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Tuesday, September 2, 2008 | Reason : Evolution and Biology | print version Print | Comments

Document Gaming Evolves

by Carl Zimmer - New York Times

Thanks to Catalin for the link.

http://www.nytimes.com/2008/09/02/science/02spor.html?_r=1&oref=slogin

Gaming Evolves
Carl Zimmer

NEW HAVEN — By day, Thomas Near studies the evolution of fish, wading through streams in Kentucky and Mississippi in search of new species. By night, Dr. Near, an assistant professor at Yale, is a heavy-duty gamer, steering tanks or playing football on his computer. This afternoon his two lives have come together.

On his laptop swims a strange fishlike creature, with a jaw that snaps sideways and skin the color of green sea glass. As Dr. Near taps the keyboard, it wiggles and twists its way through a busy virtual ocean. It tries to eat other creatures and turns its quills toward predators that would make it a meal.

The chairman of Dr. Near's department, Richard Prum, watches him play and worries about his reckless lunges.

"You're just attacking them?" he asks as Dr. Near tries to eat a fat purple worm that looks too dangerous to bother.

"If you kill them, you unlock their parts," Dr. Near explains. But then the purple worm sticks its syringelike mouth into Dr. Near's beast and begins to drain its innards. "Uh-oh, I'm about to die," he says. The screen fades to black.

The next time, Dr. Near's luck changes. He gains enough points to move to the next level of the game. His creature grows a brain. "Oh man, it's like I graduated college," he says. Dr. Near can now alter his creature. He stretches the body to give it a neck. He adds a pair of kangaroolike legs.

His creature — or, rather, a swarm of his creatures — charge out of the ocean and onto land. Dr. Near pushes back the laptop as his creatures find a place to make their nest and lay eggs. "So that's pretty cool," he says with a grin not often seen on a professor.

Dr. Near and Dr. Prum have spent a few evenings testing out Spore, one of the most eagerly anticipated video games in the history of the industry. After years of rumors, the game goes on sale Friday. Spore's designer, Will Wright, is best known for creating a game called the Sims in 2000. That game, which let players run the lives of a virtual family, has sold 100 million copies. It is the best-selling video game franchise of all time — an impressive achievement in an $18-billion-a-year industry that is now bigger than Hollywood.

Spore, produced by Electronic Arts, promises much more than the day-to-day adventures of simulated people. It starts with single-cell microbes and follows them through their evolution into intelligent multicellular creatures that can build civilizations, colonize the galaxy and populate new planets.

Unlike the typical shoot-them-till-they're-all-dead video game, Spore was strongly influenced by science, and in particular by evolutionary biology. Mr. Wright will appear in a documentary next Tuesday on the National Geographic Channel, sharing his new game with leading evolutionary biologists and talking with them about the evolution of complex life.

Evolutionary biologists like Dr. Near and Dr. Prum, who have had a chance to try the game, like it a great deal. But they also have some serious reservations. The step-by-step process by which Spore's creatures change does not have much to do with real evolution. "The mechanism is severely messed up," Dr. Prum said.

Nevertheless, Dr. Prum admires the way Spore touches on some of the big questions that evolutionary biologists ask. What is the origin of complexity? How contingent is evolution on flukes and quirks? "If it compels people to ask these questions, that would be great," he said.

Evolution may seem impossible to capture in a computer. It is a hugely complicated process by which millions of individuals change over millions of years, as thousands of genes mutate and are spread by natural selection and other forces. Yet scientists have managed to distill some of the most important features of evolution into the language of mathematics.

In the early 1900s, mathematicians figured out how to represent a population of organisms in simple equations. They used those equations to show how natural selection can spread some genes from one generation to the next. Their work transformed the study of evolution into a modern, rigorous science.

Today, mathematicians use far more sophisticated equations to analyze evolution. And some of their most important insights have come from treating evolution like a giant game. Organisms can evolve different strategies to survive, in the same way game players can choose different strategies to win the most points in a game. Using a branch of mathematics called game theory, scientists can figure out if natural selection will favor a strategy over all others, or if it brings them into a stable balance. Game-theory models have shed light on the evolution of things like human cooperation and the deadly relationship of parasites and their hosts.

Today's computers make it vastly easier for scientists to build these models. They have also allowed researchers to study evolution by building digital organisms. Scientists at Michigan State University and the California Institute of Technology, for example, have developed software called Avida that allows tiny computer programs to behave like real organisms. They make copies of themselves and mutate (randomly changing lines of programming code).

As the programs process more information in more powerful ways, the mutations are favored by a digital version of natural selection. The Avida team has published a string of papers in leading scientific journals on their experiments, testing ideas about complexity, mass extinctions and even the evolutionary benefits of sex.

Computers have also made it possible for scientists to build simple simulations to help people understand the principles of evolution. This year, for instance, Ralph Haygood, a postdoctoral researcher at Duke University, built a Facebook application called Evarium that lets users watch flowerlike creatures drift around a box, attracting one another with their colors. They mate and shuffle traits in their offspring, which then go through the same cycle. Players can control how quickly traits mutate and how strongly the organisms are attracted to some traits and not others. Or they can just watch the creatures change each time they open their Facebook page.

Mr. Wright came to the challenge of an evolution game with a long track record of simplifying complex systems without losing the feel of reality. He first came to fame in 1989 with SimCity, a game that allowed players to build and oversee a city. He simplified the workings of cities so that the slow personal computer of the late 1980s could simulate them. But he included enough feedback loops between elements of cities — like tax rates, incomes and traffic jams — to give SimCity the unpredictable complexity of real cities.

Mr. Wright followed the success of SimCity with a string of open-ended games, like SimAnt (a simulated ant colony) and SimMars (a simulated Red Planet players could make habitable). Around the time he released the Sims, he began to contemplate an all-encompassing game. At first, he called it SimEverything.

The game, which he eventually renamed Spore, would give players an experience of life and the universe across billions of years, from microscopic creatures to interstellar civilizations. "There were deep motivations in the early phase from the work of a lot of evolutionary biologists, like Richard Dawkins and Edward Wilson," Mr. Wright said in a telephone interview.

Mr. Wright wanted Spore to communicate some of the grand patterns of evolution. But he did not want players to spend a million years waiting for something interesting to happen. He also did not want the game to look like an abstract cloud of drifting spots.

"I spent a fair amount of time going around to talk to scientists here and there," Mr. Wright said. "You have to explore a huge amount to figure what 20 percent will be cool and fun for a game."

One thing Mr. Wright and his colleagues decided Spore should reflect was evolution's ability to produce life's staggering diversity. "We wanted to convey the sense that evolution can bring up a surprising diversity of weird, interesting, strange things," he said.

The game begins with a meteorite crashing into a planet, sowing its oceans with life and organic matter. Players control a simple creature that gobbles up bits of debris. They can choose to eat other creatures or eat vegetation or both. As the creature eats and grows, it gains DNA points, which the player can use to add parts like tails for swimming or spikes for defense. Once the creature has gotten big and complex enough, it is ready for the transition to land.

On land, the creatures can grow legs, wings and other new parts. And it is at this point that some of Spore's features really shine. Mr. Wright's team has written software that can rapidly transform creatures in an infinite number of ways, as players add parts and alter their size, shape and position.

This summer, as part of the buildup before the release of Spore, Electronic Arts offered software for building new creatures on its Web site. So far, people have built more than three million creatures. Electronic Arts uses that growing zoo to populate each player's planets with life.

Neil Shubin, a paleontologist at the University of Chicago, was enchanted when Mr. Wright came to show off Spore to him. Dr. Shubin's own research has helped reveal how real evolution recycles and modifies pre-existing biology to produce different body plans. In 2006 Dr. Shubin and his colleagues reported the discovery of a 370-million-year-old fossil called Tiktaalik that illuminates our ancestors' transition from sea to land. It offers clues to how our hands and feet evolved from swimming fins.

Dr. Shubin found that Spore gave players a feel for how evolution uses the same basic tool kit to produce different body plans. "Playing the game," he said, "you can't help but feel amazed how, from a few simple rules and instructions, you can get a complex functioning world with bodies, behaviors and whole ecosystems."

Spore also mimicked evolution in another way that pleased Dr. Shubin. "Will asked me, 'Why did creatures evolve to walk on land?' " he recalled. "I mentioned that the freshwater ecosystems of the Late Devonian were pretty predator-intensive. He smirked."

Mr. Wright built a Tiktaalik with Dr. Shubin's help. "We let him swim around in a Spore Devonian world. And every time our little silicon Tiktaalik went in the deep water, a huge creature ate him in one bite. Tiktaalik crawled on land and thrived," Dr. Shubin said.

Spore embodies another major theme of evolutionary biology: evolution is not a simple kill-or-be-killed affair. If a Spore player ends up with a carnivorous creature, it will certainly do its fair share of killing. But it will not make it very far unless it makes alliances. In Spore, creatures bond by dancing, wiggling and singing. Taking the time to bond allows players to move in packs and herds, which do a better job of fighting off predators and attacking prey.

"You always wonder why life tends to become more complex over time," Mr. Wright said. "If you look at this balance between cooperation and competition, at almost every level it explains it neatly. You have agents competing at some level. The agents might be cells. At some point the cells can group together and work collectively and outcompete the other ones that are not cooperating. Then competition jumps to the next level. At every level you have to have the right balance between co-op and comp. That balance is driving the organizational complexity."

Even as scientists praise Spore, they voice concerns about how the game does not match evolution. In the real world, new traits evolve as mutations arise and spread gradually through entire populations. Winning Spore's DNA points does not work even as a remote metaphor.

"I do hope that it doesn't confuse people as to what evolution is all about," said Charles Ofria, a computer scientist at Michigan State University and a creator of Avida.

Spore may also mislead players with the way it is set up as a one-dimensional march of progress from single-cell life to intelligence. Evolution is more like a tree than a line, with species branching in millions of directions. Sometimes species become more complex, and sometimes they become less so. And sometimes they do not change at all. "There's no progressive arrow that dominates nature," Dr. Prum said.

These caveats notwithstanding, Dr. Near hopes that Spore prompts people to think about the evolutionary process. "This may be totally off about how evolution works, but I'd much rather be dealing with a student who says, 'O.K., I have no problem with evolution; I think about it the same way I think about gravity.' If it does that, it'll be great."

Mr. Wright said he had been hearing similar reactions from other scientists. "I find that scientists are incredibly open and excited that we can portray this stuff in games, even if it's not perfectly accurate," he said. "It's manure to seed future scientists."

Dr. Shubin said: "The differences between Spore and nature do not bother me. I see Spore for what it is: a game. And it is a game in the best sense of the word. It is not identical to nature, but it is a world that evolves, that changes and where the players are part of those processes."


Comments 1 - 31 of 31 |

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1. Comment #241176 by shemp333 on September 2, 2008 at 1:17 am

 avatarIt sure sounds like it's quite a bit off the reality of evolution. However, it should be a ton of fun to play. I'll pick this one up for sure. I'm gonna try to evolve into some sort of bird and get the flock outta here!

Other Comments by shemp333

2. Comment #241187 by Wosret on September 2, 2008 at 1:35 am

 avatarI think this is excellent, and I can't wait to play it. Personally, I think that anyone who criticizes this for not being accurate, or thinks it ought to be accurate or it will be confusing, doesn't play video games. I really don't think many gamers play video games thinking that what they are seeing accurately describes reality.

I wonder if you have the option of staying in the water, and evolving into an intelligent society in the water. They seemed to imply no, but I hope you can.

Other Comments by Wosret

3. Comment #241188 by rod-the-farmer on September 2, 2008 at 1:35 am

 avatarCool. Glad they did not name it "Spawn". As in Spawn of the Devil. That would surely get it banned by all sorts of fundie churches and islam. "Spore of the Devil" just does not have the same ring to it. And while it may not be a perfect match to real evolution at the moment, wanna bet it will get closer in future versions ? As in "evolve" ?

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4. Comment #241204 by Shuggy on September 2, 2008 at 1:58 am

 avatarAren't IDers just going to say "Sure it gets better because it was Intelligently Designed™ at the outset, and humans playing God are driving the organisms to greater complexity, etc. so Nyur Nyur Nyur." ?

Other Comments by Shuggy

5. Comment #241216 by leodavinci on September 2, 2008 at 2:25 am

 avatarHere's the official trailer, looks good - http://www.youtube.com/watch?v=jVH9Q8M8eaQ

Other Comments by leodavinci

6. Comment #241219 by MartinSGill on September 2, 2008 at 2:34 am

 avatarI was planning to pre-order this game.

I've changed my mind though since I learned that EA are going to use SecuROM DRM for the game. Given the fiasco that caused with Bioshock and Mass Effect and the fact that quite a few anti-virus organisations have categorised SecuROM as malware given how invasive and strict it is.

Don't take my word for it... google around, the official Spore forums are EA are a good place to start. (http://forums.electronicarts.co.uk/spore-game-discussion/329962-spore-securom-death.html) A quick google will find thousands of posts about it.

Or look on wikipedia for the effects of secuRom on your computer.

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7. Comment #241220 by shemp333 on September 2, 2008 at 2:35 am

 avatarI guess I'm not a "gamer" and never play video games. (big eye roll) Gee, Mitchell, I wish I was included in your prestigious club of people who play video games day and night! *titters*

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8. Comment #241221 by Konradius on September 2, 2008 at 2:36 am

Shuggy said:

Aren't IDers just going to say "Sure it gets better because it was Intelligently Designed


Perhaps, but I'd rather deal with id people than creationists.
This game supports 2 main tenants of evolution.
1. An old earth.
2. Evolution includes humans.

The mechanism, while very important, takes a backseat. But once people have moved from their old ideas to ideas including the above 2 things, they are far more likely to travel further.
Introduce DNA as a papertrail and explain how DNA works and you're there.
And as well, even though people will think intelligence is inevitable, the form 'people' are in is not fixed. This is a major blow to the 'god created man in his likeness' idea.

Now only to get this game into the hands of those kids... I hope the game gets as many expansions as the sims (namely a ludicrous amount), that would keep the game into the public eye. I'd hate this game to be a bestseller for a month and then only to return to 'best of 2008' lists.

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9. Comment #241233 by Bullet-Magnet on September 2, 2008 at 2:54 am

 avatar~I've changed my mind though since I learned that EA are going to use SecuROM DRM for the game.~


The effects of SecuROM have been toned down significantly for the game. It's as if the initial announcement was nothing more than an attention grab.

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10. Comment #241250 by captain underpants on September 2, 2008 at 3:47 am

 avatarThere's a TED talk by Will Wright here:
http://www.ted.com/index.php/talks/will_wright_makes_toys_that_make_worlds.html

and a downloadable trial version of Spore here:
http://www.spore.com/trial

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11. Comment #241260 by Godfree Gordon on September 2, 2008 at 4:07 am

 avatarPopular Culture guys

This is the key to winning the minds of young IDers

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12. Comment #241270 by Wosret on September 2, 2008 at 4:21 am

 avatar11. Comment #241260 by Godfree Gordon

I agree. It's when evolution becomes second nature to everything that involves life, that people will get used to it, to expect it, and to not even think about it. As it says in the article, to just accept it like they do gravity. It won't be an alien concept only for scientists.

I see this more and more, and I like it. Everything that has life in it, and discusses species, and origins should always include evolution.

Other Comments by Wosret

13. Comment #241281 by mixmastergaz on September 2, 2008 at 4:38 am

 avatarI have to 2nd Godfree Gordon's comment. Those who wish to will always find a way of spinning a story to their advantage (consider the republican responses to the news of Sarah Palin's daughter's pregnancy; "Hey, at least she didn't have an abortion. We're republicans; we're accustomed to achieving breath-taking heights of hypocrisy"). For some people, this game might trigger a break-through. Aayan Hirsi Ali was greatly influenced by 'Nancy Drew' novels. Popular culture could be a useful weapon in our 'war of ideas'.

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14. Comment #241325 by Wosret on September 2, 2008 at 5:42 am

 avatar7. Comment #241220 by shemp333

u wish u cood be leet son but teh world noes dat i pwn ur face.

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16. Comment #241361 by Cartomancer on September 2, 2008 at 6:37 am

 avatarSounds a lot more interesting than the creationist version of the same thing, where you sit there and watch god make everything at the beginning and then nothing happens for the rest of the game.

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17. Comment #241372 by Ishruul on September 2, 2008 at 6:54 am

 avatarI already have 164 creatures created so far, can't wait till the whole game comes out.

Mr.Wright certainly did a great job with this one, even if it'S not 100percent accurate with the fact of life. Still, it beat the crap of the 0 percent creationist are so happy with!



P.S. Cartomancer, I'm still hoping for that VIP badge for your funeral :)

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18. Comment #241421 by popecorkyxxiv on September 2, 2008 at 8:11 am

 avatarGames like this are just what we need. Target children with evolution, science, reason and all those things rationists and the enlightened value and we can open their minds before they are barricaded behind walls of theistic dogma. And there is no force more able to shape young minds than video games.

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19. Comment #241472 by lozzer on September 2, 2008 at 10:42 am

 avatar
Games like this are just what we need. Target children with evolution, science, reason and all those things rationists and the enlightened value and we can open their minds before they are barricaded behind walls of theistic dogma. And there is no force more able to shape young minds than video games.




*Evil evolutionist laugh*

Other Comments by lozzer

20. Comment #241476 by ggab7768 on September 2, 2008 at 11:14 am

 avatarI'm in agreement with many of the posters here.
I think this could do a lot of good for we few reasonable souls.
Sadly, anything pleasant involving evolution is an improvement.
What a world, what a world.

Other Comments by ggab7768

21. Comment #241493 by Gregg Townsend on September 2, 2008 at 11:48 am

 avatarMy thought is the game would be a good way to spend some time having fun with my granddaughters and it may open an opportunity to discuss how the game differs from reality (evolution by natural selection).

This just may turn into the opportunity I've been looking for to counter superstition in my granddaughter's upbringing without 'proselytizing'.

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22. Comment #241561 by jonjermey on September 2, 2008 at 1:54 pm

Spot the non-sequitur...

"Evolution may seem impossible to capture in a computer. It is a hugely complicated process..."

Even if the second sentence were true - which it isn't - it still wouldn't follow from the first. Hugely complicated processes are what computers do best.

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23. Comment #241566 by AoClay on September 2, 2008 at 2:13 pm

 avatarI don't know, I imagine having no foresight is hard to capture on a computer to the point it should. I could be wrong.

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24. Comment #241591 by Rational_G on September 2, 2008 at 5:16 pm

 avatarUh, turn off the computer and go out and experience the real world.

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25. Comment #241593 by mordacious1 on September 2, 2008 at 5:41 pm

I didn't like the trailer much (from post #5).

Too much: "SOMEONE decided they should live on land...SOMEONE decided etc.

Sounds like you get to be god and decide what happens...natural selection has nothing to do with it. I'll have to play the trial version before I get too critical though. Open mind and all...

Other Comments by mordacious1

26. Comment #241597 by Thor'Ungal on September 2, 2008 at 6:30 pm

 avatarThe game is essentially theistic evolution, I guess it would have to be otherwise there would be nothing to play. I've got to see if I can score a copy (price and time dependent).

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27. Comment #241624 by Koreman on September 2, 2008 at 10:50 pm

 avatarApart from games and simulations, in some rare occasions blind spontaneous evolution has been observed in cyberspace. Computer viruses mixing up with eachother, i.e. virus A infecting virus B, replacing its payload, dodging virus scanners.

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28. Comment #241636 by Lucas on September 3, 2008 at 12:02 am

 avatarCan't wait to play this. Little sis and bro are definitely getting this for Christmas (ha ha!), and I'm going to try to get some teachers I know to use it in the classroom. When teaching evolution, you can have kids play the game and then discuss the differences between the game mechanism and actual evolution.

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29. Comment #241741 by Wosret on September 3, 2008 at 2:55 am

 avatar24. Comment #241591 by Rational_G

No!

25. Comment #241593 by mordacious1

As my brother told me when I sent him the trailer, "so, you're essentially Jesus of the catholic church".

If you watch the ted talk he clearly describes players as gods. This is directed evolution. Evolution without Darwinian mechanisms.

Other Comments by Wosret

30. Comment #241811 by njwong on September 3, 2008 at 5:33 am

 avatar26. Comment #241597 by Thor'Ungal


The game is essentially theistic evolution...


Polytheistic evolution?

EDITED

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31. Comment #242022 by skeptictank on September 3, 2008 at 10:24 am

 avatarOnce it was clear that this game was essentially going to be the ID version of evolution, I posted on a gaming site how i thought it should work (based on Darwinian selection, not the players whim). Everyone seemed to agree with me, as my comment got thumbed up over 100 times. I personally think that this ID approach ruined the most charming thing about evolution. Its dependency on the environment.

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