Richard Dawkins-The Blind Watchmaker Chap 03b.doc

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CHAPTER 3.

ACCUMULATING SMALL CHANGE.

Section 2.

Computers are a bit faster at this kind of thing than monkeys, but the difference really isn't significant. What matters is the difference between the time taken by cumulative selection, and the time which the same computer, working flat out at the same rate, would take to reach the target phrase if it were forced to use the other procedure of single-step selection: about a million million million million million years. This is more than a million million million times as long as the universe has so far existed. Actually it would be fairer just to say that, in comparison with the time it would take either a monkey or a randomly programmed computer to type our target phrase, the total age of the universe so far is a negligibly small quantity, so small as to be well within the margin of error for this sort of back-of-an-envelope calculation. Whereas the time taken for a computer working randomly but with the constraint of cumulative selection to perform the same task is of the same order as humans ordinarily can understand, between 11 seconds and the time it takes to have lunch. There is a big difference, then, between cumulative selection (in which each improvement, however slight, is used as a basis for future building), and single-step selection (in which each new 'try' is a fresh one). If evolutionary progress had had to rely on single-step selection, it would never have got anywhere. If, however, there was any way in which the necessary conditions for cumulative selection could have been set up by the blind forces of nature, strange and wonderful might have been the consequences. As a matter of fact that is exactly what happened on this planet, and we ourselves are among the most recent, if not the strangest and most wonderful, of those consequences. It is amazing that you can still read calculations like my haemoglobin calculation, used as though they constituted arguments against Darwin's theory. The people who do this, often expert in their own field, astronomy or whatever it may be, seem sincerely to believe that Darwinism explains living organization in terms of chance - 'single- step selection' - alone. This belief, that Darwinian evolution is 'random', is not merely false. It is the exact opposite of the truth. Chance is a minor ingredient in the Darwinian recipe, but the most important ingredient is cumulative selection which is quintessentially nonrandom. Clouds are not capable of entering into cumulative selection. There is no mechanism whereby clouds of particular shapes can spawn daughter clouds resembling themselves. If there were such a mechanism, if a cloud resembling a weasel or a camel could give rise to  a lineage of other clouds of roughly the same shape, cumulative selection would have the opportunity to get going. Of course, clouds do break up and form 'daughter' clouds sometimes, but this isn't enough for cumulative selection. It is also necessary that the 'progeny' of any given cloud should resemble its 'parent' more than it resembles any old 'parent' in the 'population'. This vitally important point is apparently misunderstood by some of the philosophers who have, in recent years, taken an interest in the theory of natural selection. It is further necessary that the chances of a given cloud's surviving and spawning copies should depend upon its shape. Maybe in some distant galaxy these conditions did arise, and the result, if enough millions of years have gone by, is an ethereal, wispy form of life. This might make a good science fiction story - The White Cloud, it could be called - but for our purposes a computer model like the monkey/Shakespeare model is easier to grasp. Although the monkey/Shakespeare model is useful for explaining the distinction between single-step selection and cumulative selection, it is misleading in important ways. One of these is that, in each generation of selective 'breeding', the mutant 'progeny' phrases were judged according to the criterion of resemblance to a distant ideal target, the phrase METHINKS IT IS LIKE A WEASEL. Life isn't like that. Evolution has no long-term goal. There is no long-distance target, no final perfection to serve as a criterion for selection, although human vanity cherishes the absurd notion that our species is the final goal of evolution. In real life, the criterion for selection is always short-term, either simple survival or, more generally, reproductive success. If, after the aeons, what looks like progress towards some distant goal seems, with hindsight, to have been achieved, this is always an incidental consequence of many generations of short-term selection. The 'watchmaker' that is cumulative natural selection is blind to the future and has no long-term goal. We can change our computer model to take account of this point. We can also make it more realistic in other respects. Letters and words are peculiarly human manifestations, so let's make the computer draw pictures instead. Maybe we shall even see animal-like shapes evolving in the computer, by cumulative selection of mutant forms. We shan't prejudge the issue by building-in specific animal pictures to start with. We want them to emerge solely as a result of cumulative selection of random mutations. In real life, the form of each individual animal is produced by embryonic development. Evolution occurs because, in successive generations, there are slight differences in embryonic development. These differences come about because of changes (mutations - this is the small random element in the process that I spoke of) in the genes controlling development. In our computer model, therefore, we must have something equivalent to embryonic development, and something equivalent to genes that can mutate. There are many ways in which we could meet these specifications in a computer model. I chose one and wrote a program that embodied it. I shall now describe this computer model, because I think it is revealing. If you don't know anything about computers, just remember that they are machines that do exactly what you tell them but often surprise you in the result. A list of instructions for a computer is called a program (this is standard American spelling, and it is also recommended by the Oxford Dictionary: the alternative, 'programme', commonly used in Britain, appears to be a Frenchified affectation). Embryonic development is far too elaborate a process to simulate realistically on a small computer. We must represent it by some simplified analogue. We must find a simple picture-drawing rule that the computer can easily obey, and which can then be made to vary under the influence of 'genes'. What drawing rule shall we choose? Textbooks of computer science often illustrate the power of what they call 'recursive' programming with a simple tree-growing procedure. The computer starts by drawing a single vertical line. Then the line branches into two. Then each of the branches splits into two sub-branches. Then each of the sub-branches splits into sub-sub-branches, and so on. It is 'recursive' because the same rule (in this case a branching rule) is applied locally all over the growing tree. No matter how big the tree may grow, the same branching rule goes on being applied at the tips of all its twigs. The 'depth' of recursion, means the number of sub-sub-. .. branches that are allowed to grow, before the process is brought to a halt. Figure 2 shows what happens when you tell the computer to obey exactly the same drawing rule, but going on to various depths of recursion. At high levels of recursion the pattern becomes quite elaborate, but you can easily see in Figure 2 that it is still produced by the same very simple branching rule. This is, of course, just what happens in a real tree. The branching pattern of an oak tree or an apple free looks complex, but it really isn't. The basic branching rule is very simple. It is because it is applied recursively at the growing tips all over the tree - branches make sub-branches, then each sub-branch makes sub-sub-branches, and so on - that the whole tree ends up large and bushy. Recursive branching is also a good metaphor for the embryonic development of plants and animals generally. I don't mean that animal Figure 2 embryos look like branching trees. They don't. But all embryos grow by cell division. Cells always split into two daughter cells. And genes always exert their final effects on bodies by means of local influences on cells, and on the two-way branching patterns of cell division. An animal's genes are never a grand design, a blueprint for the whole body. The genes, as we shall see, are more like a recipe than like a blueprint; and a recipe, moreover, that is obeyed not by the developing embryo as a whole, but by each cell or each local cluster of dividing cells. I'm not denying that the embryo, and later the adult, has a large-scale form. But this large-scale form emerges because of lots of little local cellular effects all over the developing body, and these local effects consist primarily of two-way branchings, in the form of two-way cell splittings. It is by influencing these local events that genes ultimately exert influences on the adult body. The simple branching rule for drawing trees, then, looks like a promising analogue for embryonic development. Accordingly, we wrap it up in a little computer procedure, label it DEVELOPMENT, and prepare to embed it in a larger program labelled EVOLUTION. As a first step towards writing this larger program, we now turn our attention to genes. How shall we represent 'genes' in our computer model? Genes in real life do two things. They influence development, and they get passed on to future generations. In real animals and plants there are tens of thousands of genes, but we shall modestly limit our computer model to nine. Each of the nine genes is simply represented by a number in the computer, which will be called its value. The value of a particular gene might be, say 4, or -7. How shall we make these genes influence development? There are lots of things they could do. The basic idea is that they should exert some minor quantitative influence on the drawing rule that is DEVELOPMENT. For instance, one gene might influence the angle of branching, another might influence the length of some particular branch. Another obvious thing for a gene to do is to influence the depth of the recursion, the number of successive branchings. I made Gene 9 have this effect. You can regard Figure 2, therefore, as a picture of seven related organisms, identical to each other except with respect to Gene 9. I shan't spell out in detail what each one of the other eight genes does. You can get a general idea of the kinds of things they do by studying Figure 3. In the middle of the picture is the basic tree, one of the ones from Figure 2. Encircling this central tree are eight others. All are the same as the central tree, except that one gene, a different gene in each of the eight, has been changed - 'mutated'. For instance, the picture to the right of the central tree shows what happens when Gene 5 mutates by having +1 added to its value. If there'd been room, I'd have liked to print a ring of 18 mutants around the central tree. The reason for wanting 18 is that there are nine genes, and each one can mutate in an 'upward' direction (1 is added to its value) or in a 'downward' direction (1 is subtracted from its value). So a ring of 18 trees would be enough to represent all possible single-step mutants that you can derive from the one central tree.  Figure 3 Each of these trees has its own, unique 'genetic formula', the numerical values of its nine genes. I haven't written the genetic formulae down, because they wouldn't mean anything to you, in themselves. That is true of real genes too. Genes only start to mean something when they are translated, via protein synthesis, into growingrules for a developing embryo. And in the computer model too, the numerical values of the nine genes only mean something when they are translated into growing rules for the branching tree pattern. But you can get an idea of what each gene does by comparing the bodies of two organisms known to differ with respect to a certain gene. Compare, for instance, the basic tree in the middle of the picture with the two trees on either side, and you'll get some idea of what Gene 5 does. This, too, is exactly what real-life geneticists do. Geneticists normally don't know how genes exert their effects on embryos. Nor do they know the complete genetic formula of any animal. But by comparing the bodies of two adult animals that are known to differ according to a single gene, they can see what effects that single gene has. It is more complicated than that, because the effects of genes interact with each other in ways that are more complicated than simple addition. Exactly the same is true of the computer trees. Very much so, as later pictures will show. You will notice that all the shapes are symmetrical about a left/right axis. This is a constraint that I imposed on the DEVELOPMENT...

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