Natural Selection Simulation for 1 hour
Вставка
- Опубліковано 1 чер 2024
- This is an hour long showcase of my evolution simulator, the life engine. No major updates, just wanted to make a neat video. Play it yourself at thelifeengine.net
SIMULATION RULES:
The environment is a grid made up of cells.
The environment is populated by organisms that are structures of cells, which perform different functions depending on their color:
Orange (Mouth) - Eats nearby food (gray blue cells)
Green (Producer) - Produces nearby food
Blue (Mover) - Allows movement
Red (Killer) - Kills nearby organisms
Purple (Armor) - Protects from red cells
Gray with slit (Eye) - Perceives nearby cells and decides movement
The goal of each organism is to eat enough food (gray blue cells) to reproduce. Reproduction can result in mutated offspring, and offspring with more valuable cell structures propagate throughout the environment.
For a more in depth understanding of the rules of the simulation, go here: github.com/MaxRobinsonTheGrea...
TIMESTAMPS:
(0:00) Initial Bloom
(6:20) First Mass Extinction
(18:40) Second Mass Extinction
(30:30) Blooms and Die-offs
(48:38) Extinction of Movers
(50:20) Re-evolution of Movers
MUSIC CREDITS
The Acolyte:
/ user-82623269 - Наука та технологія
I've been running a max size simulation in my browser with rendering off for a couple days now. Here is what I've noticed:
The environment is mostly dominated by "thorn bushes", stationary passive food producers with one or two killer cells for defense, and "beetles", small armored movers that crawl between the bushes looking for food.
There are also a few empty plains dominated by predators, and thornless "ferns" that live in small forests where they are safe from killer organisms.
There is a nice amount of biodiversity among these types, especially the predators.
Any large species? I feel like they way the cells work in this simulation make large species unviable. Large species can get caught on food particles easier and have a harder time reaching food as a result, at the same time they are much more vulnerable to being hit by killer cells.
@@TheRealToaster2 Without editing organisms, I actually managed to find really large species by simply manipulating Simulation Controls. After hours of evolution, the average size of my species is around 25 cells, and the largest species has 32 cells. I also notice that "plants"(Unmovable producers) tend to be smaller in size.
@@piinutbutter4312 I found that an increase in moving species size happened when I reduced the lifespan multiplier. Maybe because this causes forests to be less dense?
This comment left me with the thought that an import/ export function of worlds and creatures would be really interesting. We could build a library of species
Exactly. It seems that "real state" is also an important role in the default settings environment. This favors small creatures that can somehow find enough space to reproduce.
If you reduce the "probability of producing food" setting (default:4), this issue seems to sort itself.
What might be interesting is adding distinct diets, where food dropped by sessile producers and moving consumers are different (plant matter vs meat, basically) could lead to a development of predator/prey relationships and an evolutionary arms race between the two consumer niches
Even three distinct diets. Dead producer, dead consumer, and producer-generated food.
Even though a functioning ecosystem can have producers, primary consumers, and predatory consumers with only one food type, I would like to see this implemented into the game. Adding 3 food types makes the three tiers of organism much easier to achieve and see.
A producer’s produced food should stay blue, but a dead producer’s meat should be a dark green color. A dead mover’s meat should be dark red. Certain movers with kill cells can utilize the new types of food to kill the primary consumers for more meat.
Big fan of this project considering this is literally my dream simulation. A few things I would love to see
A discord: would be very pog.
Evolutionary tree: something to track the species and see what species made what.
Thanks man and keep up the good work
@@lorddonqweetle wouldn’t be a bad idea, the bigger a creature is, the less success rate of birth is when it reproduce a sexually. Eggs that would be later and sit for a period of time would be cool.
Been wanting to add a tree of life for a long time! Will definitely implement this if I can find the time. Thanks for the input
@@EmergentGarden Sooooo......what about a poison cell?
@@lullabypoppera3914 wouldn't that just be a killer cell?
@@marceltelang7825 well, basically, if the killer cell specifically touches it, than it will do damage to the killer cell.
I discovered something, and it was super exciting, because I didn't think it was a possible mechanic at first. I thought that the center cell always had to be "mouth" type. But after running for a long time, I noticed that all the plants had the producer type for the center cell, without exception. And almost all the animals had mover for the center. Eventually, the plant balance shifted, and what I call the "s-pentomino bee" dominated, which is a center eye, mover to its right, mouths to the front-right and behind the eye, and a tail stinger.
The way that food and predators just flare up and shift around creating periods of extinction makes me wonder how earth managed to become so (seemingly) stable
I’m just a random internet guy, but I think that Earth’s ecosystems might just be on such a large enough scale that these cycles only end up taking place over extreme periods of time. But they still do happen, and I think we humans are proof of that
earths ecoystem is on a much larger scale then humans have been around. compared to others humans are young species
There are actually a few massive extinction events that happened in history.
@@piinutbutter4312 and millions upon millions of minor extinction events that happened (are happening) in history.
Because earth is more complex than a simple simulation and a "killer pixel" doesn't exist in real life.
I have been running different experiments with the life engine and what I noticed is that the most needed feature would be the ability to save and load simulations. It would make long term simulations more viable if you could pick up from where you left off and experimenting with changing settings in a well developed biome would be easier as well.
Also, this is the most fun I have had with an evolution simulator since Nanopond! (If anyone even remembers that one)
Another feature id like is better wall drawing. At least lines and a size option. Another feature could be the ability to place “pockets”, where species would get regularly copied and later spawned in so they aren’t randomly lost. Also, perhaps portals to link up bits of big maps.
@@123TeeMee till you get an rpg. a Universe playing itself from scratch xdd
They did this now :)
My favorite part is how at 51:55 on the right side, one of the new movers was able to re-evolve back into a producer (since it only recently evolved from one and still had the producer essentials) and essentially seed that barren area with "plants"
Edit: Same thing happens again on the left side at 53:28
Very impressed, exactly what I've been wishing existed. I would love to see this expanded upon somehow.
It was surprising to me to see that even after 15 minutes (all I’ve watched so far) that many producers are pretty much the same as the start, with maybe an extra producer, killer, or armor piece.
There was another artificial natural selection sim that had a series of videos on, it was made of non fixed circle animals on a grid, my favorite thing I noticed was how the populations began to differ when they are separated
First off, this kind of thing is really cool to me and you've executed this very well! I've often wanted to do something like this but I'm not a particularly great programmer.
I was playing around in the simulation and wanted to see what would evolve with only a very limited amount of food that I set at the start, and so turned producers off entirely. However organisms seem to eat more than they produce when they die, so one suggestion for a setting in the "Simulation Controls" tab is a kind of conservation of energy? When an organism dies, it drops as many foods as it took to reproduce it, plus any it had in it's "stomach"
Not sure how this would work with how you've coded this up, I just thought it would be a neat suggestion.
I'm looking forward to seeing where this goes!
This simulation deserves large community , this is best evolutionary simulation which can diverse a species in form of biological & physiological too
Yes
Agreed.
I ran a sim for 10 hours and ended up with 4 main subspecies (that i saw) of a creature i called "bottles" due to their shape. One species of bottle was purely producer with some armor and they later evolved a hunting cell. The next ones were purely hunters and contained no producer cells, mainly hunter cells, mover cells, and eyes. The third bottles were bigger than the rest by roughly 5 or so cells and had lots of armor compared to the others. The final bottles were a kind of producer that also moved, it had lots of mouths, to maximize food intake i bet.
It would be interesting to have "ecological niches" where the simulation paramètres are différents ( food production, movement speed maybe ?) to see if that boosts biodiversity.
You can do that already
congrats with ur 100th sub :p
these vids r amazing
Something fun would be a sort of waystone you can place like walls that is simply something that can attract or repel organisms. the organisms would evolve to care able it it, just like they can evolve to run away or be attracted to food. Could be fun to design environments with it.
This is amazing!
Love the music too
Man, I want to create something like this, it's so cool!
I think organisms as defined are closer to cells. I think there should be room for multicellular organisms in the system, too.
I love this channel!!
Great Job. Some suggestions for you.
1. What about evolving the Life Engine itself? What I am saying is, create a whole bunch of life engines with different rules and allow users to try different versions. The survival criteria will be user votes. Then you combine the best features of the top two choices to produce a new Life Engine.
2. Provide a magnifier that we can slide over different areas to get a closer look at what is happening.
3. Create a much greater grid area, and allow creatures to evolve to be much larger, say 20 to 30 pixels
4. Start of a sim with super smart creatures against stupid but aggressive killers - Colosseum style. See who comes out on top?
5. It would be nice to see some sort of symbiosis emerge at some point, or a parasitic setup. I think that increasing the scale and complexity might be necessary to achieve this, and perhaps multiple modes of survival.
i like how from time to time you get these walking mouths creatures
Could you add wings? So cells could cross barriers. Could make for interesting interactions. Wings should be inferior to regular movements overall as to make them niche.
Is there any way to get the data from the graphs and say, put in an excel document or something? I was thinking of doing some experiments with this.
I like your style
POV: It's my sleepover and I get to pick the movie
You should make all creatures start as an egg cell, one which resembles a mouth, then it has to be fed before it will grow. It will gradually gain more pieces as it gets fed, then it will become a full-grown version of itself.
have a ? for you is there any way you can make a Arena where ppl can pin there criters virs each other and who ever win can take there critter back to there lab to see what mutation it has made after the fight
Just wondering, what interesting species/cycles have yall evolved?
Ill list mine
a spicies which i have evovled did:
1. kill off every other species
2. populate map and slowly sufficate due to lack of space
3. evolve movers to eat food then die off
4. repeat 2 and 3
Make movers able to produce food, very interesting things may happen. What I noticed after doing that is that movers will evolve to be MUCH bigger than they normally would be.
such a good video
😊
@@EmergentGarden also I got a few sugestions:
1. saving creatures
- I am content creator and I would like to experiment with uploading this, but the thing that I would like to do is fights of viewer’s creatures, it could be saved & loaded with text file or something
2. Make more & working achievements,
the achievements are cool but idk if they don’t work or they are designed just to be there and for user to check if they have done it but it would be cool if achievement would show as completed, you could also add more of those
Saving/loading organisms is definitely next on my list. The challenges are just there to encourage exploring the simulation, and I may eventually implement actual achievements, but it is lower priority. Thanks for the input!
@@EmergentGarden cool thanks
@@EmergentGarden saving games to, my siblings like to turn off the simulation to look at UA-cam lol 😂.
To me simply a mouth surrounded by 4 corner producers did eventually claim dominance sometimes with a producer replaced by a weapon.
could you add in diffrent food types?
I wanna evolve Darvin Finces, Think of it like diffrent types of berries :)
This Is also needing fungi and water or maybe simple weather events ie rain snow wind and maybe catastrophes. Adds more "flavor"?
killer cels and armor cels op, you can make practically untouchable plants with these and have the movers die bc they have difficulty finding food.
Just an idea I heard from Donald Hoffman, in a simulation he ran he said it was not effecient to have eyes. So I'm wondering if that's related to the reasons why the simulation plays out in this way
Sometimes when I run this simulation with pre made organisms that have eyes they devolve to not have them.
I wonder if an evolving sim like this could be used to find solutions, hack systems or hunt viruses actively like food.
why do the movers die off again after blooming into a huge pile of food? it seems like they should drop enough food as they die to keep the rest reproducing.
Maybe they did not evolve back eye or good brain for the eye
What if movement depleted lifespan? (Or the other way around, if not moving increased lifespan.)
That would cause the organisms to go extinct VERY fast
Great channel! I haven't looked at the code, but have you investigated ideas like smaller organisms live shorter but require less food to reproduce?
that's already part of the game
It's already a feature.
When an organism has n cells,
It needs n food to reproduce and has a lifespan of (lifespan multiplier× x)frames.
oh i just noticed they eat their dead children
now i saw that some plants have eyes, though, they cant move so they could see their predator coming but couldnt do anything to stop them
and there is animals that grow plants on themselves, or plants that walk?
plants having eyes is a defense mechanism. Predators mostly avoid eyes, because eyes are mostly on other predators. Think of butterfly wings, and how they sometimes look like eyes.
There are animals that grow producer cells on themselves, but most of the time these are useless because one of the simulation parameters are that movers cannot produce food even if they have the cells for it.
1:39 ammonite shell moment
So can movers with producer cells feed themselves or not?
Only if you allow them to in the evolution tab, by default no.
What are good parameters to produce complex and interesting life forms?
I think that’s the question many programmers are trying to answer through these simulators ;)
@@TheRealToaster2 i think they mean simulation settings
Mimicry is quite interesting and can evolve as long as there are moving predators. Big moving predators appear once you set producer chance to 1 which basically removes plants. They can evolve multiple eyes and a spear of killer cells if big enough. If you want variety you need as much size as you can get, and to have large areas of different conditions. Removing plants is generally a good idea as they usually tend towards the same pattern of central mouths and production bordered by armour and killer cells, and use up a lot of FPS by being so numerous, however plants can create different conditions for small scavengers or other animals. Making movers able to produce also reduces plants I think. Mutation should be high early on, then lower to refine stuff and establish ecosystems. Keep track of the biggest predators and load them to the editor so you can restore them if they randomly die out.
Another thing about predators. If you do have plants, and scavengers eating their carcasses, you will get predators eating the scavengers but they can get swamped by encroaching masses of plants. You could theoretically create for them an area, walled off with close layers of dotted lines of wall that plants will not get through so easily but predators or scavengers will, and predators will survive behind it. Plants also have trouble with diagonal tunnels. In practise I don’t know if its possible to really separate them and even if you could it would be annoying to set up, and the rate which prey animals filter through the wall would be low
The biggest plant killer I could get was only 6 cells while I had 12-cell predators in a small no-plant world
I wish this was a game on the app store or google store!!!!!!
That'd be awesome
23:30 nyooooom
What it's "Life Engine"?
I feel that will not only be fun but maybe something you can also make some $$ with !!
True, tbh he deserves to make it cost money to play.
Where do the predators come from?
I believe what's happening is a non-predator has a chance to produce offspring which mutates the red "killer" cells, making them predators
This is explained in more detail in his previous videos
@@bman7399 Alright then!
please add a tree of life
Evolution without the second law of thermodynamics is boring. Use a reversible cellular automaton instead.
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Seek the LORD while He may be found, Call upon Him while He is near (Isaiah 55:6)
Nice, but they need more neurons.
I know right I would love to see uber intelligent behavior like many a plant that only moves when something gets near