## Emergence: From Chaos to OrderIn this work, one of today's most innovative thinkers, John H. Holland, explains the theory of emergence, a simple theory that the whole is greater than the sum of its parts. Emergence demonstrates that a small number of rules or laws can generate incredibly complex systems. From the checkers-playing computer that learnt to beat its creator again and again, to a fertilized egg that can program the development of a trillion-cell organism, to the ant colonies that build bridges over chasms and navigate leaf-boats on streams, this book contains wide-ranging implications for science, business, and the arts. |

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#### Emergence: from chaos to order

User Review - Not Available - Book VerdictEmergence, where simple systems generate complex ones, is a fundamental concept in many modern scientific theories. Phenomena as diverse as a game of checkers, neural networks, and even the origin of ... Read full review

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An attracting book that forces the reader just to read!

### Contents

III | 1 |

IV | 3 |

V | 10 |

VI | 12 |

VII | 13 |

VIII | 15 |

IX | 16 |

X | 18 |

XLII | 113 |

XLIII | 115 |

XLIV | 116 |

XLV | 118 |

XLVI | 121 |

XLVII | 122 |

XLVIII | 125 |

XLIX | 129 |

XI | 21 |

XII | 22 |

XIII | 23 |

XIV | 24 |

XV | 26 |

XVI | 28 |

XVII | 33 |

XVIII | 42 |

XIX | 45 |

XX | 50 |

XXI | 53 |

XXII | 54 |

XXIII | 56 |

XXIV | 59 |

XXV | 62 |

XXVII | 65 |

XXVIII | 67 |

XXIX | 68 |

XXX | 75 |

XXXI | 81 |

XXXII | 83 |

XXXIII | 86 |

XXXIV | 88 |

XXXV | 90 |

XXXVI | 91 |

XXXVII | 95 |

XXXVIII | 96 |

XXXIX | 101 |

XL | 109 |

XLI | 112 |

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### Common terms and phrases

activity agent-based models agents array artificial neuron aura axon behavior billiard ball board games building blocks cell cellular automaton cgp-v cgp's Chapter checkers chess complex components computer-based models concepts configurations connections construction Conway's automaton Copycat define detail determine emer emergent phenomena exhibit emergence fatigue feedforward Figure firing rate framework free input game tree genetic algorithm glider Hebb's rule id tag innovation input condition insights interactions interconnections large number laws learning line of play look lookahead macrolaws mathematical mechanisms metaphor minimax model building move neural nets neural networks neurons nisms notation observations opponent output patterns perpetual novelty persistence physics pieces ahead player possible prediction pulse reverberating role saccades Samuel's checkersplayer scientific selected sequence signal simple specified square strategy string study of emergence subroutines synapses theory threshold tile time-step tion transition function understanding valuation function weights