Mailing List Archive: 49091 messages
  • Home
  • Script library
  • AltME Archive
  • Mailing list
  • Articles Index
  • Site search

[REBOL] Re: Artificial Life in Rebol ?

From: carl:cybercraft at: 5-Jan-2003 11:22

Hi Boleslav and Oldes, I'd looked at BUNKAS, but just hadn'd got around to commenting yet. So... It worked fine, except for some ghost-like cells (just their trails visible), but I think this had been mentioned so I'm sure you know of it. Oh, and it'd be nice if all the cell rules (if that's what you call them) were loaded when you first run it, so we don't have to be online when trying the second and third and so on. One thought I had was that you could have a finite amount of energy in the system, with the cells leaving something behind them as they use it up which the "grass" (if that's what the green stuff is) uses to grow and spread out again into the areas where it's been eaten. A stable (or fluctuating) system might then evolve. On 05-Jan-03, Boleslav Brezovsky wrote:
> Hello Oldes, >But I want to say something else. > You think that it's not fair that some cells are 'smarter' and can > do more 'actions' in one event. Look at real world. You have snails > and gepards, gepards are times faster than snails and is that fair? > I think yes. Some 'creatures' are more advanced than the others, > people have brains and they can do more things than both snails and > gepards. And is that fair?
But are gepards' cells any more efficient than snails' cells? Or are their main differences just their DNA, resulting in them being different animals? (And what /is/ a gepard, anyway?:)
> I think that our simulation is not like Conway's life where no cells > really exist, they're just result of some basic rules and you can > say that it's not fair that some configuration can lead to big > number of cells (where did the cells get from? From - nothing???) > Our cells are individuals, they have their own rules like snails and > gepards and people.
You could use their energy level to make it "fair". Have what they do, (move, eat, look, whatever), use a certain amount of energy, so if they did a lot of such things in an iteration of the simulation, they use up more energy than if they did just a little. And maybe those with longer rules (equating to bigger brains) should use more energy each iteration too. If a balance can be found this way, the big and the small, the fast and the slow and the clever and the stupid may be able to survive together. I'm sure BUNKAS does some of this already, but a complete system is the ideal, right? -- Carl Read