(no title)
urav | 1 day ago
Werld's room has walls. The graph topology, energy mechanics, metabolic costs, seasons, those are all design choices. But those are the physics, not the behavior. I chose the laws of nature, not what agents do with them.
Whether they cooperate or attack, broadcast or stay silent, grow complex brains or prune them down, that's selection, not me.
The agents also aren't randomly wired like Sussman's net — they start with minimal NEAT networks and evolve structure through survival. So the preconceptions are there, I just tried to make them physics rather than policy.
Curious how you would approach removing those from an artificial sim like this?
svilen_dobrev|1 day ago
> it has them (preconceptions), it's just that you don't know what they are.
further in this direction... the "thing" might evolve into some cyclic (or not) system. a bit like that LIFE game, emerging a tv-tennis-like ping-ponging, or whatever. How would you know there is such thing? just stats/counts do not tell. (Which pulls another freaky question - how would u notice a different intelligence/world-order/culture/resemblance-of?)
maybe feature: some stop-gap animation over world-map in time? Then, some pattern analysis over that.. History of the world, part one..
btw check these "interactive simulations", maybe some ideas about "loading" the agents with preconceptions :)
https://ncase.me/
urav|15 hours ago
I'll definitely add in the time-lapse, and some sort of a pattern detection over the agent positions/actions - shouldn't be too tough given the graph structure of the world.
for the ncase.me - super interesting way to visualise it - the polyworld example someone gave before also had a 'view' into their worlds. on the preconceptions, maybe running two parallel experiments and comparing the outputs might work best? thanks for the pointers - let me know if you've got any ideas on how to approach.