How the Life Engine works

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Emergent Garden

Emergent Garden

День тому

Play the Life Engine: thelifeengine.net/
View the code: github.com/MaxRobinsonTheGrea...
This is a much more thorough explanation of the life engine, an artificial life and evolution simulation. I hope it clarifies a lot of the questions y'all have been asking!
TIMESTAMPS:
(0:00) Intro
(0:42) The Environment and Cells
(3:30) Lifecycle and Behavior
(6:57) Genes, Mutation, and Evolution
Music:
/ @acolyte-compositions

КОМЕНТАРІ: 187
@zee_space_wolfy
@zee_space_wolfy 2 роки тому
I've been trying to make my own evolution simulator for a while, but failing miserably, so as someone with background in biology, living systems and evolution I feel like sharing some mild criticism in regards to the movers can/cannot produce food. To me it feels like you were trying to create something that can be analogous to plants and animals, but I find this forceful division to be counter-productive to the emergent things we want to observe. What I would have done instead is to give movement an energy cost. This way if you are a primary producer, it will be easier to generate food if you don't move, but at the same time it might make you more vulnerable to threats. On the other hand, if you DO move, it is in your best interest to FIND food instead of making it. I have no way of knowing for sure, but this forced division and the fact that movers and producers rely on one another so much might be behind the total-extinction events. It is too hard to evolve a way out of it, because switching from one mode to the other is too big of an evolutionary jump. Primary producers are usually pioneers in ecology, and they should be able to restore the spark of life in case of a big downwards spiral, but in this simulator they can't do that, due to all the food that is left by dead organisms. Another thing that might also be causing the total-extinction events is the forced age limit. I feel like starvation would work better, making the organisms take damage if they are consuming energy but have none left. This could be paired with a basal energy cost for just existing, of course. And just in case anyone wonders, this would also be valid for non-movers, since reproduction might be expensive enough to put them on damage-range at least for a while, meaning the simulation would probably not fill up with immortal primary producers. This can be further throttled by giving organisms a "maximum energy storage". Since failed attempts at reproduction still cost energy, this should create opportunities for the accumulation of passive damage which SHOULD give rise to something like a lifespan in an emergent way. This should also be more representative of the evolution of life in any given run than a fixed calculation between the number of cells and a simulation constant. As it is right now, two completely different genomes that just so happen to have 12 cells will live for the same amount of time, while the process I described would make their lifespans more dependent on their individual circumstances and therefore more versatile for them to adapt into their life cycle and general behavior. This should make evolution more dynamic. As far as I'm aware, I don't think these would ruin the performance too much, but I can understand if that is not the design you're aiming for.
@israelRaizer
@israelRaizer 2 роки тому
Those are really interesting ideas and they make total sense to me. We could try and implement them since it's now open-source, if only I weren't so busy with college...
@EmergentGarden
@EmergentGarden 2 роки тому
This is a neat suggestion. It would however fundamentally change the simulation, and require a pretty significant rewrite to the codebase. There are also a few points that need to be addressed, like how does an organism decide to use energy for movement or reproduction or survival? It's certainly doable and I'd be interested to see results, but I'll leave it to the open source community to figure it out. Thanks for the input 😁
@zee_space_wolfy
@zee_space_wolfy 2 роки тому
​@@EmergentGarden I didn't think it would require that big of a change, to be honest. For reference in case anyone wants to give it a try, this is what I can come up with: Since food_collected is already a thing that grows with food consumption, it can be used as an energy storage. Adding a max would be just like doing a (if variable > max) variable = max; with the max maybe being the number of cells, double that or something along those lines. For movement cost it should be possible to just add this.food_collected--; in attemptMove(). Or subtract a movement cost, which could be given by a function similar to the cost for reproduction. It could even be a division of the total number of cells by the number of mover cells. Stopping lifespan from calling the die() function should be enough to disable the age limit, unless I'm missing something in other scripts. And for the when to reproduce point, there are many ways to do it, and more complex ones are very annoying, but the way I usually do is let them reproduce if they meet the energy requirements. That would change nothing from how it currently works, and would just pull food_collected back to near zero, allowing for the possibility to take starvation damage due to other expenses. However, to make things more dynamic, we could use the lifetime variable differently, appropriating it for a reproduction counter. It could ++; every time the organism consumes food (regardless of whether or not that energy is used) and when that reaches the foodNeeded(), it reproduces, possibly throwing food_collected in the negatives. And as for starvation damage, the simplest way to do it is (if food_collected < 0) harm(); Of course you could also add an int to harm(), and do damage += that_int, instead of damage++; which would allow a better control of what is damaging the organism and by how much. This could allow us to control the ratio between starvation damage and damage from other organisms. Any int that goes into harm(int) that is greater than 1 would multiply the damage by that, and so you could times the damage dealt by other organisms by 10, as well as multiply the maxHealth() by 10, and have starvation damage be 10 times milder than combat damage. Increasing maxHealth() would allow things like doing food_collected--; every frame, or even food_collected -= this.anatomy.cells.length; This is the passive food consumption required to just exist, which combined with reproduction should help accumulate damage and provide the substitute for a lifespan. Of course the values could be tweaked to provide better combinations, such as the ratio between max health, combat damage, starvation damage, passive energy consumption and movement energy consumption. The same goes for the reproduction cost, balancing it with max food_collected, how much food_collected is incremented by each food eaten, etc.
@Luredreier
@Luredreier 2 роки тому
@@EmergentGarden Hum, could be fun to give this a try. I've also wanted to learn to program in Rust, and Rust can run both on hard metal and in a browser through web assembly.
@cone___
@cone___ 2 роки тому
@@EmergentGarden this video might be of interest to you if you ever do decide to try implementing some of ops suggestions ukposts.info/have/v-deo/hmOlhnyYsKeH1Z8.html
@hunted4blood
@hunted4blood 2 роки тому
Oh cool, just found this channel yesterday.
@e.j.wizerd2000
@e.j.wizerd2000 2 роки тому
Same
@unclejuju12
@unclejuju12 2 роки тому
I've been missing out it seems lol
@lyrebirdinusa
@lyrebirdinusa 2 роки тому
You should have seen my 5-year son jump with excitement when a few 2-celled (mover + mouth) organisms started to feast on food, while quickly multiplying. Fascinating simulation!
@jess648
@jess648 20 днів тому
it’s fascinating watching these little organisms compete with each other you can see organisms evolve and die out completely in only like 5 minutes
@swfranlou881
@swfranlou881 2 роки тому
I discovered your channel literally 6 hours ago. This is so impressive ! You do a great job and make the project open source is a good idea. Can't wait to see what next feature you gonna had (pheromones maybe). Your work deserve better visibility (my opinion) but at least, you got one new fan now.
@thatyougoon1785
@thatyougoon1785 2 роки тому
Happy to see you made it open source. I might make a hexagonal version of it if I can find the time & energy.
@goldblade243
@goldblade243 2 роки тому
Oh yes please that would be wonderful.
@handledav
@handledav 8 місяців тому
octogonal
@BeneathTheBrightSky
@BeneathTheBrightSky Рік тому
I designed an organism that moves occasionally when necessary, but can also sit still and produce it's own food. It's amazing!
@handledav
@handledav 8 місяців тому
how
@BeneathTheBrightSky
@BeneathTheBrightSky 8 місяців тому
@@handledav idk it was a year ago lol
@Andysfishing
@Andysfishing 2 роки тому
It’s a great little project. I’ve stopped coding, but I can appreciate what you’ve created.
@Sich97
@Sich97 2 роки тому
I'm so glad I just found this channel. This topic is my passion as well, and I can tell you share the same awe of it as I do. It's somehow very nice to see it in someone else. And the way you convey everything is so calm and soothing. Thank you.
@pvic6959
@pvic6959 2 роки тому
*feedback* : make it so you can choose any set of percentages for add/remove/change cell (
@benjaminbrowning206
@benjaminbrowning206 2 роки тому
I have just found your channel and I really love what you are doing. "from simplicity; complexity" appears to be your philosophy. It's a good one. I hope that you continue making the simplest additions that lead the the most complex outcomes.
@zulucharlie5244
@zulucharlie5244 8 місяців тому
Beautiful, interesting project. Excellent stuff.
@connormc4050
@connormc4050 2 роки тому
Great to see all the engagement here! I'm excited to see the project grow :)
@vincentjames1107
@vincentjames1107 2 роки тому
I absolutely love this channel, evolution simulators are so fascinating! Keep up the great work! ^w^
@RkeyNirun
@RkeyNirun 2 роки тому
I’m having so much fun with this : ) Super cool that you open sourced it! I think it would be super cool to have a list of Most common organisms, I’ll see if I can set up a pull request.
@domvinyard1133
@domvinyard1133 2 роки тому
What a wonderful phrasing at the end. "Endless form, most beautiful" - I think I'm going to enjoy this channel
@Flobbled
@Flobbled 2 роки тому
Just found your channel today and binged all your
@TheConnorKeene
@TheConnorKeene 2 роки тому
You have made my life complete. I have wanted to access a program like this for ages. Seriously thank you man.
@PunmasterSTP
@PunmasterSTP Рік тому
This is a really cool concept! Thanks for making it available and showing it off online.
@endermannull4420
@endermannull4420 2 роки тому
This is amazing! I do have a request though. Could you add the ability to look up different species from the stats menu? Sometimes the different species can look very similar, so it would be helpful to be able to look up their biology in one place.
@holloszaboakos
@holloszaboakos 2 роки тому
I would add a very important aspect of life to the engine: Movement and thinking requires energy. Organisms with more movement and complexity should require food just to make action. This could mean that not moving can be advantages, and may result in "plants" surviving, and may create a more complex ecosystem.
@AnshPai
@AnshPai Рік тому
A suggestion from my side is that you could also label the food block in the above video and maybe change its colour because it is similar to the mover cell. This is one of the most exciting videos that I have seen on UKposts
@myg0t_jsm
@myg0t_jsm 2 роки тому
Thank god you finally open sourced it, I was spending the last week trying to get it implemented into a unity project and I had to go through the website source like hell
@abraaosantos593
@abraaosantos593 2 роки тому
Hey, I have an idea, you could add pheromones, that would be produced by a new cell, and the brain could control the production (per example, if the organism saw food it will produce pheromone 1, that will call another organisms that were programed to follow that pheromone, or the brain could randomly chose one pheromone.)or the pheromones would be produced continuously by the cell(for better results, if the organism have more than 1 pheromone cell, each of these cells would be configured individually), it would be good for communication, another example is, when a organism wants to hunt in group it produces the corresponding pheromone, or when a organism wants to make a trap for eat another organism, like a carnivorous plant. And the pheromones could be represented by a (number)% transparency pixel and could have a range of movement(the pheromone cell also could produce the pheromone a little far from the cell) and don't have physical interaction with the organism, so the organism could pass above the pheromone, erasing it. I would love!
@bedshitter6946
@bedshitter6946 2 роки тому
Would pheromones just be randomized colors? How would you represent the different pheromones?
@infiniteplanes5775
@infiniteplanes5775 2 роки тому
For three pheromones, like the bibites, I would use the bibites way. Pheromone 1 is red, 2 is green, 3 is blue. Each pheromone blends into each other using the RGB color system. For more pheromones, just show the most plentiful one.
@michelaushamburg6766
@michelaushamburg6766 2 роки тому
And you need a nose or similar means, to notice any pheromones.
@michelaushamburg6766
@michelaushamburg6766 2 роки тому
I am impressed, that by this setting usually a symbiosis evolves: One species of fixed producers and a different species of movers. Usually (with other kinds of simulations) you end up with only one species (including small variations) in your simulated petri-dish. I assume, this is caused by the abundance of food. Producers happily produce their own food, create offspring and die of old age. Movers turn into food at old age, are eaten by their relatives nearby and start anew as their offspring. No food is wasted. Occasionally, movers clean out the vast areas of dead food in the middle of producers and thus make room for new producer-offspring. Only if offspring can not be placed, due to occupied cells, the food is lost.
@kodfkdleepd2876
@kodfkdleepd2876 11 місяців тому
Here's a suggestion: You can create a more general visualizer which allows you to replace the various cell types by images such as of a mouth, an eye, etc. You could even go so far as to use AI to generate the creatures(and possibly interactions). This would allow you to create a much higher resolution environment without any modification of the underlying code. You could also have some measure of "size" which can be used to govern certain probabilities of generation of eyes and such. E.g., rather than organisms just sticking together they can influence each other such as removing unnecessary eyes since a large object likely only needs a few. This would be a hard metric to create I think(and probably slow) but would allow one to have some influence over size of organisms(the evolutionary algo's partly take control but I'm thinking more along the lines of Michael Levin's idea of a field that connected organisms exhibit).
@fishmodem
@fishmodem 2 роки тому
thanks for open sourcing this, i've been having fun with it!
@alessandromangiapia7082
@alessandromangiapia7082 Рік тому
This channel should be mandatory to follow for anyone studying any science related field
@MarvelousLXVII
@MarvelousLXVII 2 роки тому
I just have to say, this is an amazing simulation you have created.
@yang4985
@yang4985 2 роки тому
really a much more sophisticated system than game of life, while preserving the simplicity of life-axioms. And we programmers are really starting to simulating the real world!
@santiagomoebio
@santiagomoebio 2 роки тому
Great project, beautifully explained, thanks.
@kuwertzel8938
@kuwertzel8938 2 роки тому
Great project and video! It's a pleasure to watch :)
@Kram1032
@Kram1032 Рік тому
that's an amazing CA, love the concept! So simple
@nightcall8777
@nightcall8777 Рік тому
This is mind blowing, thank you for this amazing project !
@thefacethatstares
@thefacethatstares 2 роки тому
i would really like to see a "piston" added to emergent garden to allow for things like extending limbs or spears to hit other organisms with
@michelaushamburg6766
@michelaushamburg6766 2 роки тому
Maybe a "tooth"-cell, that takes one unit (of food) from an adjacent organism and transfers it to its own organism. As organisms accumulate food for reproduction, they usually should have some food in store(stomach).
@flameofthephoenix8395
@flameofthephoenix8395 9 місяців тому
I'd think more like a muscle cell, it won't be extending, it will just expand and contract. The hard part being that the engine isn't designed to handle cells getting bigger and smaller, however if he could get expanding, and compressing cells working then it would help a lot.
@radagastpommedepin210
@radagastpommedepin210 2 роки тому
Interesting video, will you add more type of cells?
@Milark
@Milark 2 роки тому
This is probably the single best channel with under 1000 subscribers
@Jacob-yg7lz
@Jacob-yg7lz 10 місяців тому
Some notes after playing this, which I might attempt to mod in but for now just stand as suggestions/notes 1. Brains should take walls into account, simple as 2. There should also be a brain option for just turning 90° when it sees something. This could make even more complex movement. 3. On the subject of 2, a better eye function might help with this, though I can see how it might affect performance. An eye with a close pair of boxes with "left" and "right " would help organisms zero in on pret that aren't in direct line with them. 4. (More extensive idea) There are 3 niches that occur, producers decomposers and consumers. Consumers aren't really "predators" since from what I can tell they mostly just kill producers. IMO if you wanted more diverse niches, you could add different foods. Have "sugar"(name pending) be made by producers, "carrion" be made by death, and "meat" be made when a cell with a mover dies. Then, have 3 overlapping mount types to allow specialization while still beign evolvable. "Herbivore" which gets most energy from sugar and some from carrion, "scavenger" which gets most energy from carrion and some from and meat, and "carnivore" which can only eat meat but very efficiently. That way, there'd be an incentive to have mover targeting organisms. 5. If you really wanna get jiggy with it, you can give organisms life stages so that there can ve a greater diversity, esp for plants.
@justsomedude3348
@justsomedude3348 2 роки тому
Hey! I recently discovered your channel and have two ideas on which I'd like to hear your opinion. 1. "Photosynthesis cells" that are basically the lowest energy producing cells. One of these cells gives an organism enough energy to power a producer cell. This replaces the random chance of food production and makes it steady. Of course an organism with two "photosynthesis cells" per producer cell produces double the amount or at a faster rate. The "probability of producing food" you give would be replaced by an optioon of light intensity. 2. More mover cells mean faster movement and rotation.
@TodePond
@TodePond 2 роки тому
Awesome!! Can't wait to see more! 🐸 And I've got to try this out myself!
@omers495
@omers495 2 роки тому
This is a really cool concept
@Alayric
@Alayric 2 роки тому
Simple and effective, I love it.
@obiomajronyekwere4469
@obiomajronyekwere4469 2 роки тому
Man i really love this project. What id love to see would be the potential for different"rnviroments" for example thw parameters in one area beong different in another like it having more prodicer food effiencieny in one corner and less in the other potentially something that would sllow for really cool speciatoon and adaptations by species.
@wretchedfibs4306
@wretchedfibs4306 2 роки тому
Great fun. I remember the first 'game of life.' Thanks for evolving it.
@spaltmass
@spaltmass 2 роки тому
just awesome. really inspiring.
@johngoverts4166
@johngoverts4166 2 роки тому
'Fascinating' doesn't begin to qualify this. Well thought out, and hopefully you will continue to develop this .... universe.
@elonkou5682
@elonkou5682 2 роки тому
It can't believe that I am developing the almost the same game as you do. I'd like to know why these simple cells can produce a "life".
@dmarsub
@dmarsub 2 роки тому
Convergent evolution. There are many more people out there working on things like this.
@congchuatocmay4837
@congchuatocmay4837 8 місяців тому
The RDRAND machine instruction is nice for evolution. Also "An Evolution Strategy using a continuous version of the Gray code..."
@brunoramirez2602
@brunoramirez2602 2 роки тому
Incredible! Would be nice to see cells that increase lifespan. Or some sort of exchange system, like an organism who sees better but makes less damage, produces more food but has less armour, as part of the mutations!
@ATOM-vv3xu
@ATOM-vv3xu 2 роки тому
Every cell you add increases the lifetime
@AdrianHernandezObradors
@AdrianHernandezObradors Рік тому
I'm loving the Life Engine, and the statistics as well. But I would really really love to see species statistics. Like a ranking on which species have survived the most.
@ratzabur
@ratzabur 2 роки тому
I love this simulator! Thank you! Have you thought about an option for food to despawn after some time?
@Phrenotopia
@Phrenotopia 2 роки тому
Pretty cool! Ima play around with this a bit I think. 🙂
@raptordarwish887
@raptordarwish887 2 роки тому
damn first 3k views video congrats!
@danielvarga_p
@danielvarga_p Рік тому
Astonishing!
@bedshitter6946
@bedshitter6946 2 роки тому
I was wanting for it to be open sourced, really consider making a discord for community interaction.
@aspectreishauntingeurope
@aspectreishauntingeurope 2 роки тому
awesome video!
@Darth8373
@Darth8373 9 місяців тому
Thank you for a free easy to use ecosystem game I really appreciate it. I think it’s very well made.
@saladsquid1
@saladsquid1 Рік тому
this is so cool and i love it
@ignacyn5346
@ignacyn5346 2 роки тому
i am sure earlier today you had less than 1k subs, congrats, really cool content
@YukuriuddoHerusaizu
@YukuriuddoHerusaizu 2 роки тому
very cool! very fun too very inspiring too, I dont write js my self (A C and Rust coder) but i realy like the life engine. Good job mr!
@Dostendite
@Dostendite 2 роки тому
Fascinating
@odditoriumleviathan8725
@odditoriumleviathan8725 2 роки тому
Oh my gosh. This is so cool.
@watsoncasal4954
@watsoncasal4954 2 роки тому
You should run it for a week or something, let things get huge. I'd be interested to see how a very stable petri-dish sort of scenario might evolve some huge horizontal trees or large grazing movers, with predators to hunt them, if given an absurd amount of time
@mahrard
@mahrard 2 роки тому
Love it!
@zevlander
@zevlander 2 роки тому
So cool!
@TheAgavi
@TheAgavi 2 роки тому
Man, I'm looking forward to seeing the code for this. There's so many things I'd love to implement like static environment nodes with properties that make them impassible without an organ that lets organisms burrow through. I also wonder if you could evolve organs that don't have predefined functions by making them more basic. I'd love to see what would happen if organisms were able to move faster or slower based on the ratio and of movement cells to non-movement cells. Man, so cool. So so so cool
@TheAgavi
@TheAgavi 2 роки тому
Back from looking at the code. It's exactly as simple as OP says, everything complex happening in the simulation is an emergent property of very basic constituent components. At a glance it seems easy enough to to add to or modify. Can't wait to play with it. Thanks for making it open source!
@MedicMainDave
@MedicMainDave 2 роки тому
I approve 👌 I find this stuff highly interesting
@jesser.1615
@jesser.1615 2 роки тому
Big fan of this. Could you add like an anti-gravity feature, or a grum simulator? Anything with maize?
@peter042
@peter042 2 роки тому
Thank you so much
@ultraapple3997
@ultraapple3997 2 роки тому
Good job! 👍
@ultraapple3997
@ultraapple3997 2 роки тому
Now i know how to make filter feeders.
@KoalaProductions
@KoalaProductions 2 роки тому
Some ideas: -Biomes, different areas which require specific mouths to eat the food there (borders could be a gradient, eyes can see biomes) -Immortal placeable cells (e.g. you can put down eye and kill cells around the map to try and teach lessons quicker, a border of kill cells will quickly require all fauna to have eyes which make them move away from kill cells, you can have cells which can be eternally eaten from without dying to be a node for certain creatures to sustain themselves from)
@JonathanMandrake
@JonathanMandrake 2 роки тому
As a mathematician, I think it could be extremely interesting what rules would lead to what properties from a game theory/evolution perspective. To generalise these cellular automatons and analyse their properties could help us understand life on earth. I think however, if we want to explore what's possible, we should try not to pinpoint the model to what real life is like. I would think if there were only cells of the following type -eating -creating(photosynthesis) -moving(muscle) -sensing(neuron) and if we keep vague whaz exactly this means we could come closer to see what life might be like somewhere else. For example, you could have the basic cells of a type to be pretty simple, but for there to be subtypes of cells that are more focused on one certain part. For example, eating cells that kill other cells, eating cells that eat dead cells, eating cells that consume the created food by the own cells. Muscles that move all or only certain cells, using different amounts of energy and so on. Neurons that can use different types of inputs that might be realistic, most importantly for the neurons to use the signal of another neuron as a input. Creating cells that use different things and turns them into food, requiring different circumstamces. I don't know how complex this would be to program, but I think it could be a quite interesting and deep problem. Many different ways to simulate life, many different outcomes and all that
@camelcaseco
@camelcaseco 2 роки тому
I think a really interesting idea could be having moving creatures be able to produce food that they have "stored"? As in a "dispenser" cell: A mover can choose to store food and dispense it later, potentially leading to more symbiosis.
@bagofnails6692
@bagofnails6692 2 роки тому
I have been playing with the Life Garden for a few days now and am mesmerised as much as I am impressed in the ways that these life forms naturalls select in some situations. Obviously everybody is going to have theuir own ideas to elaborate on this, but rather than bore you with my ideas, I just want to ask you a question. How many hours did it take for you to build this, and what would you like to do to elaborate on it ?
@TamTroll
@TamTroll 2 роки тому
spent some time playing this today, got a minor suggestion if that's okay. If it's at all possible, i think it'd be neat if player-generated creatures could be given one of a selection of coloured tints to them, like turning the entire organism slightly red, or slightly blue. This tint would persist through all descendants of that organism. This way, after thousands of generations, you'd be able to tell at a glance which creatures are direct descendants of your producers, and which are direct descendants of your movers.
@biscuity7132
@biscuity7132 2 роки тому
I think it would be a great idea to add landforms and spaces that an organism cannot cross, you could add a cell allows an animal to swim or climb
@CoqueiroLendario
@CoqueiroLendario 2 роки тому
I've been trying to do the challenges from the site lately, i don't know if they change colours if they are done or if its just something we can try to do manually. Anyway the one i'm interested the most is the "Symbiosis" challenge, did anyone did it? The best i could was with a harmless mover who would clean the ground around static producers.
@TeodorAngelov
@TeodorAngelov 8 місяців тому
Have you managed to parallelize the engine? I wonder how I should go about this..
@wilavg
@wilavg 2 роки тому
I'm surprised this channel isn't much bigger yet, but glad to leave this comment so that when it becomes so, it's registered I was here before that
@dr.bogenbroom894
@dr.bogenbroom894 2 роки тому
Great stuff. You could make the world a flat torus
@Jasper-wb8ry
@Jasper-wb8ry 2 роки тому
You should add brush sizes for the food wall and the cell killer buttons so you can create bigger walls, make more food, and kill more cells with a single stroke
@LadyTink
@LadyTink 2 роки тому
I got the movers can produce food thing working well. All I changed was Probability of producing food 1 lifespan multiplier 200 Movers can produce food true Also the starter critter is just a mouth with 4 producers on the diagonal. The things I wish were in this, was an option for movement to 1) have a cost 2) the movement cost could scale vs the crittter cell total I want to take a crack on this, but im not familiar with javascript
@percycreeper2733
@percycreeper2733 2 роки тому
I have a species right now that is to me kinda interesting: It survived for quite some time now and it basically stays away from everything except food, which causes it to build a kind of grid where it has space. It has three eyes, two in one direction, two mouths and one move cell. Its interesting how it can survive xD
@usiahz9640
@usiahz9640 2 роки тому
suggestion add a option to disable certain cells pretty simple but it would add so much variety
@boponthewee7585
@boponthewee7585 2 роки тому
just a small suggestion for a future update to the game, would it be possible to set certain cell types as being impossible to evolve naturally? pretty tired of watching my plants get up and walk away.
@srivatsajoshi4028
@srivatsajoshi4028 2 роки тому
That sentence was unintentionally hilarious
@ericbrandli5583
@ericbrandli5583 2 роки тому
Great Project! Would it be possible for you to make the map size way bigger? It would be cool to have a map large enough to contain multiple ecosystems which adds the dynamic of invasive species.
@ATOM-vv3xu
@ATOM-vv3xu 2 роки тому
You can set the value to 0.1 or something like that, but if you do that you get only like 2 fps
@michelaushamburg6766
@michelaushamburg6766 2 роки тому
You can reduce the grid-size i.e. the size of individual cells. By reducing the size from 4x4 to 1x1, you increase the world by factor 16.
@wesleyrm
@wesleyrm 11 місяців тому
No hardcoded fitness function. Great! That is the right path for a true evolution engine.
@mal2ksc
@mal2ksc Рік тому
Musically and narratively, this resembles a Journey to the Microcosmos video.
@Zedryx69
@Zedryx69 2 роки тому
Nice.
@introprospector
@introprospector 2 роки тому
They learned what walls are... I can't even teach them that. They've surpassed by ability to improve them. Needs static food sources (like the sun), maybe different food types and mouths for the different foods
@Zetimenvec
@Zetimenvec 2 роки тому
I would love to see a mechanic that allows the neural net to turn the killer block on and off, and having those blocks set to kill makes it die faster. Something to create a risk-reward between being aggressive. I think if you add that and a pheromone emitter that can leave a value in a cell behind even after it dies and receptor also in the neural net you are starting to get close to how actual bacteria and stuff behaves.
@Zetimenvec
@Zetimenvec 2 роки тому
I am a little sad also that the scenario instantly resets when the last organism dies. I feel like it would be cool to get a summary of everything at the end. You have pop saved already, but like, a 'speciation' event could also be tracked, where it tracks identical species, and if there's a proportionate growth of a new species. If you log at the moment of birth the configuration, and whenever a species dies it also logs the configuration, you can track the major species. Not totally sure how the math could work on that, I'm sure there are a lot of solutions. Proportionate representation might be a good metric, anything with a stable number of like 10 or 15 species of the same type at any given time could be considered 'stable' and makes it on a list. The neural nets would all be flattened in this, but I think that's fine.
@georgespence6727
@georgespence6727 2 роки тому
What if you added or a way to empliment a concept of acid that would break down armor. Or like like evolution of each, for acid it could evolve from having an attacker cell next to an armor cell and the two are combined in the process.
@dylanvillainy
@dylanvillainy 2 роки тому
Thanks Sam Harris
@kar4962
@kar4962 2 роки тому
That's cool
@scottinator1074
@scottinator1074 2 роки тому
So I created a simulation with all default settings except auto drop rate was set to 1. Producers completely died out and these enormous movers with 16-19 cells evolved. Most notably, they all had at least 5 eyes and 4 killer cells. They all move towards food and away from killers. I thought this was an interesting outcome that I haven't seen documented yet. This is written at about 865,000 ticks into the simulation.
@revimfadli4666
@revimfadli4666 2 роки тому
Was this inspired by SALIS, Pixling World, and/or Hexcelle? Because it's a fantastic hybrid of/spiritual successor to those
@sapientum8
@sapientum8 2 роки тому
TY
@Mythicsparks
@Mythicsparks 5 днів тому
i made a simulation with protons and electrons i gave them charges and some of the chemical bonds seemed alive like a worm like chemical made of protons would chase electrons and "attack" them
@sandro5535
@sandro5535 Рік тому
If using standard rules, pretty much all animals becomes a mouth and a moving part. It appears more parts only hinders it from eating more.
@DerClaudius
@DerClaudius 2 роки тому
This is nice, thanks. I would prefer more complexity though as this doesn't have a lot of flexibility built in for emergent behaviour. I think the systems this can evolve are pretty predictable. Still a nice toy though
@sandro5535
@sandro5535 Рік тому
Rarely see purp dots. Having a counter to red seams kinda inferior compared to simply having the weapon itself. Pretty sure no eyes evolve either for me. I like to make a smaller and a larger area and in general the smaller area becomes less armed while the large area all life have at least one red weapon.
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