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| Couple quick ideas | |
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+14Pezzalis roadkillguy Falthron koiboi59 Invader YourBreakfast PaperGrape US_of_Alaska GamerXA Agrestrife Poisson The Uteen ~sciocont Bashinerox 18 posters | |
Author | Message |
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roadkillguy Experienced
Posts : 528 Reputation : 17 Join date : 2010-08-25 Age : 31 Location : Rhode Island
| Subject: Re: Couple quick ideas Tue Sep 21, 2010 9:33 pm | |
| The sum of the total muscle mass floats?
It would NOT take into account where they are positioned. | |
| | | Pezzalis Regular
Posts : 260 Reputation : 6 Join date : 2010-08-07
| Subject: Re: Couple quick ideas Wed Sep 22, 2010 1:36 am | |
| - Bashinerox wrote:
- I dont know why i keep making it posssible to dodge the quetsion, so i'll be short and sweet this time.
Please complete the following:
- Code:
-
fitness =
I really hope this doesnt count as dodging the question... But what kind of fitness? It really depends on the creature itself, and what sort of environment it lives in... The game records the most common actions performed by your species. Common Actions that are essential to survival (Possibly marked with certain notations in programming) ie. escaping from a common predator (Lets say in this instance, up a tree), locating and eating food, locating and successfully mating, etc The game must also somehow analyse your structural fitness to suit these essential actions. I will go over this later. The essential survival actions which are most commonly repeated in each generation are the ones that determine fitness. I only have time to cover one particular area right now, Im not sure if its on the right Track... But here. Digestive Fitness.Heres a small vague concept to determine digestive fitness... Or more or less Metabolic/Chemical/Enzyme fitness. - Spoiler:
Efficiency of digestive system. This could be determined by the structures of the internal organs and the common sources of food. What digestive acids/enzymes are being used? What is the main food of the species? Is there a particular 'leveling/rating' system of the internal organs.
For basic digestive acids/enzymes and food sources, they could be randomly generated which could simplify things a bit...
IE.
Say there are a list of 100 or so compounds, all of which match up with 100 or so Enzymes. Creatures with Enzymes 1-10 can digest food sources with Compounds 1-10.
A creature with Enzyme 3 can eat a food source with compound 6 and gain a proportianal amount of energy, realative to the difference (in this case, 3).
A Creature with Enzyme 5 that feeds on a food source with Compound 5 will gain the maximum amount of energy possible from that compound.
A Creature with Enzyme 5 will not be able to get an enregy gain from a food source with compound 11 or higher. (This could be a good way to distinguish betwen herbivores, carnivores, etc)
Thought (Not sure) : Possibly a creature eating a food source with a compound-enzyme difference of say 30+ would recieve an energy loss...?
NOW The game determines the most eaten food source from previous and current generations and labels it the MajorFoodSource. The Game should Also label say 2-3 Minor food Sources, from other frequently eaten foods.
SpeciesStomachEnzyme=Enzyme24 MajorFoodSourceContent1=Compound28 MinorFoodSourceContent2=Compound29 MinorFoodSourceContent3=Compound26
The major food source Compound/Enzyme difference could have more of an effect on the digestive efficiency than that of the minors. So The differences in Compound Enzymes here are... Major: 24<-->28 = 4 --x2 to apply for Major--> 8 Minor1: 24<-->29 = 5 Minor2: 24<-->26 = 2 So... DigestiveEnzymeEfficiency= (1.00-0.08).(1.00-.05).(1.00-0.02)= 0.85652 So about 85.6% Efficient. SO Energy Gained from Food=(FoodEnergy).(DigestiveEnzymeEfficiency).(AnyOtherVariablesRelevant)
If this species attains a random mutation which changes its enzyme to be more central or closer to its major food source compound ie. Enzyme28, than the fitness of the species digestive system will rise.
That is just a possible physiological concept on determining the fitness of the digestive system. It could be done internally. I guess there are more things to add to this but its just a possible concept of how such a fitness percentage could be determined. A creature with a higher % is more fit.
So in that case, Digestive Fitness= % of Energy Gained from food. Digestive Fitness=(DigestiveEnzymeEfficiency).(AnyOtherVariablesNotYetCovered) A creature with a higher % is more digestively fit than one with a lower %. As for a master fitness code, relating to my previous concept on repeated Essential Survival Actions. In this case ActionTwo For example could be the DigestiveFitness value, as most species would need to eat. or attain some means of energy to survive. For species without digestive systems it could be PhotosyntheticFitness etc. The other actions are commonly repeated and essential survival behaviours. There should probably be more than 5. Some others for example which I havent covered could be: PredationResistanceFitness (Factors: Evasion, defense, awareness, etc) SO Fitness= (ActionOne).(ActionTwo).(ActionThree).(ActionFour).(ActionFive).(CommonEnvironment) As these Action Values will be a %, when multiplied together you should get a final % Value. This value determines the overall fitness of the creature. A Creature with a Fitness of 76% will be better at surviving than a creature with a fitness of 65%. If a random mutation allows for an increase in total fitness % then your creature is more fit. Hope this helps in anyway possible | |
| | | Pezzalis Regular
Posts : 260 Reputation : 6 Join date : 2010-08-07
| Subject: Re: Couple quick ideas Mon Oct 18, 2010 1:03 am | |
| Just gonna dig up a concept I had a while back... Its a counter theory to evolution, to explain why many mammals share homologous organs. But the theory is total rubbish its the idea that was inspiring. - Spoiler:
They thought that most of the species on earth had been modified from "Stock forms".
IE the reason that most land vertebrates share homologous limb structures is because they all came from the same original structure created by God, which he modified to create the species we see today.
For example, he'd have a "Stock Mammal Template" Which while maintaining the structure, bone config etc he would create entirely different species.
For the sake of the concept, we minus the god and somehow (I have yet to think about it) Smoothly incorporate it into game play
I'm not entirely sure where this idea could go - I am sure its full of holes- I don't have much idea on programming but heres a basic application...
If you were to for example have "Stock Meshes (Or Stock Share Codes)" For certain creatures that contained the same bone/limb structure, same organs, with concordant yet malleable behavioral traits... If you were to say have 50+ of them.
How abouts the game selects one of these stock templates (Or the player could select one - [sketchy]perhaps your multicelluar organism begins to morph into this stock shape[/sketchy] From here such changes are made depending on selections against your species.
IE. If you try to escape from a predator but are too slow then the stock template is modified to give larger limbs, stronger muscles etc. If you are eaten by a crushing jaw of an organism several times, the template will attain harder skin and develop a tough epidermis
These meshes.templates could be readily, directly or randomly modified during the evolution to create vastly different variations of the original template. (Think say the difference between a seal, human, giraffe and a bat, they all share the same basic structure but are all very different species). Changes would be things like muscle increase, bone sizing/moving, organ modifications etc
Your creatures template could be selected and gradually change over time depending on your species ancestors and essential survival behaviors and necessary functions etc.
Its more or less a thought for now, but it could possibly provide a concept to counter the whole ugly efficient creature dilemma.
I haven't really thought much about programming through any of this, but perhaps you would know if any vast modification of the idea is possible Don't worry, I don't expect that it is!
Thanks
Stuff in bold = Basically I have no Idea if this useful whatsoever thus it is bound to be full of holesBut this is the major kicker to this "concept": These meshes/templates could be readily, directly or randomly modified during the evolution to create vastly different variations of the original template. (Think say the difference between a seal, human, giraffe and a bat, they all share the same basic structure but are all very different species). Example Pic: - Spoiler:
Thanks for reading anyway :] | |
| | | GamerXA Regular
Posts : 285 Reputation : 12 Join date : 2010-07-06 Age : 36 Location : Australia, Queensland
| Subject: Re: Couple quick ideas Mon Oct 18, 2010 5:56 am | |
| It's Definitely a Good Idea in concept, but it may end up just a little too Earth based. After all, pretty much all land vertebrates evolved from the same Fish, and so body plans would be similar. On another planet if Oxygen was high and gravity low, something similar to Crabs may show up as the dominant land Organism. | |
| | | Lukas99 Newcomer
Posts : 41 Reputation : 3 Join date : 2010-07-07 Age : 29 Location : Error 404 location not found.
| Subject: Re: Couple quick ideas Sat Nov 13, 2010 11:22 pm | |
| Okay while I'm explianing this please remember I'm an idiot. Fitness is not the only key to survival. Therefore I'm not going to bold, a much better word is.... um.... Survival..ah...Keys... Survival KeysOr better yet survival variables (this is not on a one way train to lamarkian, bear with me). Every object would have variables, these would be put into the program and interact with other varibles and this would give you the animals chance for survival. Thats the simple explantion here is the in depth version: Variables will be code in every object that has an effect on another object (within reason). But these need to be broken down into variable groups as such: Organic Organic variables will depend ont he parts on the creatures, such as muscle mass, and organs, but also skin and eyes. So, say the legs muscle mass (represented by a nunmerical variable) isn't enough to support the mass (also represented by a numerical variable) of the creature, it would be crippled imdeatley. But also if the muscle mas was so great that the energy it needed to survive (represented by a variable) is more than the capacity of the stomach (also a variable) it would also die. I'll explian more on how thes variables interact with the surrounding later. Planetary Planetary variables will be such things as oxogen content, gravity, and atmosphiric things in general. These variables will act as a sort of physics engine that can tell wither a creature can exist or not. Example: The gravity is X but the creatures muscle can only support Y, the creature dies. These principles would be the same for flora. Climate Climate variables control the temperature, weather, and will greatly shape the ecosystems of the planets. Example: the temperature in this area X-Y, but your creature can't stand temps above W, so it dies. Or the plant that you survive on can't survive in this area, but I'll get more on that in...... Ecosystem The ecosystem is very very importent, it has variables such as flora, and predetors. The thing about your ecosystem variables is that they are directley related to all the other variable, and the auto evo-system (patcience, all will be explianed, hopefully). I'll give an example of the ecosystem variable in effect. Your little ingsignifican't creature can't handle even the lowest predators (this variable is found by seperating the different variables of the preadators that are close together in numerical order and averaging up these different groups into classe of predators. This would be done with all animals to form a food chain), and also can't reproduce fast enough (variable) to keep up with the predators. You then start to notice that you see your specieces less and less, and you are dying more and more until your species is extinct. Now these variables all sound a little lamarkian, but ere is the part you've been waiting for: How This Affects Auto-Evo Auto-Evo will be a program that randomly changes certian variables on a creature. It would also sometimes change the phsical apperance of the animal, which cause a problem. Like Bashi said math sucks at art, but thats why the body lay out of all animals will be relativle the same, but you will shoose this layout.
Last edited by Lukas99 on Sun Nov 14, 2010 6:33 pm; edited 1 time in total | |
| | | ~sciocont Overall Team Lead
Posts : 3406 Reputation : 138 Join date : 2010-07-06
| Subject: Re: Couple quick ideas Sat Nov 13, 2010 11:59 pm | |
| Excellent post. that's pretty much how I think we could work it. | |
| | | Pezzalis Regular
Posts : 260 Reputation : 6 Join date : 2010-08-07
| Subject: Re: Couple quick ideas Sun Nov 14, 2010 1:00 am | |
| @Lukas: Brilliant
I would assume that each creature in the ecosystem would be given a bunch of variables depending on its total survival chance, its diet, its ability and size etc and from this its place in the ecosystem would be determined?
I would imagine that this kind of calculations shouldn't be too hard for your average processor. It sound very feasible too
Great work | |
| | | Lukas99 Newcomer
Posts : 41 Reputation : 3 Join date : 2010-07-07 Age : 29 Location : Error 404 location not found.
| Subject: Re: Couple quick ideas Sun Nov 14, 2010 6:35 pm | |
| For refrence I meant that this was not on a one way train to lamarckian.. | |
| | | toxiciron Newcomer
Posts : 73 Reputation : 0 Join date : 2010-10-06 Age : 31 Location : coLation
| Subject: Re: Couple quick ideas Thu Jan 27, 2011 1:20 am | |
| I tried my best to read as many of the posts Bashi wrote and replied to as I could (He's in charge of all the coding, right?), but there are six pages of wall posts. PLEASE excuse me if I repeat something someone else said, etc.
I think that a Darwinian Evolution is pretty much impossible, and quite literally much the same as Lamarckian in the long run. On top of that, I would think Lamarckian is twenty times easier to code.
All programs need variables to determine... everything. I am highly suspicious a computer cannot make them on it's own, so just having a shizload of variables that are all called on at staggered time intervals would be the most efficient form of Lamarckian. Just have a list of them so massive that everything can be unique, but they would have to be equally balanced so as to not have one sided evolution all the time.
EDIT: Sorry, it's late, I'm working last minute on some school projects, and I've had too much caffeine. Let's say you have a cell. It has variables - wall length, wall thickness, wall bendiness, and a zillion others. Maybe the computer could further define how these would affect the cell BEFOREHAND, almost like creating a library packed with the game.
Some of these variables could be base stats, like speed, health, etc. wall thickness will, for instance, raise health, and lower speed. Remember, this is all very general. There should be more stats, like resistance to disease and such. If any of this needs clarifying, I will try.
I'm going to think about this, expand more on this later, and read any replies for people saying or "OFF TOPIC" or "ALREADY DONE A-HOLE" | |
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