Collective Habit as Infrastructure: A Computational Model of Morphic Resonance via Multi-Agent Reinforcement Learning
A computational model of Rupert Sheldrake's morphic resonance hypothesis, implemented as a multi-agent Q-learning simulation of the McDougall rat maze experiment (1920--1954).
| Condition | Gen 1 (steps) | Gen 60 (steps) | Improvement |
|---|---|---|---|
| Control | 400 | 400 | 0% |
| Genetic Only | 400 | 56 | 86% |
| Morphic Field Only | 400 | 245 | 39% |
| Genetic + Morphic | 400 | 108 | 73% |
| Displaced Control | 297 | 228 | 26% immediate |
The displaced control is the critical result: fresh agents with zero genetic connection to any prior solver immediately score 297 steps versus the 400-step baseline --- a 26% advantage on their first generation, purely from the accumulated morphic field.
Does prove:
- The hypothesis is formally coherent and can be implemented as a mathematical model
- The predicted data pattern is distinctive and detectable (the displaced control signature)
- The displaced control test is a viable experimental design for testing the hypothesis
Does not prove:
- That morphic resonance exists in nature (we built the field --- it's a data structure)
- That information can transmit without a physical channel
- That Sheldrake's specific mechanism is real
The simulation is a computational thought experiment that makes the hypothesis precise enough to test empirically.
Independent of Sheldrake's metaphysics, the morphic field architecture is a practical design pattern:
- Population-level experience replay --- performance-weighted shared memory across agent generations
- Cold-start mitigation --- new agents bootstrap from collective knowledge (26% immediate advantage)
- Stigmergic coordination --- agents coordinate through shared environment, not direct messaging
- Connection to GraphPalace --- same principle as pheromone-based stigmergic memory, applied to Q-table space
morphic-resonance-sim/
├── simulation/ # Source code (Apache 2.0)
│ └── morphic_sim.py # Main simulation (493 lines Python)
├── paper/ # Academic paper (CC BY 4.0)
│ ├── morphic-sim-paper.tex
│ ├── morphic-sim-paper.pdf
│ └── Makefile
├── data/ # Simulation outputs (CC BY 4.0)
│ └── results/
│ └── morphic_resonance_simulation.png
├── experiments/ # Experiment reports
│ └── reports/
│ └── simulation-analysis.md
├── benchmarks/ # Performance benchmarks
│ ├── scripts/
│ └── results/
├── references/ # Background materials
├── LICENSE # CC BY 4.0 (paper, docs, data)
├── LICENSE-CODE # Apache 2.0 (simulation code)
├── CITATION.cff # Citation metadata
└── README.md
- Python 3.8+
- NumPy
- Matplotlib
cd simulation
python morphic_sim.pyThis will:
- Generate a 7x7 maze (seed=42)
- Run all four experimental conditions across 60 generations
- Run the displaced control test (20 generations)
- Save a 4-panel visualization to
morphic_resonance_simulation.png - Print results and interpretation to stdout
# Requires pdflatex or tectonic
cd paper
make # two-pass pdflatex build
# or
tectonic morphic-sim-paper.texThe core contribution --- a reusable design pattern for multi-agent systems:
Absorb: field.total += agent.Q * performance_weight
Emit: Q_init = (field.total / field.weight_sum) * strength
Blend: Q_init = 0.5 * Q_genetic + 0.5 * Q_morphic
Performance weight: agents that solve the maze quickly contribute proportionally more; failed agents contribute near-zero (0.01). The field does not fill with noise from failed agents.
Emission strength: 0.5 --- gives new agents a nudge toward past solutions without fully determining behavior.
William McDougall trained Wistar rats in a water maze at Harvard. Over 30+ generations, errors dropped from ~165 to ~20. The critical finding: Agar and Crew's replication at Edinburgh maintained a control line never selected for maze ability --- and the control line also improved, suggesting a non-genetic channel of information transfer.
Rupert Sheldrake proposed that natural systems inherit a collective memory through morphic fields --- non-material regions of influence that shape form, development, and behavior through morphic resonance (similarity-based, non-local, cumulative). Our simulation formalizes this as a shared, performance-weighted Q-table.
| Parameter | Value |
|---|---|
| Maze size | 7x7 cells (15x15 grid) |
| Maze seed | 42 |
| Generations | 60 (main), 20 (displaced) |
| Agents per generation | 20 |
| Training episodes | 100 |
| Max steps per episode | 400 |
| Learning rate | 0.2 |
| Discount factor | 0.95 |
| Epsilon decay | 0.5 -> 0.05 |
| Morphic emission strength | 0.5 |
| Elite fraction (genetic) | 30% |
| Mutation std | 0.05 |
| Component | License |
|---|---|
| Simulation code (Python) | Apache License 2.0 |
| Paper and documentation | CC BY 4.0 |
| Data outputs (results, figures) | CC BY 4.0 |
@article{butters2026morphic,
title = {Collective Habit as Infrastructure: A Computational Model
of Morphic Resonance via Multi-Agent Reinforcement Learning},
author = {{BUTTERS Research Group}},
year = {2026},
url = {https://github.com/web3guru888/morphic-resonance-sim}
}- GraphPalace --- Stigmergic memory palace engine (same design principle in embedding space)
- MemPalace Scientific Analysis --- Critical analysis of spatial memory architectures for AI