561 karma · joined February 17, 2011
I'm on YouTube as 'danwills' and there's the ol' UltraIterator blog below, and a flickr, which is probably the best view for my fractal images at present.
http://www.ultraiterator.blogspot.com/
https://www.flickr.com/photos/57934548@N02/albums
I'm always keen to chat about anything! I would love to turn some of these things into apps or cool games or shaders, so many possibilities! Send me an email:
gdanzo@gmail.com
How did early humans understand their situation and what did they think the 'world' was like, and what did they think they should do with their lives?! I find it fascinating to think how that longing to know what it's all about has changed so much for humans over time.
Mirrors are still heaps interesting though, as is reflection/refraction/light-transport in general I'd say! But it wasn't about what I expected when I read it.
Here's one from my channel:
https://youtu.be/W6sO8ZkgU9s?si=x-_e3j4IFX0qtekL
Edit:Typo
I am not alarmed by the possibility of mirror life because I think it would be at a disadvantage to all other life on earth at present, so it probably wouldn't get very far. (famous last words!?)
https://google-research.github.io/self-organising-systems/di...
https://google-research.github.io/self-organising-systems/is...
I can see why Mordvintsev et al are up to what they are doing, but to be honest I'm struggling with understanding the point of using a neural-net to 'emulate' CAs like OP seems to be doing (and as far as I can gather, only totalistic ones too?).
It sounds a bit like swatting a fly using an H-bomb tbh, but maybe someone who knows more about the project can share some of the underlying rationale?
I even get to keep the idea of being able to read the vars in-place in the string which is certainly the last thing that I needed to be happy to use them! Full convert now!
https://photos.app.goo.gl/NnfjxUwR5ZuH4KkJ6
It's basically KSE but with hue-rotation happening in various-ways so it's really more like 3 separate KSE sims that feed into each other in a cycle. I think it's pretty fun! Happy to share code if it is of interest!
In the plant case, among many other interesting things (fungal interactions, say) I think of examples like: How roots grow towards water/nutrients (even if rocks are in the way). How leaves/branches can lean-or-orient-towards and grow-towards sunlight. The kind of self-healing that this article describes, and the overall way in which everything a plant does tends to lead towards it being able to reproduce via seeds or spores (or one of the many other ways that plants can reproduce!).
I'll freely admit my perspective on this is influenced a lot by Michael Levin's work around hierarchies of agency (many vids on YouTube) In many of his talks he describes how agency can be treated as a measurable quantity, like something from engineering. This places it far from philosophical or abstract definitions and more in a cybernetic realm where agency is a measurable thing and can either be instructed from outside (like a thermostat) or from within - like when a hungry animal (or plant) seeks food - and as you go up the scale-level for agency you get entities that can legitimately have (and achieve) clear longer-term (and spatially larger) goals. Smart animals - such as humans - can even with a mostly-straight-face talk about and put into place plans that would reach far into the future compared to their own expected lifetime.
So yeah I agree plants certainly can't comprehend BBC2, but I think if that's the definition of agency then we're really not talking about the same thing.
I agree that plants worry about light and water, but they don't just sit there and do nothing! They respond to it with their agency, maybe it's an agency we find hard to recognize and don't fully appreciate and we'll often say it is small/slow or disregard it, but I personally think that plant agency is made of the same stuff as human agency (and we just have a special word for it when it's us: consciousness).
It's certainly a brain-bender that even in the unit interval if we imagine filling in all the the rationals and then adding in the describable-irrationals like PI/4, sqrt(2)/2 and so on.. that this still does not even come close to covering the unit interval - or any interval - of Real numbers! My imagination sees a line with a heck of a lot of dots on it, but still knowing that there clearly still uncountably-more values that are not covered/described! Amazing! The continuum (Real numbers) is such a fascinating concept!
Not heaps fond of relating invisible things in the mathematical universe to dark matter! Although maybe both might turn out to be imaginary/purely-abstract? Imaginary things can absolutely influence real things in the universe, it's just that they are not usually external to the thing they are influencing. If I imagine making a cake say, and then I go ahead and make the one I imagined, the 'virtual' cake was already inside me to begin with, and wasn't 'plucked' from a virtual universe of possible cakes somewhere outside my knowledge of cake-making.
Something nags at the back of my mind around this about maths though, as if to suggest that as soon as there was one-of-anything that was kinda an 'instantiation' of the most abstract "one" object from the mathematical universe.. (irrespective of what axioms are used as long as they support something like one) But I doubt there's never been exactly-PI-of-anything in the real universe, just a whole bunch of systems that behave as if they know (or are perhaps in the process of computing) a more exact value! (spherical planets, natural sine waves etc!)
Very interesting article, I wish my math was stronger! I can just skirt the edges of what they're actually talking about and it's tantalizing! Would love to know more about these new types of cardinal numbers they've developed/discovered.
https://jbiol.biomedcentral.com/articles/10.1186/jbiol105/fi...
It's fairly reminiscent of how limb growth looks during embryogenesis - and I think considering that is how other vertebrate (such as axolotl) regeneration looks, that it's probably what human limb regrowth would be like too. So your second description sounds more like it, but with continuing development of 'prior' parts while the 'later' parts (fingers etc) are still developing.
Michael Levin's group have experimented with a 'bioreactor' that can be attached to the stump of an amputated limb in frogs (that don't ordinarily regenerate limbs) and after a short period of treatment (days), the reactor is removed and the limb then regenerates on its own over the next few months. They are looking into reproducing this in rats now, with the clearly-stated aim of similar human regeneration being the ultimate goal.
I wholeheartedly recommend watching some of Levin's lectures on YouTube, there are a great many of them and I think they're both illuminating and fascinating!
It is about ion transfer between cells that sets up and maintains those patterns of electrochemical gradients. Gap junctions (the cellular pores that facilitate ion transfer) are not unique to neuron cells either, and nor are they even unique to multicellular tissues! It is now thought that this type of intercellular communication evolved in single-celled microorganisms even before the advent of multicellularity (like in biofilms and in quorum-sensing such as what yeasts are known to employ).
I totally see what you're saying if you interpret this as electricity like electrons/electromagnetic-fields in a wire with power running through it, but that is really not what Levin's work is about at all.
I also 100% agree about the wiring-problem when simulating things in 2D! However I've seen how moving-solitons behave a lot, and although they are probably more sensitive, I just can't believe that they are ultimately that different to GOL gliders.. and so I would hope that all that would be required to be able to cross wires would be making enough space, and some careful synchronization (offset modulo-synced clock states) to allow streams to cross without interfering!
Here's way too much soliton-fun I had ages ago in a video:
https://www.youtube.com/watch?v=Naj_J8aznyk&t=12s
I think that how solitons can behave when they are affected by both their own diffused-history and the wave-equation results of their past states, is just so fascinating!
In terms of whether non-local effects might come-in and ruin the completeness-party, most RDs have a diffusion-coefficient and I think there's probably some fairly good guarantees around rate-of-information-propagation there especially for RDs that don't use the wave-equation. The one I posted in my first reply does use wave, but it actually might not need to use it in order to be able to achieve its overall behavior! And even when using wave-equation, the max propagation-rate is still limited by the wave-diffusion coefficient!
I think there are several ideas in your comment that are absolutely getting to the heart of the matter: Building some kind of predictable 'cell' that can take moving-solitons in its 'input ports' and results in a logical result via moving-solitons exiting its 'output ports', all perfectly synchronized to work with coupled 'cells'. It does sound pretty hard! But I think that with a concerted effort, and with the potential frameworks that could be built-into gollygang/Ready with a dedicated coder who's interested in all of this, then some progress could definitely be made!
https://youtu.be/W6sO8ZkgU9s?si=ESgUWb5OfZ97P2hk
I think universality in RD sims is extremely likely (almost a given) but probably quite hard to prove.. I guess all it would really need is a working/stable basic primitive like a NAND gate kinda thing though?
I think it's great that there are 2 ways to move things around, but it does help a lot to be very clear on how both of them work, and some apps do things a bit differently too (eg Ctrl+C in Houdini can be followed by mmb in a terminal, which is a bit unusual, but ok once understood)
One thing I didn't like much was when dragging a node that has an input connection, to the left: The shape of the connection snakes behind the node and has some very sharp corners on it. Apart from being a bit of an ugly shape for a spline to be in (personal opinion) I think going far behind the node like that might have the potential to obscure the connection in certain cases. Legibility of the network should be a top priority for a project like this in my opinion (and you've already done very well! this is more of a niggle, not a real criticism!) Good old adage says that reading code is much harder that writing it and node-networks don't really revolutionize things on that front even though they can help a bit in quite a few cases.
I've used SideFX Houdini a lot and am very familiar with Vops: Node-based Vex code editing in Houdini (to see an example get inside (doubleclick or Enter-key after selecting) a 'Point Vop' inside a 'Geometry'/Sop subnetwork). I'm a massive fan of the way that Vops works! Plus you can inspect the actual code that the overall network is generating by RMB->"Vex/Vop Options"->"View Vex Code" on the containing node. Ah I see flowcode has 'View/Fork Code' for the code of individual nodes, which is awesome!.. but is there a way to see the code of the 'overall network' too? (ie what the wires become in terms of calling, if the nodes are like methods).
So yeah, I think Vops is great, and super fun! If you haven't played with it a bit I think you should! (and you totally can check it out for free!)
I've added a LOT of additional accelerator/helper tools to Vops that I think make the overall workflow much more pleasant. Would be happy to go into what they do in an email or something. I think Vops really shines when you want to quickly belt out a small data processing/generation task quickly without heaps of typing/syntax. The results are generally great too I reckon (certainly run very fast when processing huge batches of similar things).
It's not good for future editors when the number-of-nodes+wires gets too large inside any given subnetwork-level though! I think it's totally fine if there is heaps of nodes/substructure inside loads of 'subnetwork' (slash Houdini-Digital-Asset '.hda' ('.otl') levels as long as the function of the node is well 'encapsulated' (just like a good function/method should be!). Once networks get too big and complex it can become a bit of a maintenance burden, and it can often be sensible to switch to editing Vex as text instead, and putting things in headers/libs and so on when Vex things get reeeally big.
Aaaanyway I shouldn't go on about it I just want to make one main point about the wires in Vops: There are 2 'wire styles' (Shift+S to toggle): Rounded (my preferred style) and 'Default' (which I think is maybe also called 'Straight' in some places but it certainly isn't straight lines, just as straight as possible!). With both of these wire styles, if you have two Vop nodes stacked vertically, and an output on the right of the upper one is connected to the first (uppermost) input on the left of the lower one, you can move either of the nodes vertically about as close as you like to each other (without touching) and the wire will still go through the gap! This is especially so for the 'rounded' style as the line can literally go straight-horizontal through the gap! Of course it's still perfectly possible to make a wire to go behind a node, but in general I think they've done it very thoughtfully! I haven't really stopped to appreciate how well-done it really is, but I think it's top notch and encourage you to check it out, wire then drag some 'null' nodes around and see how it behaves and maybe it might yield some inspiration for flowcode? (And I'll feel quite silly indeed if you reply with 'yeah I know Vops plenty well myself', so apologies if that's the case!!)
Edit:Clarity