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hi
Aug 8, 2017 22:06:00 GMT
via mobile
Post by crodnu on Aug 8, 2017 22:06:00 GMT
Welcome!
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Post by crodnu on Aug 8, 2017 0:59:04 GMT
There's not a lot of information about that in the wiki, but if i had to guess the stage would start when your species starts communicating within themselves in a way not dictated by instinct.
What i mean with this is: some animals can growl to one another, for example to protect their territory and exert dominance and such, and the answer from the other animal would be based on their instinct, which in-game would be determined by the behavior editor, and would be pretty long-lasting, and inmutable, being "hard-coded" into their dna.
But on smart enough species, like dogs, words can be taugth, for example their names and basic orders, and this type of communication is different from the other one in the sense that it's more dynamic: it only lasts an individual's lifetime and it can be somewhat modified during it, because it's on the individual's brain.
With this type of communication, a pack of animals could develop a very primitive language of things like "follow me", "attack", etc. by for example having the alpha yelling random gibberish and observing the reaction on its pack. Overtime, it could develop in more complex frases, like "chase that cow while i hide behind this tree and ambush it", and eventually it would develop into a fully fledged language.
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Hi!
Aug 7, 2017 15:09:53 GMT
Post by crodnu on Aug 7, 2017 15:09:53 GMT
Welcome jiggyfabba!
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Post by crodnu on Aug 7, 2017 3:05:00 GMT
i got absolutely no idea lol, but we're making a lot of engine changes so we'll wait to finish those first to maximize the chance that the bug fixes itself
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Post by crodnu on Aug 6, 2017 20:46:40 GMT
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Post by crodnu on Aug 6, 2017 19:59:36 GMT
did it crash during the tutorial, when entering the editor or when exiting the editor? also, please put your log in spoilers next time. Like this it makes it easier to scroll down
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Post by crodnu on Aug 4, 2017 19:58:55 GMT
Weird, the system should alwasy produce atp, unless you have a lot of it already (to save space). What organelles did you have?
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Post by crodnu on Aug 4, 2017 15:42:23 GMT
Welcome geneticCreation!
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Post by crodnu on Aug 3, 2017 5:18:05 GMT
and i just reached 900 posts my influence grows more and more I wonder how many of those are in the achievements thread.
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Post by crodnu on Aug 2, 2017 1:11:14 GMT
polymorph011 could you provide more information? What operative system are you using? If linux, what distro? And as mingeycratter said, where did it crash?
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Post by crodnu on Jul 24, 2017 0:51:02 GMT
Absorbing radiation is LAWK, there are some fungus in chernobyl that do just that. As for fire breathing... that's hard to tell, there's probably a lot of research on the subject already tho.
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Post by crodnu on Jul 17, 2017 14:59:29 GMT
Welcome Sumor!
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Hello
Jul 6, 2017 15:43:41 GMT
Post by crodnu on Jul 6, 2017 15:43:41 GMT
Welcome Avis!
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Post by crodnu on Jul 4, 2017 21:28:13 GMT
Your profile link doesn't work :/
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Post by crodnu on Jul 3, 2017 17:08:58 GMT
I think it would be easier to calculate the distance between two species algorithmically than trying to find out a distance (because the species could have a different amount of organelles, and those organelles could have a different size, which at least with the current setup would make calculating a distance pretty much impossible).
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Post by crodnu on Jul 3, 2017 0:15:50 GMT
I guess each genetic code is a point in a high dimensional space. The first problem is to cluster the points into reasonable larger groups and then to project that down to 2D for a diagram. Maybe it helps if you can recluster at a later time to make more sensible species groups. The second problem is what to do when two species drift apart and then come back together again. Are they then different or back to being the same? I'm not sure what you mean, i was talking about species's distance being measured by mutation points, like it was mentioned earlier in this thread. And the drifting apart and rejoining would make them different species anyway, although, as i said before, if our simulation is complex enough that shouldn't happen too much (otherwise it would mean there is some sort of optimum species that every species tends too).
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Post by crodnu on Jul 2, 2017 21:34:54 GMT
What about combining both approaches? We start with some randomly generated and clearly identifiable species (and maybe the player, if the player cell can also branch out from the player evolution). Then the cells mutate randomly, and as long as they mantain themself at X (which could be 0 i guess) mutation points from their original species's first generated creature, they belong to the same species. When they mutate nore than X mutation points from it tho, they become a new species, (with the actual mutated creature being the first generated creature of that species). After that, we could make every creature that descends from the first species and mutates more than X points from it but less than X points from the second one (and appears within some time since the second species first appeared? and/or the second species isn't extinct?) would be considered a part of the second species (if there are two species that the new creature could belong two, then we would pick the closest one). It could also happen that two evolutionary branches lead to similar species, in which case... the game would need to be more complex so it doesn't happen? :/ Finally, we could also "look back" N generations in the evolutionary chain (having a queue of ancestors of sorts), and when some of those ancestors get a significant amout of the current population as its descendents (and maybe chacking that is somewhat different from the original species too?) we call it a new species. That would allow us to (most of the time, hopefully) identify the creature where the most significant change happened, which would be kinda nice, although it sounds kinda expensive in computing power (then again the entire CPA system does so eh). Also, didn't Species: ALRE have an evolutionary tree? we could steal it get inspired by it.
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Post by crodnu on Jul 1, 2017 18:20:10 GMT
It could be randomized, but have such a high rate of appearing that you would effectively always get it. For example, the current spawning of microbes is randomized, which would mean it's mathematically possible that you never see a single microbe in hours of gameplay, however it's pretty likely you always find one in around minute max.
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Post by crodnu on Jul 1, 2017 16:37:46 GMT
Maybe a species graph like Species ALRE has?
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Post by crodnu on Jun 27, 2017 19:32:16 GMT
And you know, superhuman intelligence and access to all the human knowledge about everything. Plus i can't see a good reason to do it, it doesn't seem like a very good use for a robot.
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