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Topic: Artificial Life (Read 1358 times) |
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David Williams
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meh

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Re: Artificial Life
« Reply #7 on: Jun 11th, 2010, 12:25am » |
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on Jun 6th, 2010, 3:40pm, Richard Russell wrote:| The whole of www.bb4w-games.com seems to be offline at the moment; I can't even get a DNS resolution of the name. |
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The 'new-look' website is currently under construction:
http://www.bb4wgames.com
I hope to include most games that have been created with BB4W, including such gems as Citaquexyle and Quirk (but only after receiving the express permission of the authors, of course!).
Regards,
David.
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admin
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Re: Artificial Life
« Reply #8 on: Jun 11th, 2010, 08:28am » |
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on Jun 11th, 2010, 12:25am, David Williams wrote: I've updated the link on the BB4W site and its mirrors, e.g.:
http://www.bb4w.com/links.html
Quote:| Then, I seem to have lost interest! Probably because I knew that implementing such a computationally-intensive project would involve either writing a lot of assembly language, or having to learn C. |
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If you really want to go out on a limb you could code parts of it in Forth using FORTHLIB! Or maybe OWL Basic will actually work, in which case you could eventually use compiled BBC BASIC!
Richard.
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DDRM
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Re: Artificial Life
« Reply #9 on: Jun 11th, 2010, 09:08am » |
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Greetings all,
It's not a secret - I have posted a copy as DDRM bugs_framed in the temp folder of the yahoo site, if you are interested, but it is still at a fairly early stage. I too have had little chance to play with it recently - too much marking!
As David says, I have given a slightly more complex gene set to control movement: bugs can have different speeds when just searching and when "homing", and can do a little dance in one area and then set off for distant lands if they don't find food locally.
I am more interested in the evolutionary trade-offs between speed and special senses and energy requirements, so my bugs have to "pay" energetically for a longer visual range and faster movement.
They can also adapt in terms of how much energy they need to accumulate before they divide, and how much they pass to their offspring. Thus they can either adapt to produce lots of small offspring, which will die if they don't find food soon, or produce few, more robust offspring. Changing conditions may alter what is the best compromise!
My objectives are more modest than David's, and perhaps more achievable in BB4W! My next steps will be to try to implement different regions with limited connectivity (so there can be local famines and extinctions, and different evolutionary driving forces in different regions, and to have different food pools, with the option to specialise in one food source or (less efficiently) to be a generalist. I would also like to introduce a carnivore population, but my past attempts at this kind of thing suggest this is very difficult to keep balanced - so the regions need to come first!
Best wishes,
D
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