to whom it may concern:
just a few ideas on evolving an Evo/ALife sim.
TWYWALTR
first and foremost:
1.)
a stable and consistent version ...
one in which the environment can be flawlessly reproduced ...
and therefore function as an experimental lab in which to develop and study
various 'life forms' and their relationships to one another as well as to the
environment they are also part of.
iow ...
a sim that will accurately load in pre-saved settings, ALL of them ...
including the random seed ...
so the user can set up and realize a 'repeatable' experiment.
that's first ...
the essential starting point of any 'scientific' experiment is ...
total control of the 'system as defined' ... no surprises ...
just as one would have complete control over any/all aspects of any
'thermodynamic' system under study ...
where one can define all inputs/outputs within the borders/limits of
the system under consideration ...
and then know that what takes place 'inside' the system as defined ...
is not influenced from 'outside'.
ie ... a for real controlled scientific laboratory experiment.
repeatable.
2.)
basic classes of bots.
once the 'environment' is defined ...
to then let introduce classes of bots.
2a.)
an alga/veggie class.
these do not directly interact ...
except to compete by their ability to feed and reproduce more efficiently
then their competition.
they are intermediaries ...
taking the energy provided to the system and distributing it to the formation
of other bots, thru reproduction and being consumed themselves.
just spreadin' it around.
ideally, the environment would provide many 'niches' which would allow
for more than one species of agla to survive ...
ie ... a pond mode that might provide more solar energy at the top of the pond
than the bottom ... having gravity also contribute to a diversity of environment ...
as could an idea for salinity, or currents, or rainfall, or altitude ...
it doesn't matter what we envision these influences to be ...
or what we might name/lable them ...
only that there is a 'variety' of environments which will support a 'variety' of
veggies. diversity, diversity, diversity ...
a large gene pool being preferable to a small one.
everything else builds upon this.
2b.)
a class of basic veggie eaters ...
vegetarians ...
which again ... do not compete directly with one another ...
except thru their ability to more efficiently gather food from the veggie class.
again ... if we have a diversity of alga/veggies ...
we will also have a diversity of these basic alga feeders.
remember ... we are still looking to promote diversity thru specialization.
2c.)
a class of basic predators ...
these feeding on the veggie eaters ...
but still not directly competing with one another ...
except thru their ability to more efficiently prey upon the veggie eaters.
again ... we are looking for a stable and diverse population of veggies,
veggie eaters, and these basic predators.
2d.)
now ... and only now ...
do we begin to introduce predators that directly compete with one another ...
mano el mano, if you will, in addition of course to still being efficient at preying
on the 'lesser' pr editors.
note ...
any of these classes may be endowed with, or develop de fences themselves ...
against any other class ... some plants are not all that tasty, or can even kill.
they too have their place in population control.
but those traits, or abilities to develop them, can always be introduced in a new class ...
... ideally, we want to provide them with the ability ... to 'allow' them to developed
such traits without imposing it upon them.
this is the trick, eh? ;)
a system such as this should allow/promote a hierarchy to develop ...
wherein there are many classes of species able to survive in an interrelated and
interconnected way ... in a 'system' ...
rather than having one bot take over everything ...
which is much more how it seems to go as is.
we still have control over the environment we present them with ...
our 'fishbowl', where we can then experiment with various settings ...
actually allowing the bots to help us evolve the conditions which make for
an interesting evo/alife sim ...
as we too, are part of the evolution ... not totally removed from it ...
not merely observers. whatever we do/don't do ... has an effect.
but we can limit our ID function to providing the 'space' ...
the 'context' in which the bots will be what provides the content.
some of these ideas may already be part of DB ...
in place ... or perhaps planned ...
but imo, we need them to all be there.
and first and foremost ...
once again ...
please, please, please ...
let up put a stable and repeatable version in place ...
so we can Begin to play.
just what it looks like from here.