Abstract
In this paper, an expression of embodiment on computation and its effect are explored. By introducing the notion of latent state space, embodiment is formalized as an extension of state space and its projection process and resulting misidentification of states. Implementing this structure in the game of life, we investigate the relationships between the original system and misidentification of states by means of informational structures. As a result, we observe that, in particular case, misidentification affects the system’s behavior and is relevant to maintain the property of the original system.
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Nakajima, K., Haruna, T. (2011). Embodiment of the Game of Life. In: Kampis, G., Karsai, I., Szathmáry, E. (eds) Advances in Artificial Life. Darwin Meets von Neumann. ECAL 2009. Lecture Notes in Computer Science(), vol 5777. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-21283-3_10
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DOI: https://doi.org/10.1007/978-3-642-21283-3_10
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