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- D A R W I N 'S B U G S
-
- This program demonstrates how evolution can be observed within a
- microscopic world, created by a computer program. Along the way, some very
- interesting lessons in survival and in ecology can be learned.
-
- THE WORLD IN A POND
-
- The basic idea was outlined in Scientific American magazine in May
- 1989. The world consists of a pond, which is patrolled by bugs of unknown
- heritage. As they swim around the murky bottom of the pond, these bugs
- encounter random bacteria that have fallen to the bottom. The bugs aren't
- too smart, but they know they should eat the bacteria, thus gaining the
- energy that they need to keep swimming. Bugs that don't eat enough will
- wither and die. A bug that is more successful will eat a lot and get fat;
- eventually it will split into two bugs, a process called fission.
-
- SWIMMING AROUND
-
- The trick is for bugs to evolve so that they get better at finding
- food. Each bug has a different movement pattern: some bugs tend to swim in
- straight lines, back and forth across the pond. These bugs are called
- 'cruisers'. Some bugs mostly turn in one direction, either right or left,
- so they swim around in circles and are called 'twirlers'. Other bugs that
- often back up will tend to sit in one place and jump around; of course they
- are called 'jitter-bugs'.
-
- So here is where evolution comes into it. At the start, the pond has
- many different kinds of bugs. If a bug has a pattern that is very effective
- at gathering food, then it will multiply, and soon there will be lots of
- bugs with similar habits. When the bug splits in two, the new bug gets a
- slightly different pattern (a mutation). This allows new species of bugs to
- evolve and be tried out. Eventually the most successful kinds of bugs
- should do best, and gradually take over the whole pond.
-
- By stocking the pond and letting the bugs swim around for a while, you
- should be able to see the slow evolution of more effective swimming
- patterns.
-
- THE ECOLOGY
-
- So which kind of bug is most likely to succeed? Jitter-bugs do very
- well at first, quickly sucking up all the food in their vicinity. Once the
- area is cleaned up, however, they run out of food and usually die pretty
- fast, burning up all their energy dancing around (kind of like a disco).
- The other kinds of bugs are more careful with their energy, gradually moving
- around to different parts of the pond in search of food. Both kinds of bugs
- could survive.
-
- But there is a rule in science that only one species can survive in a
- single specialized ecology: eventually, all other species have to get
- squeezed out. In our pond, the cruisers are usually the successful ones,
- because they are less likely to get trapped in an area with little food.
- Over time, you will usually see the bugs evolve to this kind of pattern.
-
- THE CAFETERIA
-
- There is one more complication: we can create two different ecologies
- in our pond! There is one small area of the pond -- kind of like a
- cafeteria -- where the program arranges for much more food to be made
- available. The cafeteria is a separate ecology, and it's one where just
- about any kind of bug could survive because there's lots of food. The
- problem for the cruisers when they enter this area is that they quickly
- cruise out the other side, so they don't benefit too much. Bugs that tend
- to stay put, either twirlers or jitterbugs, will do better in the cafeteria
- because their pattern allows them to stick around longer. When they stray
- out of the area, however, they usually die pretty fast.
-
- If you choose to have these two ecological zones in your pond, then you
- should be able to see two different species of bugs evolve: cruisers in the
- main pond, and twirlers or jitterbugs in the cafeteria. Keep in mind that
- this evolution is completely random -- the bugs have no brains at all, and
- the computer does nothing but keep score. The results are based just on
- random changes and on success in finding food. It may take a while for the
- evolution to take place, and it may come out differently each time the pond
- is stocked. Only time will tell!
-
- Try turning the high-density area on or off. Within five to ten
- minutes of express operation, you should see a definite change in the
- evolution of the bugs.
-
- THE PROGRAM
-
- The program starts out with 12 bugs, and these can multiply up to a
- total of 64. It uses a lot of information to keep track of all these bugs,
- and this is available to you to observe, or to change the living conditions
- in the pond. In order to communicate the information, the program uses both
- the graphic screen and the 80-column (text) screen. You can switch back and
- forth between the two screens by pressing the CVBS/RGB button on your
- monitor.
-
- The graphic screen is used for a visual representation of the pond:
- bugs are the yellow squares that move around, while food is represented by
- the blue dots that don't move. The cafeteria, if it is activated, will show
- up as a high-density area roughly in the middle of the pond. If you choose,
- the bugs can leave grey trails as they move around, or you can erase or
- cancel these trails.
-
- The 80-column text screen is used to give details on the location,
- energy, and movement patterns of the bugs. In addition, status reports can
- be given on all changes, if you wish. This screen is also used to display
- menus, and to ask for user input.
-
- THE MAIN MENU
-
- When the program first starts up, you will see the main menu on the
- 80-column screen, and you can come back to this menu anytime you want. From
- it, you have six choices: make your choice by pressing a number key. (You
- don't press RETURN after your choice). The choices are:
-
- 1. Print the program controls, either on the screen or on your printer.
- 2. Change the setup. You can vary the parameters that control the
- program before you start, or at any time while it is running.
- 3. Print out the setup and bug data. This will list all the factors
- you can change with the setup, on your printer. If the pond has
- been stocked, it will also list the location, energy level, and
- characteristics of all active bugs.
- 4. Run. This will stock the pond with new bugs, and begin their lives.
- If the program has been run previously, the old bugs will be
- exterminated.
- 5. Resume. Once the pond has been stocked, you can return to the menu,
- and the bugs will be put on hold. Making this choice will continue
- the lives of the bugs that already exist.
- 6. Quit. End the program, drain the pond, exterminate all bugs and
- return to LOADSTAR.
-
- THE CONTROLS
-
- When the bugs are alive, you can alter the simulation by pressing a
- single letter key. (Again, you don't press RETURN after pressing the
- letter). For a complete listing of what each letter does, choose 'Program
- Instructions' from the main menu.
-
- There are several different modes of operation:
-
- - In the three normal operation modes, the bugs will move about, feeding,
- and dying or multiplying as necessary. You will be advised of their
- actions, and the table of statistics will be updated from time to time. The
- 'Verbosity' function has three settings to control how many updates you get.
-
- - The next mode you can select is 'Express Mode'; with this choice, you
- do not receive updates, and the letter keys are not active. This enables
- the bugs to move much faster, about 50,000 individual moves per minute in
- total. With a typical complement of 50 protozoa in the community, each bug
- will get to make about 1000 moves a minute (a million and a half a day).
-
- - The final mode is 'Parameters'; this choice halts the bugs and displays
- a list of all parameter settings. You change any you wish, then press
- RETURN to resume normal operation, or 'x' for express mode.
-
- SOME DETAILS
-
- A bug's pattern is set by a series of eight numbers; each number gives
- the chance that it will turn in a certain direction. If the first number is
- large, the bug will usually go straight - a cruiser. The next two numbers
- give the chance that it will turn to the right: either a little to the
- right, or sharp right. The next three numbers control backing up, and allow
- backing up with a right turn, or straight back, or back and left. Finally
- the last two numbers control left turns.
-
- By checking these numbers, you can see what different kinds of bugs
- have been created. Once you become familiar with the details, you may also
- want to try altering the bugs to influence evolution yourself.
-
- You can keep tabs on a particular bug by typing the number of the bug.
- An arrow and the number will show on the 40-column screen. To get rid of
- the pointer, press 0.
-
- SURVIVAL TIPS
-
- The population of the pond is governed by the food value of a meal, and
- you can change this. The program places two bacteria per cycle; one of
- these is placed in the cafeteria, if it is enabled. Thus, the total energy
- input per cycle is two times the value of a meal. Since each bug consumes
- one unit of energy per cycle, the amount of energy consumed per cycle is
- exactly equal to the number of bugs. Over the long term, energy input must
- equal energy consumed.
-
- In theory at least, the maximum population is the amount of energy
- added per cycle, ie. two times the value of a meal. In reality, some
- allowance must be made for biological inefficiencies:
-
- Population = (E * n/c) * k
- where E = energy per meal
- n = number of meals placed
- c = rate of consumption
- k = bio-efficiency factor
-
- Given that n=2 and c=1, and that k is about .95, the population will vary
- around 1.9*E. K is not entirely constant, increasing as E increases. If
- the value of a meal is set to 25, then the population will typically be in
- the range of 45 to 50.
-
- Evolution will occur more effectively if bugs have a chance to multiply
- and die out as necessary. Try to keep the different parameters set so that
- this can take place. In the example above, the total population of 45 to 50
- allows evolution to take place within the pond's limit of 64. If you set
- the energy value of a meal too high, then all the bugs get fat and lazy, the
- population reaches the maximum level, and no evolution can occur. On the
- other hand, if you lower the food value too much, then all the bugs may die
- out, or the population will become too small to maintain its genetic base.
-
- You may want to experiment, but you will find that an energy value of
- 25 per meal is about right.
-
- SUMMARY
-
- This program creates an artificial ecology in your computer. By
- modifying the variables, you can observe how the computerized life forms
- respond to a varying ecology. Darwin would be intrigued!
-
- IA
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