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| Search found 10 matches for El_Noumo | Author | Message |
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Topic: Culture Editor Features/Usage Discussion | El_Noumo
Replies: 78 Views: 6823
| Search in: Nation Subject: Culture Editor Features/Usage Discussion Fri Aug 06, 2010 10:58 pm | agreed. however, it is usually easier to start with something simple and then add complexity rather than go the other way. | Topic: Government | El_Noumo
Replies: 61 Views: 3704
| Search in: Nation Subject: Government Fri Aug 06, 2010 10:51 pm | i realize that, but the engine should be able to respond to what settings the player has made for their government. with a species, the aim of the player may be to limit the amount of extinctions, and encourage diversity. the same may be true for how culture should be handled. | Topic: Culture Editor Features/Usage Discussion | El_Noumo
Replies: 78 Views: 6823
| Search in: Nation Subject: Culture Editor Features/Usage Discussion Fri Aug 06, 2010 10:22 pm | I took what you guys wrote, and reordered the list into categories with sublists. I think this would simplify a culture editor to have something akin to this format.
Government -Foreign Policy -Economic Policy -Domestic Policy -Corruption?
Society -Religion -Social Programs -Aesthetics (art and music?) -Ethics
Economy -Education -Technology -Resources -Media
| Topic: Government | El_Noumo
Replies: 61 Views: 3704
| Search in: Nation Subject: Government Fri Aug 06, 2010 10:04 pm | pretty much everything i've stated for biological evolution will work with the evolution of government. except our species is the government, and the species environment are its people, and other trade/competitive nations.
the resource most important to government operation is taxation in its many forms. no matter what type of government you have, the hurdle for any of them is to gather the maximum amount of revenue in the form of taxation subject to the minimum amount of discouraged citizens. citizens want two things. to be left alone to contribute to society by whatever measure (good or bad), and the necessary security to fulfill their ambition.
so the object of the game here is equivalent to that of a species. how much resources can the government extract from its people before the people begin practicing civil disobedience or worse, civil war? this is really independent from the desired form of government the player wishes to have. so, regardless of what type of government you are, you will be faced with these challenges. for instance, the USA is suppose to be a constitutional republic. however, it is often called a democratic republic by some, and corporatist by others. so having a the choice of creating a label for the type of government you want to create is all fine and dandy, but i think it would be necessary for the engine to indicate when your government has changed from one type to another.
many of you have given ideas for characteristics that governments/nations may have. i believe it should be how those characteristics are managed which dictates what the type of government is, and allow the player to fall outside of the the framework of their chose form through their actions.
| Topic: Evolution in Gameplay | El_Noumo
Replies: 131 Views: 10842
| Search in: Evolution Subject: Evolution in Gameplay Fri Aug 06, 2010 7:02 pm | this method could diversify a species rather easily. furthermore, it does not rely on what we know in biology, but rather reinforces what we know in biology. so you could easily use the same method to evolve not only the biology but the technology, trade and other social abstracts.
lets take for example a certain species A with a normal distribution representing each of the that species characteristics. certain aspects of its environment will be influenced by the species, and other aspects will influence the species. lets focus on the environmental influences on species-A.
one characteristic which could force evolution on our species is climate. since the species responsiveness to climate is dictated by the normal distribution, you will have essentially three different outcomes. Those members who fail, those who succeed and the average of the population. The average represent the identity of the population with respect to climate. let say species-A lives in a non-seasonal climate to make things easier. this means that species-A is subject to essentially the same climate all year round. those who succeed are capable of living in a wider range of climates. the average are capable of living in a smaller range of climates, and those who fail, are only capable of living in the strictest climate conditions. if the climate changes outside of normal living conditions according to some random process, the species will have to adapt to survive.
now, adaptation is built into this scenario simply by have a specific species characteristic with a given probability distribution that is subject to some random event. in our scenario, species-A is subject to some change in the climate. regardless if the climate goes up or down, there will be pending consequences on some portion of the population. the ones with the strictest living conditions will be hit the hardest. depending on how long the change in climate lasts, this portion of species-A will be reduced. the average of the population may not encounter as much of a problem. two things could happen here. either they can outlast the change in climate, or the change in the climate still falls within their livable range. At this point we still have the same species, with slightly augmented characteristics. while some small portion of the population has died off, the species has survived overall. under more extreme situations, like an ice age or something, the species could be forever altered. this would happen because only a small portion of the population of species-A can withstand harsher climates with respect to its normal climate. that small portion will then be the future of the species.
now lets take a look at a different scenario. lets assume our species-A has been very successful in its home environment. So successful, that the species needs more resources to sustain its population growth. this means that the species will have to seek out new environments in which to extract resources. But new environments may have different average climates than species-A's home environment. as the species spreads into these new environments, not all members will be successful. for the small portion which may be successful, each generation will reinforce that portion of the population with more successful members. eventually, the ability to withstand the home climate will become more of a recessive trait. this will create a new average amongst those successful members of species-A. it is at this time, we could call this successful portion of species-A, now species-B. This is an example of diversification by adaptability to new environments.
furthermore as portions of the population die off, the distribution is altered. to accommodate for this, each successive generation that follows could reintroduce the failed portion of the population as the the species rebounds.
while this all might sound complex, it is pretty simple. we used just a few variables here. population size, population climate characteristic distribution, and some markers for failure and success.
| Topic: Math Gamer | El_Noumo
Replies: 11 Views: 947
| Search in: Get Involved Subject: Math Gamer Fri Aug 06, 2010 4:20 pm | basically, given the the initial conditions of the universe, a conscious understanding of gravity is inevitable. regardless of the path the universe must take to get there.
entropy is a big big player in the evolution of the universe and us. so it would be no surprise to eventually see our universe sifted back down to nothingness. time as a timeline is an artificial approach to measuring change over time. with respect to entropy, some systems move slower or faster through time than others. | Topic: Math Gamer | El_Noumo
Replies: 11 Views: 947
| Search in: Get Involved Subject: Math Gamer Fri Aug 06, 2010 3:58 pm | i assume the universe isn't a closed system. i'm definitely a subscriber of the multiverse theory. | Topic: Evolution in Gameplay | El_Noumo
Replies: 131 Views: 10842
| Search in: Evolution Subject: Evolution in Gameplay Fri Aug 06, 2010 12:29 am | well, most influences on evolution come from completely random events which alter the environment a species inhabits. so rather than focus on every facet of every kind of event, you can approximate it. this approximation could be handled by constructing a noise term which embodies a type of random process, like weather. that noise term would then simulate every random change in the weather over time and how it affects the evolution of species. a species could then have certain attributes which could be beneficial or detrimental given whatever weather conditions the noise term produces. another example of a noise term would climate.
the best kind of noise utilizes brownian motion. brownian motion is a stochastic process. a stochastic process is a set of events which occur one after another. each event could have multiple outcomes depending on some probability. for example, rolling a die over and over is a stochastic process.
its how the noise interacts with the species which could model minute changes in a species evolution. this can happen because the species you create in an editor may only represent the average of the population, where in reality there is diversity within a species. its the diversity which allows a species to survive random processes. this is why a population must be represented by a probability distribution. the best distribution to use is a normal distribution(bell curve). while it is an embellishment on reality, its a close enough approximation for the distribution of characteristics throughout a single species.
let me know if you need further clarification. i would be happy to help! | Topic: Math Gamer | El_Noumo
Replies: 11 Views: 947
| Search in: Get Involved Subject: Math Gamer Thu Aug 05, 2010 9:18 pm | my entire purpose in life is to use math and physics to understand how all evolution works. so it is no surprise to see me here now! I am currently enrolled in graduate study in Applied Math. My first hurdle will be to show how to seemingly isolated systems can evolve independent of one another according to the same rules. At least, thats what I'm going to sell my advisor. Unfortunately, the Department does not have enough folks in my field, so I may be forced to settle for less until I enter a phd program. I have been avidly pursuing an understanding of evolution for a long time. So I would be more than happy to give advice where possible on this project. If you are interested in my ideas in evolution, please checkout my blog. I have not updated it in awhile, but I will at some point. your best bet is to start with the first post and work your way up. http://dynamicsinevolution.blogspot.com/ | Topic: Evolution in Gameplay | El_Noumo
Replies: 131 Views: 10842
| Search in: Evolution Subject: Evolution in Gameplay Thu Aug 05, 2010 8:51 pm | Hello. I'm a graduate student in applied mathematics. Ever since I learned of evolution, I have been fascinated by its complexity. It is my life's passion to explore and understand how evolution works from a physical perspective. I wish to complete this task by studying and applying mathematics to explain how systems evolve. So when I stumbled across this project, I could not help but add my two cents.
You do not need to account for every variable to replicate pure evolution. most variables only affect the outcome very slightly. so many of the variables could be grouped into a generic noise term. Brownian Motion is a good candidate for a noise term.
The act of evolution can be simplified by reducing a system down to a probability distribution which represents a diverse population, and the environment for which population exists in. The environment does not have to be a geographically location, but simply a given resource needed for survival. evolution can then be measured by how much the population influences, or is influenced by its environment. i.e. a predator-prey model. You can even use this way of modeling evolution, to evaluate non biological evolution. For instance, if government was a species, what is its resource? Taxation is the first thing that comes to mind. Using resources as a measure for viable evolutionary changes is an ideal way of incorporating natural evolution into gameplay. If the species you create is too good or too poor at gathering resource, it will be reflected by how stable its population growth is. furthermore, since the population is represented by a probability distribution, there will be a given amount of failure and success within the population. It is the successes which drive the process of evolution. with this method, you can insure that the creature you released into the environment at one stage of evolution, is not the creature you will end that stage of evolution with.
The editor for such a game should not be used only to create something cute or vicious to then dominate your resources with. rather, it should be a save point by which you can prepare for the next evolutionary challenge. editing your creation should be limited by how well your creation performed in the last stage of evolution. some kind of experience point system could be viable here. the point being that you must take care in editing your creation, before releasing it upon the world. | | |
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