de programmes informatiques, soit sous la forme de robots. La première manifestation de la vie artificielle date des années 1940.
A digital organism is a self-replicating computer program that mutates and evolves. Digital organisms are used as a tool to study the dynamics of Darwinian evolution, and to test or verify specific hypotheses or mathematical models of evolution. The study of digital organisms is closely related to the area of artificial life. Digital organisms can be traced back to the game Darwin, developed in 1961 at Bell Labs, in which computer programs had to compete with each other by trying to stop others from executing .