cuboidAI by JH
Important: You should read the readme.txt file coming with the game.
Short description:
cuboidAI is a real evolution simulator. 'real' means that it uses the principles of evolution to let the creatures (alias colored blocks in the game) learn stuff. Change various parameters of the world and watch how the creatures react on the changes over time. Nothing is predefined, if the creatures suddenly avoid worms then this is because evolution thought them to do this.
There is no final objective in this game. It is open-ended. The longer you run the simulation the smarter the blocks should get. Unless you are starving them or unleashing an armada of deadly worms onto them, which would reset the evolution process.
Short description:
cuboidAI is a real evolution simulator. 'real' means that it uses the principles of evolution to let the creatures (alias colored blocks in the game) learn stuff. Change various parameters of the world and watch how the creatures react on the changes over time. Nothing is predefined, if the creatures suddenly avoid worms then this is because evolution thought them to do this.
There is no final objective in this game. It is open-ended. The longer you run the simulation the smarter the blocks should get. Unless you are starving them or unleashing an armada of deadly worms onto them, which would reset the evolution process.
Ratings
| Coolness | 87% | 2 |
| Overall | 3.15 | 270 |
| Audio | 2.17 | 454 |
| Fun | 2.23 | 610 |
| Graphics | 3.13 | 291 |
| Humor | 1.64 | 530 |
| Innovation | 3.41 | 149 |
| Mood | 2.38 | 506 |
| Theme | 4.10 | 21 |
http://www.youtube.com/watch?v=AUXc6mckGLE
(download link in the description)
Sorry for the shameless plug of some random thing I found a while ago, but this concept definitely reminds me of it, and I feel like you might get a kick out of it :P
Audio and graphics are minimalistic, but well done. They create a smoothly ambiente.
panzermancer:
It uses some really advanced OpenGL stuff. If your gfx is old it possible has trouble rendering stuff. But there is a weird trick that could help: Hold the F6 key while starting the .exe, the game should launch in window mode. Maybe that helps.
Vordux:
The source code is a mess. :P Mutation and chromosome code is mostly in eCreature.cpp and eWorld.cpp
But there is a file that comes with the game "doc\ai_concept.txt" that explains the basics of the chromosome stuff.
I'd love to see a feature where you could inspect an individual creature to see their code and follow. I'd also love to see a debugger where you could watch a creature execute their code an see the decision making process.
This is definitely a game where I need to poor over the code.
Fun to look at, but I don't know that I'd call it a game, per se. Graphically it's pretty well done.
@Cthulhu
If you let it run for a long time, set the mutation parameter to something between 0.5% and 1.0%. Lower mutation decreases the speed of the evolution process but makes sure that 'breakthroughs' don't come with deadly side effects. I know it is possible to train the creatures to avoid 1000 worms with a food parameter as low as 10, I was able to do that a few times. You could try that.
You can also just try to get the food parameter as low as possible without killing them. This forces them to learn intelligent moving patterns.
Maybe I will work on an post-compo version with more stuff. I do have a lot of ideas (placeable walls, worms can evolve too, attacking, 3d terrain, editor for modifying creatures - to name just a few)
Fun fact: Although the creatures do have some kind of memory (unbelievable 16 bytes) they hardly ever use this feature to remember stuff over multiple steps. But I was able to get them to remember their movement direction once, where they started to turn around when they met a worm instead of just waiting for it to pass.