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| Up until now we have assumed that all the physical
components Dynisms
have evolved as a part of their survival have been integral parts of
their
bodies. But this, as we'll now see, need not be the case.
Let's imagine that a Group of Dynisms finds itself,
perhaps through
successive expulsions, in Arctic Tundra-like territory on the fringes
of
PereGaea's Habitable Zone. We will also assume that these Dynisms are
somewhat
more primitive than those we have just seen. This is because many of
the
capabilities we will now look at may have in fact begun to evolve way
back
when Dynisms were purely ROM-driven, perhaps even before they acquired
the ability to Decide. |
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The first of these capabilities arises through the acquisition of a Negative Object Map that causes them to Identify Hollows in the Ground of a particular size and shape as places to occupy when not feeding. While far less effective than Caves would be, these will at least reduce their chances of being seen from a distance by Predators. Adults may also acquire the ability to protect their Young from Weather in the same fashion as terrestrial birds do. |
| The limitations of these `refuges' are however counterbalanced by one major advantage: they are likely to be more common than Caves. In some areas Dynisms may evolve `nesting colonies' as an additional defense against Predators. |
| These Dynisms now go on to take the next major evolutionary step on PereGaea: that of creating their own Hollows in the ground. When an individual is ready to reproduce, this invokes a set of Rules which causes it to seek out soft ground. Finding it then triggers a digging Action. As it digs, the Dynism periodically compares its work to the same Template for a Hollow that it inherited from its predecessors. As soon as it reaches the same size and shape, the Dynism Identifies it as a Refuge and settles in accordingly. | ![]() |
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The digging Action clearly needs to be vigorous enough to fling the removed ground material sufficiently far away not to fall back in again. Slightly more advanced Dynisms will rotate themselves by a small amount periodically so that this material piles up into a ring surrounding the hollow. Creating this Hollow is therefore not only much quicker since it is built at the same time as it is dug, but it can be dug on ground with thinner layers of Topsoil. These Dynisms then gain the ascendancy. |
| Eventually the Hollow-digging Dynisms will in their turn be displaced by others that build their Hollows in an entirely different way. The Targeting Reflexes, as we have already seen, enable a Dynism to place a pincer or foot within a particular part of its Model Map in order to step onto some object. This capability now extends to allow a Dynism to grasp a small object and place it in another part of its Model Map. This enables it to transfer food items to its mouth with its pincers and, just as important, toss inedible portions back into the environment. | ![]() |
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Eventually the Dynism becomes capable of picking and placing objects into specific positions and orientations relative to each other rather than to itself. A mutation causes Dynisms to evolve a set of Rules that cause them to move randomly selected objects into randomly selected positions at randomly selected intervals during their free time. Let's assume they are moving Stones. These will require some skill to pick up; we will assume this is gained through practice during Play when young. |
| Initially, like many of their capabilities, it is quite useless when it first appears. Eventually however they evolve a whole new set of Maps. These are initially identical to its existing Model, Tactical and Strategic Maps, but are now externalised so that they can be centered on an object in front of the Dynism rather than the Dynism itself. These Maps then allow them to place Objects into ordered assemblages using their new pick-and-place capability. The `Tactical Map' for instance becomes arithmetic rater than logarithmic, and somewhat smaller. | ![]() |
| Initially these `Artifact Maps' only allow Dynisms to `create' random Artifacts like those we've just seen, but of more regular configurations. For example, if the surface of their Territory is littered with round stones, they may arrange them into entirely useless Artifacts like these in their free or Play time. |

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Eventually however one such arrangement does proves useful: let's assume this consists of a ring of Stones. Like the one dug out of Topsoil, it too comes to serve as a Refuge. |
| Those Dynisms which replace their Pincers with `Hands' and acquire the ability to walk on their hind legs for sustained periods will gain an additional advantage. Their externalised Tactical Maps will allow them to develop Rules that enable them to bring Stones over longer distances to build their Refuges. | ![]() |
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Let us now suppose this Group of Dynisms eventually splits to produce another that evolves Artifact Maps for Refuges built out of very different materials. We will also imagine that PereGaea's brief Arctic Spring causes its Tundra to burst into Flower from horizon to horizon. These Flowers are however overwhelmingly dominated by a very tall species like this one. During the dry Arctic Summer their heads decay and their Stems break off at ground level; the Tundra then becomes strewn with `Straw'. |
| The Artifact Production Procedure the new Group of
Dynisms begins to
evolve initially causes them, near the end of every Summer, to assemble
simple frames like this from the Straw. Again, their Targeting Reflexes
will require Practice to enable them to pick up long, thin albeit light
items without breaking them or allowing them to slip from their grasp.
|
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| Initially of course the Straw Artifact is as useless as the first Stone ones were. The second Procedural Rule the Group evolves however causes a Dynism to construct a second such framework on top of the first, but rotated slightly with respect to it like this. A Third Rule then causes it to repeat Rule Two three times so that it lays down three more such frames until their corners are equidistantly spaced around a circle. The Fourth Rule is like the Third except that it induces the Dynism to bend the ends of each straw before it adds it so that it can poke it into the triangular gaps where upper frames overlap other ones. Such Procedural Rules can evolve via the ROM, or develop through their Culture. Here I've represented the straws with lines and the gaps with dots. |

| The remaining Rules might then simply induce the Dynism to build a certain number of these new frames until the walls of the new composite Artifact reach a certain height. The final Rule may even cause the Dynism to line the nest-like result with loose Straw. The Dynism's new form of Refuge is then complete. |

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The bending of Straws - or indeed the reshaping of any object - is essentially pick-and-place Procedures applied to portions of objects rather than entire objects. The Static Reflexes of the limbs that do the actual bending, perhaps a pincer plus a foot, `compensate' for the object's resistance just as they do with gravitation or any other force that impedes the movement of objects through space. |
| The final result also depends on which portions of an object are grasped. If the Straw is held at two points close to its center, it will fold at a permanent angle. If the two grasp points are further apart, it may merely bend in an impermanent arc. For this to be of any use, the Dynism may need to simultaneously place the Straw in its final position. | ![]() |
| Bending and Folding eventually allow Dynisms to do such things as loop straws round objects, or perhaps even tie knots around branches as some of Earth's birds do. |

| Reshaping objects will inevitably lead to their disassembly to produce simpler ones - which the Dynism may then use as Components in an Artifact. The Dynism uses a set of Rules to do this just as it does in the subsequent assembly. |
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The Dynism may for instance break the Stem of a Flower of at the Ground before it has decayed, remove the Flower Head, then break or even bite off a portion to shorten it to some predetermined length. Since it can now build a Nest earlier in the Arctic Spring rather than late Summer, it may gain the advantage of moving its Reproductive Season forward if this is climactically dependent. |
| If the ROM-based proclivity to build Refuges appears only in Adults rather than Young, the Young will nevertheless attempt to build them solely through their proclivity to copy anything higher-Status Dynisms do. As they mature into Adulthood, the ROM Refuge-building proclivity can then atrophy and die completely. For the first time on PereGaea a Dynism will now depend for its survival on something it must learn from other Dynisms and their Culture, not on something inherited from its ROM. |

| With the inevitable copying errors, the Refuges many young build will mutate into other Artifacts, most of which will once more be entirely useless. As usual however, one or two may develop that benefits a Culture significantly. Imagine for instance that the Culture has wandered back to a region of PereGaea with a slightly warmer climate. Shrubs, and perhaps even a few Trees, appear in the Dynism's Territory. |
| Let's also suppose that perhaps through Play, an Artifact has developed which consists of nothing more than a Stick poked into a gap between a small pile of Rocks. Before too long the Colony becomes littered with similar such Artifacts. As copies are made of copies, errors will accumulate. Sticks will stick out of all sorts of Holes in all kinds of objects at all sorts of angles. |
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Let's suppose the Stick component of one of the Artifacts we've just seen ends in a fork. A Young then perhaps accidentally places a Branch, still with its Leaves, into the fork like this. The beginnings of the first potentially useful RAM Artifact on PereGaea now appears. |
| However, just as the `design' for an Artifact must be discovered accidentally, so must the use for one. If Dynisms have evolved the response to PereGaea's Heavy Rain of making for the nearest Shrub for shelter, the Pyramid with its two branches may be used as one if no Shrubs are visible. | ![]() |
| If
these Artificial Shelters become common round a colony, they may
prove even more beneficial than Nests. For although they can only
provide
shelter from Wind and Rain blowing from the one direction, their simplicity means they can be replaced more quickly than Nests when damaged. |
| Most such `new' Artifacts may well in fact be `invented' by Young, This is because their ability to Copy may be severely limited if their physical capabilities are `edited down' relative to those of Adults. Also, since they may not have access to the same objects to use as components as Adults do, they will be more likely to use substitutes through nearest-matching. |
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They may therefore in effect produce `models' of Artifacts which are much smaller and bear only a superficial resemblance to the originals. |
| However, as the Young grow to Adulthood, these models may grow in size and realism with them. Some may prove superior to the originals in providing more shelter or by lasting longer. |
| For instance, a Young may perceive a Shelter to have two Branches whereas it really only has one with a junction that has been obscured by Leaves. But since Dynisms may not as yet be able to count ordinally, it can only copy what it sees. | ![]() |
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Yet another Dynism making a similar mistake may, if the `ridgepole' re-acquires the fork at one end, lean another branch into this. This addition may well improve the Shelter's structural stability: |
| The next change may come about through contact with another Group which has developed quite different Artifacts. A Young Dynism in that Culture might for instance have accidentally poked a Stick into soft Ground, then withdrawn it to create its first Artifact consisting of a Negative Object, a Hole. Many of these `useless' holes might then have been copied by other Young, initially in soft Ground but later in a variety of other soft objects. If another Young at some stage left the Stick in the Ground, this too might then have become an Artifact copied by its peers. | ![]() |
| If the two Cultures survive their initial contact, they will now attempt to copy each others Artifacts. The inevitable errors will then give rise to new ones. |
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For instance, a Dynism from the second Culture trying to copy a Shelter from the first may misperceive the Ridgepole as having been poked into the Ground behind the Stone Pyramid. It would then fail to include the pyramid in its Artifact List and build the Artifact as it saw it. |
| This simplifies the Shelter considerably; if the new combined Culture goes on to copy it rather than previous ones it will improve its chances of survival. |
| To skip a few developmental stages, let's assume that a Shelter will eventually evolve with a Ridgepole supported at both ends by forked Sticks rammed into the ground, and a single wall filled in with Poplar tree-like Branches. Shortly afterwards it acquires two such walls. The Young may well only be able to Learn to build such Shelters through Interactive Copying with Adult Teachers, Doubtless there will be much checking of progress at every stage. |

| At some point Dynamic Artifacts may develop in a Culture. Dynisms will eventually discover through error and trial that dropping or smashing an object onto another, then quickly removing it again, may actually be more useful than placing it and leaving it. Such `tools' will of course come to aid the process of Artifact building itself. | ![]() |
| Tools may have appeared at an earlier stage in Dynism evolution, but it is unlikely. This is because evolving an additional body component or modifying an existing one requires fewer steps than evolving a set of Templates for a particular Object, then evolving the Actions and Production Rules required to turn it into a Tool. In other words, Evolution is more likely to evolve a high-speed running attack than a throwing action with a Stone. A separate tool also has to be located and picked up before it can be used, whereas a `built in tool' - a capability - can be used immediately. |

| What prevents useful Artifacts like Shelters from regressing back into useless objects? Artifacts clearly must undergo a `natural selection' of their own so that the useful ones will be preserved. Only then can the survival of a Culture and the Dynisms that belong to it be enhanced. |
| In one solution, the Hierarchy becomes involved in Copying. If a Young builds Models that other members of its Peer Group perceive to be closer in similarity to the originals made by Adults than those of its contemporaries, they will accord that Juvenile more Credits and a higher Status within their own `subculture'. If that higher Status survives with that Young into Adulthood, so will its way of building Shelters. All other Dynisms will then attempt to copy them. The design is therefore conserved not only within that Culture, but down through its descendants through what may be several generations. If that Shelter also proves to be more protective than other designs, the Culture is physically more likely to survive than others. |

| Certain Artifacts yet to develop will bring far more benefits to a Culture than even very useful items like Shelters and Tools. We will look at these in the next and final chapter in our record of Evolution on the world of PereGaea. |
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