FOR generations, the Avidians have been cloning  themselves quietly in a box. They're not perfect, but most of their  mutations go unnoticed. Then something remarkable happens. One steps  forward, and that changes everything. 
Tens of thousands of generations  down the line, some of its descendents will evolve memory.
                       		 		  	     	                                       Avidians are not microbes, or sci-fi  alien life forms. They are the digital offspring of 
Charles Ofria  and colleagues at Michigan State University (MSU) in East Lansing.
 They  "live" in a computer world called Avida, and replicate
		
		
	
	 using strings  of coded computer instructions instead of DNA. But in many ways they are  similar to real life:
 they compete with each other for resources,  replicate, mutate, and evolve. They - or things like them - might  eventually evolve to become artificially intelligent life forms.
                                    		 		  	     	                                                    Similar to microbes, Avidians take up  very little space, have short generation times, and can evolve new  traits to out-compete their rivals. Unlike microbes, their evolution can  be stopped at any time, reversed, repeated, and the precise sequence of  mutations that led to the new trait can be dissected. "They're  wonderful evolutionary pets," says Ben Kerr, a biologist at the University of  Washington in Seattle.
                       		 		  	     	          		 		 			 				 				 					Avidians' evolution can be stopped, reversed and  repeated. They make great evolutionary pets 			     			
 		
 		 		  	     	                                                    They could become so much more. At the  12th annual  international conference on artificial life in Odense, Denmark, this  month, philosopher and computer scientist Robert  Pennock of MSU will present the findings of experiments in which  Avidians were made to evolve memory.
                       		 		  	     	                                                    "The big question is: how did we get  here? Our intelligence didn't evolve all at once," says Pennock. "You  need certain ingredients. Memory is one."
                       		 		  	     	                                                    Experiments in Avida nearly always  start with the simplest possible organisms, ones that can only clone  themselves. To make them evolve, the experimenters release them into a  competitive environment where the prize is an amount of "food" - aka  processing time - which allows organisms to produce more clones.
                       		 		  	     	                                                    In early memory experiments, 
Laura  Grabowski, now at the University of Texas-Pan American, Edinburg,  set up a food gradient in a computer environment made of a grid of  cells. First-generation Avidians were placed at the low end of the  gradient, in a cell that had minimal food. Straight ahead of them,  however, lay a cell that had more.
                       		 		  	     	                                                    The Avidians replicated themselves for  nearly 100 generations, "living" and "dying" in the cell. Then one  evolved a computer instruction to move forward. When it landed in an  energy-richer cell, it reproduced more rapidly. Many thousands of  generations later, some of its descendents were seen following the food  gradient to its source, where concentrations were highest (
Artificial Life 2009, p 92).
                       		 		  	     	                                                    Even then the Avidians did not home in  on the source. They stumbled their way along the gradient in zigzags,  sensing the food and eventually reaching the source. They had evolved to  ability to compare food in its current and past locations. "Doing this  requires some rudimentary intelligence," says Pennock. "You have to be  able to assess your situation, realise you're not going in the right  direction, reorient, and then reassess."
                       		 		  	     	                                                    Next, Grabowski sent a fresh batch of  non-evolved Avidians on a treasure hunt. This time, cells contained a  numerical code, which indicated in what direction the organisms should  turn to find more food. But there was an additional twist to the task.  Some cells contained the instruction "repeat what you did last time".  The Avidians once more evolved into forms that could interpret and  execute the instruction. "The environment sets up selective pressures so  organisms are forced to come up with some kind of memory use - which is  in fact what they do," says Grabowski.
                       		 		  	     	                                                    This is not unlike evolution in living  creatures, and the findings of the MSU computer scientists have  attracted interest from biologists. "Laura's work suggests that the  evolution of an ability to solve simple navigational problems depends on  first evolving a simple short-term memory - and this in digital  organisms that still don't exhibit something you would call learning,"  says 
Fred  Dyer, an MSU zoologist who advised Grabowski. Dyer says this sort of  insight would be all but impossible to obtain by studying biological  systems.
                       		 		  	     	                                       But studies on complex behaviours in  digital organisms don't just shed light on the evolution of organic  life. They could be used to generate 
intelligent  artificial life.
                                    		 		  	     	                                       "In the past, the approach has been to  start with high-level intelligence and reproduce that in a computer,"  says Grabowski. "This is the opposite. We're showing how complex traits  like memory can be built from the bottom up, from things that are really  very simple." To demonstrate this, Grabowski has evolved Avidians that  move towards a light source. Her colleagues then translated the evolved  "genome" into code that could control a 
Roomba  robot. It  worked: the Roomba was attracted to glowing light bulbs.
 		     			
A history of life in silicon
 			     				     				         				         				             					Before Avida and before its predecessor Tierra there  was Core Wars. Popular in the 1980s, the game pitted computer  programmers against each other. The principle was simple: players would  write computer programs that shut each other down and the last one  standing would win.
         				     				 			     				     				         				         				             					In the late 1980s, ecologist Thomas Ray, who is now  at the University of Oklahoma in Norman, got wind of Core Wars and saw  its potential for studying evolution. He built Tierra, a computerised  world populated by self-replicating programs that could make errors as  they reproduced.
         				     				 			     				     				         				         				             					When the
 cloned programs filled the memory space  available to them, they began overwriting existing copies. Then things  changed. The original program was 80 lines long, but after some time Ray  saw a
 79-line program appear, then a 78-line one. Gradually, to fit  more copies in, the programs trimmed their own code, one line at a time.  Then one emerged that was 45 lines long. It had eliminated its copy  instruction, and replaced it with a shorter piece of code that allowed  it to hijack the copying code of a longer program. Digital evolvers had  arrived, and a virus was born.
         				     				 			     				     				         				         				             					Avida is Tierra's rightful successor. Its  environment can be made far more complex, it allows for more flexibility  and more analysis, and - crucially - its organisms can't use each  other's code. That makes them more life-like than the inhabitants of  Tierra.