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TESTING
OF E V O L U T I O N
THEORIES
Part II
PRELIMINARY
AND
by
N O T E BY T H E A U T H O R
In the latter part of this paper the nature of the relationship or similarities between
living beings and other symb~oorganisms is discussed. Some of the conclusions may be
surprising to the readeF. However, it must be pointed out that nothing which is presented
in this paper can justify the conclusion that any other type of symbioorgani~m except
the so called "Terrestrial life forms", which populate this planet, are alive. As a matter
of fact this question has no meaning as long as there is no agreement on a definition
of "liv~lg being". However, the reciprocal question "whether the objects we are used
to call living beings are a particular class of symbioorganisms" has a meaning. This is
the question we have been trying to answer in this paper and the preceeding paper in
this series (BARRICELLI,1962). If the nature of the answer and its consequences should
make the reader feel somewhat disoriented an advise which may prove useful for
science readers as it is for mountain climbers is "Hold on solid ground". Proven facts
and rigorous deduction are the solid ground on which scienti,fic knowledge can be based.
Feelings and opinions and any form of instinctive resistancy to new ideas are not.
Everything which is said in this paper should be understood, statement by statement,
the way it is presented. The author takes no responsibility for inferences and interpretations which are not rigorous consequences of the facts presented. As in the previous
paper of this series (BAI~RICELLI, I962) the terms used in connection with symbiogenetic
phenomena do not have the same meaning they have in biology. They refer to mathematical concepts whose relation to the corresponding biological concepts is a matter
of investigation.
I) This investigation was supported by research grant RG-698o from the Division of
General Medical Sciences of the National Institutes of Health, U.S.A. Public Health
Service. The first part of this investigation was performed in the fall, 1959, while the
author was v~sitor to the A.E.C. Computing Center, N.Y.U. The investigation was
continued in the summer, I96O, while the author was Visiting Research Associate at
Brookhaven National Laboratory, L.I.N.Y. and after his return to Vanderbilt University,
Nashville, Tennessee
Acta Biotheoretica, X V I
IO0
N. A. BARRICELLI
I. I N T R O D U C T I O N
IOI
IO2
N . A . BARRICELLI
IO3
T o save space, in fig. I and 2 the 36 coins, which are represented by holes
in an I B M card, are placed in a single row in the upper left side of each
figure. But the game rules are applied assuming that the first 6 coins (holes)
from the left represent the first row of a 6 )< 6 square, while the next 6
coins (holes) represent the second row, etc. After the first symbioorganism
Fig. 2. Game played between two symbioorganisms after I5OO generations of selection
for game performance.
(left player) had made his first move, the situation was the one described by
the upper row to the right in each figure. A f t e r the second symbioorganism
(right player) had made his first move, the situation in the game was the one
described in the second row left. A f t e r the left player had made his second
move, the situation was the one described in the second row to the right etc.
The reader may easily follow the progress of the games in both figures.
4. F R O M G E N E T I C P A T T E R N
TO GAME STRATEGY
The procedure applied to select the next move in each situation of the
game will now be described summarily. The idea consists in using the situation in the game before the move as d a t a o f t h e p r o b l e m ,
and the
genetic pattern of a symbioorganism as a s t r a t e g y
program
to be
interpreted according to a conventional code. The code is determined in such
a manner that any genetic pattern, in any situation in the game, will, after
a limited number of machine operations lead to a legal move of the game.
The computing machine used was 2) the I B M 7o4 of the A. E. C. Computing Center, New York University, New York. Each memory location in
2) Readers who are not familiar with machine programming may skip the rest of
this section and start with the next section.
IO 4
N. A. BARRICELLI
this machine has 36 binary digits. This permits describing the situation in
the game (36 coins present or removed) by a single binary number which
can be stored in a single memory location. In other words, the problem is
reduced to calculate at the n tu move a 36bit (no more than 36 digits binary)
number sn+l as a function ~'p(sn) Of another 36 bit number s~: where
s~ represents the present situation in the game (after n t~ move) while s~ 1
is the situation after next move. The function gp(X) shall be called decisionfunction. The decision-function S p ( X ) must be determined by the genetic
pattern of the player p in such a way that only legal moves are possible.
Apart from this restriction (only legal moves of the Tac Tix game) there are
no other requirements to the decision-function S ~ ( X ) . It would also be
desirable not to insert other restrictions during the programming and rather
leave to the symbioorganisms themselves the greatest possible liberty to choose
the decision-function and to choose any particular decision-function in the
largest possible number of ways by modifying their genetic patterns. Any
restriction to the choice of decision-function would limit the game strategies
available and may present a potential danger for preventing or delaying
certain evolutionary improvements.
The solution of the problem is simplified by the fact that any 36 bit
number can, by a simple operation, be transformed into a game situation
s~+l which can be reached by a l e g a l move from a preceding game
situation s~. This makes it possible to solve the problem in two steps:
An unrestricted determination of a 36 bit number U~ + ~ by any function
Up(s~) of the present game situation s~:
(~)
g~+l
u , (s~)
N U M E R I C A L TESTING
OF
EVOLUTION THEORIES
~o5
io6
N.A.
BARRICELLI
basis of the game situation s,,. The operations which determine Us 1 and
therefore define the function Up in relation (I) are to a large extent selected
by the genes of the player, with the possibility (and, one may be tempted
to say, the liberty) to select and program in many different ways almost
any function Up which can be calculated with the very limited machine time
and memory space devoted to this purpose.
The legalizing operation L(sn, Us +1), which permits transformation of a
3 6 bit numberU, + 1 into a legal game situation s, + 1 following the present
situation s, according to formula (z), is defined by logical operations which
starting from the non-zero bits common to s,~ and Us + ~ (or, if there are
none, starting from sn) identify the lowest non-zero bit in this pattern. This
bit is removed from s, and if it is preceded by a consecutive set of non-zero
bits common to s~ and U~ + 1 in the same row, or subsidiarely in the same
column these bits are also removed.
5. S E L E C T I O N P R O C E D U R E
When two or more different numbers collide, the first and the last colliding
numbers are recorded. The first one is treated as a gene of the left player,
the last one as a gene of the right player (which is usually but not always
correct). The game strategy programs of the left player and right player
are identified. From each strategy program a set of numbers called playerbody (respectively right player-body for the right player and left playerbody for the left player) is determined. The first move is determined by
using the player body of the first player as a set of instructions and the
initial situation of the game as data of the problem. The next move is
similarly determined by using the player body of the second player as
a set of instructions and the situation in the game after the first move as
data. The operation is repeated using alternately the right and left player
bodies until all coins (holes) are removed and the issue is decided.
The gene of the winner--first or last colliding number both of which have
been recorded for this purpose--enter the collision place. By this procedure,
the best player will invade the contested areas and the other symbioorganisms
will be obliged to retreat. One of the players can be, and often is, a damaged
symbioorganism or a completely disorganized set of numbers. The performance of a symbioorganism can therefore also be tested against random or
disorganized sets of numbers.
6. G A M E Q U A L I T Y A N D C O M P E T I T I V I T Y
In games between symbioorganisms, a large fraction of the games are
lost, as in fig. I, by a stupid move of the loser, who takes all of several
Io7
remaining coins instead of leaving one of them on the table. These games
are called stupid games or games of quality o. Some other games are decided
by one or several correct final moves of the winner which leave no favorable
choice to the loser. Favorable choice is here defined as a choice which would
give the possibility of winning the game without a mistake from the opponent.
For example, in the game of fig. 2, the winner's last and next to last moves
are both correct decisions which leave no favorable choice for the loser.
The quality of a game which has been played can be measured by the
number of correct final decisions of the winner. For human beginners-except those beginners who already know a similar game called Nim--the
mean number of correct final decisions by the winner in the first 5 games
played is between I and 2 when both players are beginners.
Unfortunately, the game quality does not only depend on the genetic
strategy program but also on the condition of the players. Damaged symbioorganisms and disorganized sets of numbers are likely to play bad games.
A quality record of the games played during an evolution process would,
therefore, not only reflect the possible evolutionary improvement but also
the extent of the damages caused by the competition between the symbioorganisms. For this and other reasons presented below, large fluctuations
of game quality, unrelated to the evolutionary development, are observed.
A record of games won by the left player and by the right player in
relation to the position of the various symbioorganisms and disorganized
regions will therefore be given in fig. 4 and 6 to permit a better evaluation
of the various situations.
7. RESULTS
Attempts to measure evolutionary progress in game performance were
made in 1959 at the A. E. C. Computing Center in New York University
with an IBM 7o4 computer and repeated in 196o with the same computer
while the author was visiting the Brookhaven National Laboratory in Long
Island. In the first attempt, no successful evolution process was obtained
and no measure of evolutionary progress in game performance could therefore be made. In 196o the attempt was repeated using primarily the same
combinations of mutation and reproduction norms which had been successfully used in Princeton before. However in some regions of the universe,
which in this case had a size of 3o72 numbers, mutations were replaced by
game competitions. With this procedure two successful evolution processes
(respectively called A and B) were obtained and the development of game
performance could be observed and measured. In the later stages, the two
experiments were linked together to observe game competitions between
IO8
N. A. BARRICELLI
A-ExperimenT
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and subsidiary
I lO
N. A. B A R R I C E L L I
N U M E R I C A L T E S T I N G OF E V O L U T I O N T H E O R I E S
IIl
selection. On the other hand, there is no clear evidence that the nature of
game startings (regular or preselected startings) has any direct influence on
the quality of the games or on the fraction of left (or right) victories after
A-organisms had invaded the whole universe. No discontinuity in the quality
or type of games can be seen in position 1536 which marks the frontier
between preselected game startings (to the left) and regular game startings
(to the right) at the generations 1792, 192o, 2048, 2176 , 2816, 2944 etc. A
difference can, however, be observed in the number of games played to the
left of location 1536, compared with the number of games played to the right
of this location. The difference, which is manifest at the generations 1792,
192o, 2048, 2944, etc. indicates a greater variability of the symbioorganisms
in the preselected game starting's sector to the left of location 1536 than
in the regular game starting's sector to the right of this location. The large
variety of preselected game startings seems to promote variability. Usually
variability will produce changes and permit evolution. But there is one case
in which a stable situation with some variability in the region between
location 137o and 15oo was maintained for 128 generations without further
changes. A glance at the games (dots) in this region on fig. 4 shows that the
same games were played with the same results at generations 2944 and 3072.
The quality of the games, measured by the per cent of dots above the + o
level and below the - - o level, showed a tendency to increase during the
A-experiment, but also large fluctuations. In fig. 5 the solid line shows the
per cent of games with quality not lower than I for each generation represented in fig. 4. The significance of each value can be judged from the
number of games on which it is calculated. This number is represented by
vertical solid lines in the lower part of fig. 5. For example, the very low
value (based on 5 games) at generation 2432 and the very high values (based
respectively on 6 and 7 games) at generations 2954 and 3328 are not very
significant. Some of the fluctuations are, however, significant and their
interpretation is still a matter of investigation. In spite of the mentioned
fluctuations, the solid line of fig. 5 suggests an increase in the percentage of
games with quality I or higher by lO% to 15'% every IOOOgenerations. From
generation 1792 (or 768 generations after efficient game-selection had been
started) disorganized areas appeared only in places where two symbioorganisms competed. A disorganized set of numbers had no longer any chance
against symbioorganisms which had improved their game strategy for that
many generations.
After generation 2o48 a different continuation (subsidiary experiment)
of the above experiment was attempted. The purpose o f this subsidiary
experiment was to keep the B-symbioorganism alive for a large number of
I I2
N.
A.
BARRICELLI
lS3&
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Fig. 5. Game number and quality diagrams in the A-experiment (solid diagrams) and
subsidiary experiment (dotted diagram).
collision places empty (while the remaining 85 % of the collision places were
occupied by the winner of a game) proved sufficient to give the B-symbioorganism a fighting chance. In the subsidiary experiment (see lower part
of fig. 4) the B-symbioorganism was able to survive in a region below
location 13oo which is mostly outside range of fig. 4. The quality of the
games is represented by the dotted curve of fig. 5. The lower quality at
generations 23o4 and 2423 coincides with the situation in which most games
are played in a disorganized area between the two symbioorganisms A and B
(see fig. 4 lower part). The players are, therefore, mostly damaged or
disorganized.
NUMERICAL
TESTING
OF
EVOLUTION
II 3
THEORIES
B-Experi menlt200 1300 1400 1500 I(o00 1700 1800 IqO0.200012100 2200 2300 2~00 25002 ~ o f
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The B-experiment is recorded in fig. 6 and the quality of the games in this
experiment is recorded in fig. 7. Efficient game selection started at generation
256o which is the first generation recorded in fig. 6 and 7. At generation
3328 and every 256 generations after that A-organisms from the parallel
A-experiment was introduced in the region O-lOO7 . The collisions between
A and B-genes are the cause of the large number of games (dots) to the right
of location lO24 at generations 3328 and 3584 in fig. 6.
I I4
N. A. BARRICELLI
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N. A, BARRICELL!
furthe~ progress of the parasite from this area, and may locally produce
a partial recovery of the host. This way a balance between host and parasite
is obtained and the destruction of the host is prevented in game areas. Outside
game areas a much more pronounced disorganization of the host is
occasionally observed.
8. SIGNIFICANCE OF T H E P E R F O R M A N C E TESTS
The performance tests described in the previous section cannot give a true
measure of the rapidity of improvement obtainable by the selection method
used. These performance tests are the first combined experiment which succeeded at all. The choice of experimental conditions and parameters has
primarily been based On a guess, and there is no information available which
could help in deciding whether and how much the result could be improved
by modifying the experiment.:,
A new Combined 'experiment in which the game areas have been extended
while the founds of operations before each game (after the formation Of the
player body) are reduced from 2o to IO has recently been started. This
'experiment is being carried on in two different universes, and the conditions
for periodical interchanging, of symbioorganisms between the two universes
are radically different from previous experiments. It is hoped that this
experiment can give some of the information necessary to decide whether
and how much the exiolutionary progress of performance can be-speeded
up. With present speed, it may take io,ooo generations (about 8o machine
hours on the IBM 7o4 or between 5 and Io machine hours on the Atlas,
Ferranti machine)to reach an average game quality higher than I. The best
averages obtained so f a r are around o.4. Human beginners in the first 5
games show averages between I and 2. All these data must be taken with
reservation due to the large fluctuations and the irregular character of the
progress. However, there is no doubt that the progress is significant and
t'hat the symbio.organisms are "learning" the game by a sort of "evolutionary
learning process" based on mutation, crossing and selection.
A fundamental question for practical application is: how would the
evolutionary learning process work out in a more complicated game like,
for instance, chess ? Itwould seem that in a complicated game the evolutionary
learning process would be much slower. However, the evolutionary learning
process is very different from human learning. The learning of a seemingly
simple operation like leaving a single pawn on the board in the Tac Tix
game at the first given opportunity, may take a rather long time. On the other
hand, the crossing mechanisms which play a fundamental role in this proces's
NUMERICAL
TESTING
OF
EVOLUTION
THEORIES
II7
I Ig
N.A.
BARRICELLI
CELLI, 1957). The experiment was not carried very far because of the much
larger machine time and machine memory requirements of two-dimensional
experiments. The phenomena observed were, however, of the same nature
as those which have been described in the one-dimensional experiments.
Of fundamental interest for the understanding of the nature of terrestrial
life is the fact that the Well-known reproduction rules for DN/t molecules
are an example of a symbio-norm. In this norm, the nucleotides play the role
of elementary selfreproducing entities (numbers); the polynucleotide chains
or DNA molecules play the role of symbioorganisms. Proteins and other
molecules which are constructed, rearranged, or modified by the catalytic
action of the DNA and the associated enzymes tiave apparently the role of
non-genetic objects, instruments, and products of the action of symbioorganisms (example: pawns in a game and numerical devices constructed
or used to act upon them).
It is easy to show that the DNA reproduction rules constitute a symbionorm. Each nucleotide would be unable to reproduce alone. In this respect a
single nudeotide behaves like a single number in the numeric experiments
already presented, tt is the association of several nucleotides into polynucleotide chains (symbioorganisms) which confer to them the catalytic abilities
necessary both for the construction (by the intermediate action of enzymes
and other molecules) of new nucleotides and their association into new polynucleotide chains identical to the parental chains. The DN-A-norm requires
a symbiotic association into specific groups of nucleotides as a condition for
reproduction.
The simplest known DNA-symbioorganisms (viruses) show the biophenomena listed in the previous paper (B~RtlCELLI, 1962, section 6), except
spontaneous formatiOn which cannot be observed in nature today (BARRIICELLI, 1962, section IO).
It is important that the biophenomena observed are a consequence of the
symbio-norm followed by the DNA-molecules. If the nucleotides, the amino
acids, and other essential features involved were substituted by numbers
in the memory of a computer instructed to apply the same symbio-norm
(DNA-norm), one would observe exactly the same biophenomena, assuming
successful programming. Obviously there may be technical difficulties, and
our present knowledge is hardly sufficient to construct a true numerical
model of the chemical phenomena involved in any particular DNA or
polynucleotide dupiication. An incomplete model describing only some fundamental aspects of DNA-duplication is the best one might be able to do for
the time being. The question of present practical feasibility is however of
no consequence for the argument, as long as no theoretic principle (like
N U M E R I C A L T E S T I N G OF E V O L U T I O N T H E O R I E S
II9
Heisenberg's uncertainty principle, Einstein's critic of simultaneity) is involved, which would preclude the feasibility of the experiment. The question
whether numbers or nucleotides or magnetic charges or any other gadgets
in the memory of a high speed computer are used as selfreproducing elements
has no influence on the result.
A lesson which can be learned f r o m the performance tests described in
this paper is that the nature of the biophenomena observed is not radically
changed by a modification of the symbionorm which does not directly interfere with the reproduction mechanism. Neither A nor B nor any other
symbioorganism developed in the performance tests show properties or
biophenomena which are fundamentally different from those observed in the
symbioorganisms developed during the Princeton experiments of I954 and
1956. The infection deve!oped by the B-symbioorganisms (fig. 8B) may
seem more spectacular, but not fundamentally different from some of the
other parasitic phenomena observed in previous experiments.
It seems likely that the nature of the biophenomena appearing in a symbiogenetic experiment is primarily, if not completely, determined by the reproduction norm used irrespective of possible interactions with other entities;
If this applies also for the DATA reproduction norm, the interaction between
DN-A and proteins or other molecules may have little influence on the general
features of the biophenomena, irrespective of the influence they may have on
the selection of symbioorganisms. It might therefore be possible already
with the scanty knowledge presently available to attempt numerical evolution
experiments based on the DNA-norm in order to gather information on the
manner in which a DNA-evolution process would develop.
io. D N A - S Y M B I O G E N E S I S
AND C R O S S I N G
As a first step toward the use of a D N A - n o r m as a basis for a symbiogenetic evolution experiment, one may attempt to find in advance some
of its characteristics and prospects. Some questions which were investigated
before the shift norms were used and which may be worth investigating
before a DNA-norm is used are the following: (I) what are the prospects
of developing complex symbioorganisms; (2) what are the prospects of
developing a crossing mechanism early in the evolution process. Without
a crossing mechanism evolution would proceed at an extremely slow rate,
and it is doubtful whether the experiment would be worth while.
The interpretation of crossing phenomena (particularly of the crossover
mechanism) on a polynucleotide basis is a problem which has puzzled many
investigators. The simple solution of the problem presented below may therefore have particular biotheoretic interest.
120
N.A. BARRICELLI
Both complexity and crossing would rapidly develop in DNA-symbioorganisms if the phenomenon, termed "complementary association," which
is described below, can be expected to take place during the duplication of
a polynucleotide chain. It is unknown whether complementary association
would be possible when D N A duplicates under the action of an enzyme
like polymerase. It may be necessary to assume that the duplication process
is taking place under more primitive conditions perhaps similar to those
existing before life orginated (possibly with a catalyst of non-biologic
origin). The consecutive steps in the duplication process are assumed to be:
(I) Separation of the two DNA-strands. (2) Attachment of single nucleotides
to each strand in the places where they fit with the complementary nucleotide.
However, under this condition it is conceivable that not only single
nucleotides, but occasionally a complementary single stranded polynucleotidesegment may be incorporated in the double stranded molecule which is
formed (hypothesis of complementary association). If the two single stranded
polynucleotide chains are complementary onty in a border segment (overlap)
shorter than either of the two chains (fig. 9 B) the result can be a longer
double stranded polynucleotide (fig. 9C). The process may, for example,
start with a longitudinal association (fig. 9A). This condition is unstable
since only a low percentage of the nucleotides facing one another are complementary but may end up in a complementary association (fig. 9 B) which is
stable since all nucleotides facing one another are complementary.
This complementary association mechanism provides a possible interpretation of evolutionary growth and increase of complexity in polynueleotides.
A fact of considerable interest is, however, that it also provides a primitive
(A)
AGAACAA
ATATCTT
(B)
G
A
AGAACAA
ATATCTT
T
T
(C)
TATAGAACAA
ATAT
CTTGTT
121
I22
N. "A.
BARRICELLI
AND TERRESTRIAL
L1FE
N U M E R I C A L T E S T I N G OF E V O L U T I O N T H E O R I E S
123
12 4
N.A.
BARRICELLI
has made all reproduction and all normal chemical activities of nucleic acids
impossible outside cells. The most dramatic change caused by living organisms
is probably the formation of atmospheric oxygen by chlorophyll carrying
organisms. Oxygen is still a powerful poison for a large class of anaerobic
organisms. Defense mechanisms against oxygen seem tO be an important
factor for survival in living organisms. In the reducing environment which
seems to have characterized the earliest stage of biological evolution, oxygen
may have been a powerful antibiotic weapon (BARRICELLI, 1962 , section IO).
The external cell walls were probably developed as an adaptive response
to the changes of environment, in order to permit the maintenance of an
environment (cytoplasmic environment) favorable to the chemical activity
of the nucleus and its external (cytoplasmic) organelles. The cytoplasms
of various types of cells (animal, vegetable, bacterial, etc.) may give information on the particular chemical environment in which each type of cell lived
at the time when it developed its external cell wall.
After the cell walls were formed, crossing was still possible by diffusion
and absorption of nucleic acids (transformation) and by virus infection
(transduction). The cell-fusion or regular crossing mechanism must have
been developed later (see BARRICELLI, 1962, section 4)This tentative picture of the evolutionary development from polynucleotide
to cell may or may not have something to do with the true history of terrestrial life. Other schemes, based for example on a polynucleotide infection
of a selfreproducing protein nucleus or a nucleus which is made selfreproducing by the nucleic acid itself, are also conceivable. The symbionorm
characterizing polynucleotide duplication seems however very well fit to
start a symbiogenetic evolution process and must undoubtedly have played
a fundamental role in the origin of terrestrial life whatever the nature of the
other :features involved in the process.
Whatever picture is preferred, there is no need for assuming that terrestrial life originated by anything comparable in complexity with a living
cell: nearly a statistical impossibility. The first symbioorganisms may rather
have been comparable in complexity to short polynucleotide chains. Large
numbers of such symbioorganisms may have been created and destroyed
over and over again. This is the stage in which biological evolution may
have started, while the cell must have been a later and much more sophisticated product of the biological world.
NUMERICAL T E S T I N G O F E V O L U T I O N T H E O R I E S
I25
SUMMARY
An interpretive system for the IBM 7o4 computer permitting interpretation of the
genetic pattern of a numeric symbioorganisra as a game strategy has been developed.
Selection for best performance in a simple game (the game called Tac Tix published by
Gat~D~r~, I958) has been applied in a preliminary experiment. An objective method to
measure the quality of a game played is describedl The results presented in the article
show a small but significant improvement of game quality during a period of 230o
generations.
The general characteristics of the phenomena observed are similar to those of
preceding evolution experiments (BAla~CE~LI, I962 and I957). However, a startling infection process caused by a parasite whose behaviour was influenced by the game
competition is described. The parasite never developed an independent game strategy to
any degree of efficiency and was entirely dependent on its host organism for game
competitions with, and transmission of the infection to, uninfected hosts.
The consequences of substituting the reproduction and mutation rules (or "norm of
action") used in the preceding evolution experiments are discussed. Particularly, the use
of rules (DIVA-norm) applying the reproduction pattern of D_N'A-moleculesis considered,
and the theoretic aspects of symbiogenetic evolution experiments based on DAtA-norm
are discussed. A few inferences concerning the origin and history of terrestrial life
suggested by the results of the symbiogenesis experiments are presented.
ZUSAMMENFASSUNG
Ein interpretierendes System fiir die IBM 704 Rechenmaschine, dass Interpretation
des genetisehen Modells von einem numerischen Symbio-organismus wie eine Spiel
Strategie, erlaubt, wurde entwickelt. Eine Forffihrung fiir F~ihigkeit in einem einfachen
Spiel (genannt Tac Tix ver/Sffentlicht durch Gardner, I958) wurde angewandt in
einem preliminarisehes Experiment. gine objektive Methode zur Messung des Qualitgtt
des betreffenden Spiels wurde beschrieben. Die in dem Artike! angegebenen Resultate
zeigen eine kleine, abet bedeutende Verbesserung der Spiel-Qualit~it w[ihrend einr Periode
yon 23oo Generationen.
Die allgemeinen Kennziechen yon den beobachteten Phiinomenen sind denen von
vorhergehenden Evolutions-Experimenten gthnlich (Barricelli I962 und I957). Jedoch,
ein fiberraschender Infektions-Prozess, verursacht dutch einen Parasit, wessen Verhalten beinflusst wurde durch die Spiel-Konkurrenz, wurde beschrieben. Der Parasit
entwickelte niemals eine unabh~ingige Spiel-Strategie zu irgendeinem Masze von F~ihigkeit und war ganz abh~ingig von seinem Gastherr-Organismus ffir SpieI-Konkurrenz mit,
und ~berbringung von der Infektion auf, uninfektierte G~iste.
Die Folgerungen von dem Ersetzen der Fortpflanzung und Mutations-Regeln (oder
,,Aktions-Norm"), angewandt in vorhergehenden Evolutions-Experimente wurden besprochen. Besonders der Gebrauch von Regeln (DNA-Norm) welche das FortpflanzungsModell yon DNA-Molekiilen anwenden wurde betrachtet, und die theorethischen Aspekte
von Symbiogenetischen EvoIntions-Experimenten basiert auf DNA-Norm wurden besprochen. Einige Schlussfolgerungen in Bezug auf die Entstehung urid Geschichte yon
dem Erdenleben suggeriert dutch die Resultate yon den Symbiogenese-Experimenten
wurden gezeigt.
POST EDITORIAL NOTE
After this paper was submitted C. Bresch (Institut ffir Genetik der Universit~it zu
KSln) has proposed (January _oo, I962) a phage-genetic theory making use of the
principle of complementary association presented in section ~o of this 13aper. The same
principle has been used by the author since the spring I96I in several phage-genetic
theories which are being tested by a high speed computer, IBM 7o9o.
126
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