Home
This project began as a result of an online discussion of Richard Dawkins' Weasel program, a rather simple demonstration of a genetic algorithm first discussed in The Blind Watchmaker.

I don't know who it was first pointed out that, given enough time, a monkey bashing away at random on a typewriter could produce all the works of Shakespeare. The operative phrase is, of course, given enough time. Let us limit the task facing our monkey somewhat. Suppose that he has to produce, not the complete works of Shakespeare but just the short sentence 'Methinks it is like a weasel', and we shall make it relatively easy by giving him a typewriter with a restricted keyboard, one with just the 26 (capital) letters, and a space bar. How long will he take to write this one little sentence?
Wikipedia

I recently encountered Wesley Elsberry's online version of the weasel program and thought to myself, "This could be made into a game." So I made one.

My thinking at the time was that The Blind watchmaker has been around for more than twenty years, and - simple as it is - people still misunderstand and misrepresent it. They make false claims about how the algorithm works, and they falsely deny that a genetic algorithm can work without a fixed goal. The algorithm isn't intended to explain biology; it is intended to address a simple mathematical concept, which is: selection is cumulative. The monkeys do not need to type Shakespeare if a selecting agent preserves each step that is closer to Shakespeare than its predecessor.

People have written entire books and devoted careers to debunking this concept and its illustration. I asked myself, with all the demonstrations available online, why is it so difficult to understand? My best answer is that watching an abstract demonstration does not convey a deep understanding of what is going on.

So I decided to write my own demonstration, one that would involve people in the process of selection and allow them to see that any string of characters, whether it be letters of the alphabet or the GATC's of the genome, can be reached through cumulative selection.

Things happen in itatsi that are very surprising. The first thing a player will notice is that words form while attempting to form other words. The universe of targets in itatsi is much richer and deeper than that of Dawkins' Weasel. Instead of one sentence being the desired end, we have a genetic fitness scoring algorithm and tens of thousands of potential targets. The itatsi Training Weasel evolves strings of letters, some of which are dictionary words, but many more that resemble words but are not dictionary words. It does this in any of its supported languages. For people interested in the game aspect of itatsi, it is worth noting that perfectly good words - including common names, slang, argot, jargon, acronyms, trade names and recent additions to the language - occur and are not scored by the program. Frustrating as this may be, it illustrates that different environments have different selectors.

Some children are more productive than others, and some are blind alleys, perfectly good words, but having little similarity to other words. They are overspecialized and cannot adapt. Other words have many nearby cousins. I think itatsi reinforces an understanding of how blind variation and selection can produce many different results.

itatsi - a word game

Itatsi uses the same mutation engine written by Wesley Elsberry, re-written for asp, with the addition of frame shift mutations. The central necessity of a Weasel program is that the mutation engine must be blind to the goals and objectives of the selecting agent. It must have no goals, no bias, no memory. While playing itatsi, it is tempting to form superstitious beliefs about how letters change in response to selections, but these have no basis in reality. The itatsi mutation algorithm is as random as possible, given the limits of programming languages.

Itatsi differs from the original Dawkins' Weasel by having several kinds of mutations and by having a general fitness scoring algorithm rather than a fixed target.

Based on "Weasel" as described by Richard Dawkins
Weasel Javascript algorithm coded by Wesley R. Elsberry.
Game concept, scoring, coding and design by Midwifetoad
Itatsi coded using Macromedia HomeSite 5.5

Itatsi Game concept, scoring, coding and design are the intellectual property of James L. Sowder.
All Right Reserved. The trade name Weasel Words applies to the word game implemented by this web page, and to the underlying concept, the user interface, and the scoring system. This game may not be hosted on any web site without the express permission of the author.


Stumble Upon
FaceBook Digg! MySpace
Home
Yes you can!
Rules and Strategy
About Us
The Rant
Ctrl + or Ctrl - Changes text size