cyborg
deus ex machina
- Joined
- Aug 12, 2005
- Messages
- 4,981
It isn't just sequentially, it is cumulatively. If a technological designer finds that his mutation, while conceptually good fails due to some unforseen parameter, he can keep the mutation he made while adding in another to fix the shortcoming.
So are we going to define failure in nature as, "does not survive," and failure in technology as, "almost done?"
Because nature is only ever "almost done" with its designs.
And it also begs the question of just how the designer is supposed to know his design is "conceptually good" if it "fails".
One reason mimicing biological evolution will never produce anything resembling what we have in technology is it learns nothing from design B.
Wayne: do you seriously contend that there is nothing in nature that resembles what we have in technology?
And there I was thinking squids constructed turbulent flow propulsion systems long before any intelligence did. I must be wrong.
Nothing in nature resembles anything we have in technology? From what I can see there is a whole load of stuff that does in fact. And I'm not even surprised by this: there are a few basic, simple design concepts and patterns that get applied over and over again. Most of our more complex designs are merely extensions of simpler systems that can be decomposed into such patterns.
It can't mutate a defunct design, and instead goes back A.
Er no Wayne - it always has to be forward from what you have now. There is no backwards.
When it produces the next mutation, it applies to our successful design A, and gets C', while technological innovation can, if there is potential, apply that mutation directly to B to get C (note the C and C' to denote the designs are not the same).
Again I have to wonder by what metric "potential" is noted in "failed" designs.
This is the point I was trying to make earlier with my point about wholesale changes that can happen in a design. Note that the above example was 6 mutations. To try out 6 different mutations there are 63 possibilities to test (i.e just mutation 1, or mutation 1 and mutation 3, or any combination of the 6).
Going from one product generation to the next almost every part on 1000+ part products can be "mutated" by the designer. The number of major alterations done to a product when making the "Next-Gen" is large
For biological type alogorithm the number of combinations of those alterations, not including those that a designer would never even try, grows exponentially.
Which is why we end up with surprisingly complex systems that inspite of our inability to decompose them in a way we'd like to understand them still fulfil their design criteria.
Not doing it the way a designer would do it does not mean **** unless the design is significantly better able to reach a design in a given design space. All indications from the world of human design are that for simpler design tasks there is a significant benefit but with increasing system complexity that benefit over an evolutionary mechanism is diminished rapidly.