Travels in (C-S-R) space: adventures with cellular automata Presentation ready with acknowledgements to Ric Colasanti (Corvallis) Andrew Askew (Sheffield) CA in a community of virtual plants Contrasting tones represent patches of resource depletion This is a single propagule of a virtual plant It is about to grow in a resource-rich above- and below-ground environment The plant has produced abundant growth above- and below-ground and zones of resource depletion have appeared Above-ground binary tree ( = shoot system) Each plant is built-up like this A branching module Above-ground array Above-ground binary tree base module Below-ground array Below-ground binary tree base module This is only a diagram, not a painting ! An end module Below-ground binary tree ( = root system) The end-modules capture resources: Light and carbon dioxide from above-ground Water and nutrients from below-ground The branching modules (parent or offspring) can pass resources to any adjoining modules In this way whole plants can grow The virtual plants interact with their environment (and with their neighbours) just like real ones do They possess most of the properties of real individuals and populations For example … 3000 Size Biomass (modules per plant) 2500 2000 1500 1000 Light 1 Nutrient 6 Light 2 Nutrient 6 Time 500 Light 1 Nutrient 8 Light 2 Nutrient 8 0 0 20 40 60 80 Time (iterations) 100 120 140 Partitioning between root and shoot S-shaped growth curves 10000 1 .3 Allometric coefficient Individual size R o o t/s h o o t a llo m e tric c o e ffic ie n t Self-thinning line 1 .1 1 L ig h t u n it 2 L ig h t u n it s 1 0 .9 Foraging towards resources Biomass (modules) per plant 1000 1 .2 Slope -2/1 100 10 1 0 5 10 15 U n its o f n u trie n t p e r c e ll Below-ground resource Functional equilibria 20 1 10 Population density 100 Planting density Self-thinning in crowded populations All of these plants have the same specification (modular rulebase) And this specification can easily be changed if we want the plants to behave differently… For example, we can recreate J P Grime’s system of C-S-R plant functional types But what is that exactly? ‘ The external factors which limit the amount of living and dead plant material present in any habitat may be classified into two categories ’ Opening sentence from J P Grime’s 1979 book Plant Strategies and Vegetation Processes Category 1: Stress Phenomena which restrict plant production e.g. shortages of light, water, mineral nutrients, or non-optimal temperature Category 2: Disturbance Phenomena which destroy plant production e.g. herbivory, pathogenicity, trampling, mowing, ploughing, wind damage, frosting, droughting, soil erosion, burning Habitats may experience stress and disturbance to any degree and in any combination Stress Disturbance Low or moderate combinations of stress and disturbance can support vegetation … Stress Disturbance … but extreme combinations of stress and disturbance cannot There are other ways of describing stress and disturbance Stress Habitat productivity (= resource level) Disturbance Habitat duration In the domain where vegetation is possible … S Stress-tolerator where S is high but D is low Stress Competitor where both S and D are low C R Disturbance Ruderal where S is low but D is high … plant life has evolved different strategies for dealing with the different combinations … and these are the ‘habitats’ where no plant life occurs at all S So this is ‘C-S-R space’ … C R To navigate in C-S-R space we bend the universe a little … S C R S C R S C R S C R S C R S C R S C R C R S C S R C S R C R S C R S C R S … and recognize an intermediate type C CSR R S … with further intermediates here CR R C CSR SR CS S … and yet more intermediates here CR R C CSR SR CS S So, how does all this relate to real vegetation? The high dimensionality of real plant life is reduced to plant functional types “ There are many more actors on the stage than roles that can be played ” And what does that mean, exactly? Functional types provide a continuous view of vegetation when relative abundances, and even identities, of constituent species are in flux Tools that allocate C-S-R type to species, and C-S-R position to whole communities, can link separate vegetation into one conceptual framework Then effects of environment or management on biodiversity, vulnerability and stability can be evaluated on a common basis We can recreate C-S-R plant functional types within the self-assembling model … … if we change the rulebases controlling morphology, physiology and reproductive behaviour … Combinations of plant attributes for seven C-S-R functional types ————————————————————————————— Functional Module Module Propensity to type size longevity flowering ————————————————————————————— C High Low Low S Low High Low R Low Low High SC Medium Medium Low SR Low Medium Medium CR Medium Low Medium CSR Medium Medium Medium ————————————————————————————— With three levels possible in each of three traits, 27 simple functional types could be constructed However, we model only 7 types; the other 20 would include Darwinian Demons that do not respect evolutionary tradeoffs Let’s see some competition between different types of plant Initially we will use only two types … Small size, rapid growth and fast reproduction Medium size, moderately fast in growth and reproduction (Red enters its 2nd generation) White has won ! Now let’s see if white always wins This time, the opposition is rather different … Medium size, moderately fast in growth and reproduction Large size, very fast growing, slow reproduction The huge blue type has out-competed both of the white plants, both above- and below-ground And the simulation has run out of space … So competition can be demonstrated realistically … … but most real communities involve more than two types of plant We need seven functional types to cover the entire range of variation shown by herbaceous plant life To a first approximation, these seven types can simulate complex community processes very realistically For example, an equal mixture of all seven types can be grown together … … in an environment which has high levels of resource, both above- and below-ground The blue type has eliminated almost everything except white and green types And the simulation has almost run out of space again … Now let’s grow the equal mixture of all seven types again … … but this time the environment has low levels of mineral nutrient resource (as indicated by the many grey cells) (a gap has appeared here) (red tries to colonize) (but is unsuccessful) White, green and yellow finally predominate … … blue is nowhere to be seen … … and total biomass is much reduced Environmental gradients can be simulated by increasing resource levels in steps Whittaker-type niches then appear for contrasting plant types within these gradients % Biomass in mixture 100 80 60 C S 40 SC (types) 20 0 0 5 10 15 20 25 Resource (= 1/stress) 30 Let’s grow the equal mixture of all seven types again … … but this time under an environmental gradient of increasing mineral nutrient resource Number of plant types surviving (max 7) 5 Greatest biodiversity is at intermediate stress 4 3 2 1 0 0 5 10 15 20 25 Resources (= 1/stress) 30 35 Remember that environmental disturbance was defined as ‘removal of biomass after it has been created’ Trampling is therefore a disturbance It can be simulated by removing shoot material from certain sizes of patch at certain intervals of time and in a certain number of places So we grow the equal mixture of all seven types again … … under an environmental gradient of increasing ‘trampling’ disturbance Number of plant types surviving (max 7) 2 Greatest biodiversity is at intermediate disturbance … … but the final number of types is low 1 0 0 0.2 0.4 0.6 0.8 Probability of disturbance 1 Environmental stress and disturbance can, of course, be applied together … … and this can be done in all forms and combinations So, again we grow the equal mixture of all seven types … … but in all factorial combinations of seven levels of stress and seven levels of disturbance Number of plant types surviving (max 7) Greatest biodiversity is at intermediate productivity 5 R 2 = 0.534 4 3 2 1 0 0 2000 4000 6000 8000 10000 12000 Total biomass (productivity) The biomass-driven ‘humpbacked’ relationship is one of the highest-level properties that real plant communities possess Yet it emerges from the model solely because of the resource-capturing activity of modules in the self-assembling plants Number of plant types surviving (max 7) 5 R 2 = 0.534 4 3 2 1 0 0 2000 4000 6000 8000 10000 12000 Total biomass (productivity) These are all real experiments with virtual plants … and the plant, population and community processes all emerge from the one modular rulebase We can now ‘plant’ whole communities of any kind and subject them to different environments or management regimes Then we can look at topics such as biodiversity, vulnerability, resistance, resilience, stability, habitat / community heterogeneity, etc, etc. And as the modular rulebase is simply a string of numbers 2314232122133123 which controls how big, how much, how long, how often … (seems familiar?) … we can modify this virtual genome wherever we like 2 3 1 4 2 3 2 1 2 2 1 3 3 1 2 3 either accurately 2 3 1 4 2 3 2 1 2 2 1 2 3 1 2 3 or inaccurately 2314232122321123 and then follow the downstream consequences of GM In real experiments with virtual plants … One overnight run on one PC Approx. 100 person-years of growth experiments (not including the transgenic work!) Any takers? http://www.ex.ac.uk/~rh203/
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