Neural Cellular Automata (NCAs) have been proven effective in simulating morphogenetic processes, the continuous construction of complex structures from very few starting cells. Recent developments in NCAs lie in the 2D domain, namely reconstructing target images from a single pixel or infinitely growing 2D textures. In this work, we propose an extension of NCAs to 3D, utilizing 3D convolutions in the proposed neural network architecture. Minecraft is selected as the environment for our automaton since it allows the generation of both static structures and moving machines. We show that despite their simplicity, NCAs are capable of growing complex entities such as castles, apartment blocks, and trees, some of which are composed of over 3,000 blocks. Additionally, when trained for regeneration, the system is able to regrow parts of simple functional machines, significantly expanding the capabilities of simulated morphogenetic systems.
This paper introduces EvoCraft, a framework for Minecraft designed to study open-ended algorithms. We introduce an API that provides an open-source Python interface for communicating with Minecraft to place and track blocks. In contrast to previous work in Minecraft that focused on learning to play the game, the grand challenge we pose here is to automatically search for increasingly complex artifacts in an open-ended fashion. Compared to other environments used to study open-endedness, Minecraft allows the construction of almost any kind of structure, including actuated machines with circuits and mechanical components. We present initial baseline results in evolving simple Minecraft creations through both interactive and automated evolution. While evolution succeeds when tasked to grow a structure towards a specific target, it is unable to find a solution when rewarded for creating a simple machine that moves. Thus, EvoCraft offers a challenging new environment for automated search methods (such as evolution) to find complex artifacts that we hope will spur the development of more open-ended algorithms. A Python implementation of the EvoCraft framework is available at: github.com/real-itu/Evocraft-py.
Distinguishing animate from inanimate things is of great behavioural importance. Despite distinct brain and behavioural responses to animate and inanimate things, it remains unclear which object properties drive these responses. Here, we investigate the importance of five object dimensions related to animacy (“being alive”, “looking like an animal”, “having agency”, “having mobility”, and “being unpredictable”) in brain (fMRI, EEG) and behaviour (property and similarity judgements) of 19 participants. We used a stimulus set of 128 images, optimized by a genetic algorithm to disentangle these five dimensions. The five dimensions explained much variance in the similarity judgments. Each dimension explained significant variance in the brain representations (except, surprisingly, “being alive”), however, to a lesser extent than in behaviour. Different brain regions sensitive to animacy may represent distinct dimensions, either as accessible perceptual stepping stones toward detecting whether something is alive or because they are of behavioural importance in their own right.
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