Next-Gen Game of Life
SQL31337 writes "Jecology is a life simulator created in the spirit of Conway's Game of Life. It touches on many topics such as cellular automata, ecological balance, and the food chain. There is only one type of creature in Conway's Game of Life(CGoL). They reproduce, but do not mutate or evolve. They do not have to find food, but instead simply die based on scarcity or overpopulation. Jecology encompasses these aspects of ecology with a more complex simulation, but retains much of the elegant simplicity found in CGoL. Jecology is not merely a life simulator, but an ecology simulator. It is also an example of a complex system arising from simple rules, as described in A New Kind of Science. Screenshots and info about Jecology here."
Even when people like Ray Kurzweil actually take Wolfram's work seriously they conclude that he's written the biggest book about nothing to ever lay claim to the title of Science. Nothing "new" or worthy of the title of "science" came out of Wolfram's 10 year hiatus into cellular autonoma. Certainly nothing useful or enlightening either. However we did get to tolerate his smug superior "I invented the universe" style for 1488 pages.
How we know is more important than what we know.
I mean that the physics of the ruleset can be used to implement a universal turing machine. See this for a pre-universal example.
This means, of course, that the game of life can emulate itself. An open question (as far as I know) is whether there is a more efficient emulation method that takes deeper advantage of the rules, rather than passing through a "general computation" layer.
I've had this sig for three days.
I hope you know that I'm currently getting geared up to spend endless hours with xlife (again), when I should be doing more productive stuff. Thanks alot, buddy. ;)
I made loads of notes back when I had an Atari ST - the idea was to basically have a scrolling shooter with lots of aliens travelling around the landscape. The aliens would breed and through survival of the fittest they'd get stronger - the player would essentially be the force of natural selection....
Maybe it's time to revisit the idea.
I like the eye-candy aspect of it, though. Maybe you could port it to OpenGL. :-)
"A language that doesn't affect the way you think about programming, is not worth knowing" - Alan Perlis
complex behavior from a simple model? That just sounds like a parameter-sensitive system of differential eqations. Am I missing something? A "complex" ecological system (or any other system) is normally modeled well (or well enough) over a set of conditions with a linear second-order system, and if it isn't, there exist well-tested tools for nonlinear analysis for high-order systems.
filter: +3. Hey, look! all the trolls went away!
If it is a real "ecology", where is the waste recycling? When a higher level creature dies, it is a large collection of useful energy. In real life something would evolve to eat the corpse.
I'd like to see whether this sort of system would develop "lichen" (combination of fungus and algae), or other perpetuating synergies.
Have you looked at Thomas Ray's Tierra simulator? I saw results from that in the early 90s when he was at U. Delaware, and he got quite complex behaviour from a few simple rules, and a single parent organism.
One of the interesting byproducts of Tierra was that one of the first organisms to evolve was a more optimzed version (fewer instructions) of his hand made one, which then went on to give rise to parasites, anti-parasites, predators, etc.
the more accurate the calculations became, the more the concepts tended to vanish into thin air. R. S. Mulliken
It is *far* too enjoyable knocking out a couple cells on that and watching the entire thing collapse =/
But this is all kid's stuff. Such experiments can be much more interesting nowadays, with the power of computers as we have now. A student of mine studied the evolution of morals in a similar society. His program isn't online yet (will be soon, I guess), but his thesis is.
SimLife is a better analogy.
I actually own the original DOS version and still have the manual and everything. One thing SimLife teaches you is that it's really hard to build up a complex ecology in a confined space. If you use the smaller maps, it's almost impossible to get carnivores to survive. There's simply not enough room for them. If you use the largest maps, I've been able to get some stable carnivore populations, but not a ton.
Fruit trees are also darn difficult to get to spread (because they require animals), whereas grasses are very easy (as they spread on the wind).