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Post by tjwhale on Sept 1, 2016 19:47:04 GMT
Ok so we've been discussing what is going to happen in the microbe -> multicellular transition and it's pretty difficult. Does anyone have any ideas about what we could do? Basically the problem is that in the late multicellular you will design your species with muscle, bone, nerves, skin etc. These are tissues made up of many specialised cells. At the end of the microbe stage you have 1 cell which you have designed up to that point. So what would be ideal is if the player could design the different cells that are going to make up their tissues. For example make a long thin cell and have that be a neuron, or a fast swimmer to become a reproductive cell. However how do we tell if what the player has designed is any good? How do we look at a cell and say "that is a neuron which will be faster than the one you made before" or things like that. What even are the parameters which the cells should have? Like what makes a muscle cell a good muscle cell? Is it how much force it produces? How frequently it can fire? How much energy it uses? Can we get parameters for each of the different types of cell for the late multicellular? What is the full list of cells going to be anyway? Some questions which I think would help to get at some of these points. Are there differences between the cells of different animals? Like is the muscle cell of a human the same as that of a chimpanzee or a fish? What about between different types of plants? Can these differences give us any clues about their functioning? In the different human cells, for example from this list, en.wikipedia.org/wiki/List_of_distinct_cell_types_in_the_adult_human_bodywhat are the differences at a cellular level and why do they make the cell more suited for it's job? Is it almost all shape that makes the difference or are the differences in which organelles they have? If it's all shape then that's actually pretty cool because we can have people draw their cells and we can compute how good they are. If it's machinery then what machinery? Can we make a stripped down version where you can make some design decisions? One good outcome would be to offer a generic pallette of cells to anyone but make it possible to design cells which are better than these generic ones in the microbe / cell editor. (For example making your neurons longer and thinner or something like that). To sum up the question is "can you make an editor where someone designs a muscle cell (which we basically have already) and then have the computer deduce how "good" that will be as a muscle cell". All input welcome.
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The_Wayward_Admiral
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Post by The_Wayward_Admiral on Sept 1, 2016 20:32:58 GMT
In terms of determining cell viability for its job, I suggest that every feature the player can place has associated behaviors in the behavior editor.
These features would be things like Apatite excreters, myosin fibers, or acid storage vacuoles (to say a few). These would be either unlocked by interaction with the environment or available from the start and balanced with appropriate mutation costs.
The player would then edit the behavior of each cell type as it's created to make things that don't have to be bones or muscles, but can serve those as well as other functions if they can perform all desired behaviors and reactions.
Pros: Modular, easily changeable, allows for weird-as-Belgium biologies, allows for very different gameplay experiences across playthroughs, ensures that adaptations are maximally reactive to environmental situations.
Cons: High up-front implementation resource requirement, can lead to potentially LAWK-breaking scenarios, very complicated and time consuming for players.
Example: Base Cell+Myelin Coat+Axon Extension+Dendrite Extensions
If exposed to stimulus at Dendrite, Then produce current across Axon
Taking it further: Each feature could also upgrade levels, in this example a Level 1 Axon could produce a low response in affected cells, but each level higher increases its ability to carry out communication.
Edit: So I suppose this falls mostly under the latter category of Organelles determining function, but it'd be cool to hybridize it with a shape system as well.
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Post by tjwhale on Sept 1, 2016 20:40:55 GMT
Sorry I don't really understand what you're saying. What is this about cell behaviours?
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The_Wayward_Admiral
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Post by The_Wayward_Admiral on Sept 1, 2016 20:44:23 GMT
Yeah, I got excited and jumped in without explaining well. Sorry.
So I'll do an order of events and hopefully it will illuminate my position:
1) Player develops ability to go multicellular and enters the multicellular stage. 2) The multicellular stage organism editor is opened. 3) Now the player can open a second tab in the editor to create a new cell type, which begins as the base player cell. 4) Available in this tab are function parts, such as the specialized vacuoles, specialized protein bundles, shaped parts, and special excreters 5) As each part is placed in the new cell type, various behaviors become available in a special behavior editor 6) Once the desired parts are in the new cell type, the behavior editor can be opened, and the cell's responses to various stimuli can be decided independently of other cell's responses 7) Once satisfied, the player returns to the main editor to add these new cells to the organism where desired.
Edit: And sorry for editing the above post so much. That probably didn't help.
Edit 2: And in the transition to the Aware Stage organism editor, the mass agglomerations of these cells can simply use the same response to stimulus as the individual cells, only calculated over the whole contiguous structure.
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Post by tjwhale on Sept 1, 2016 21:02:28 GMT
No problem. What you are saying is very interesting.
Ok so say I want to make a muscle cell. I go to the cell editor and add these new features. Then how does the computer determine the properties of that cell? Is it now just a generic muscle cell like all the others or can the shape or placement of these new features or number of these new features let you work out how "good" it is at being a muscle cell.
That's the interesting question, moving from the cell to the tissue. We need a way of saying "making x change in a cell makes y change in the tissue". If we don't have that and every cell is generic then we gain nothing from all this complexity.
Do you see what I mean? How do you make a good muscle cell as opposed to a bad muscle cell in this system?
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The_Wayward_Admiral
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Post by The_Wayward_Admiral on Sept 1, 2016 21:26:38 GMT
I'm following. It's an interesting question that I have a lot of trouble answering for every situation.
The following thoughts are all about muscle cells, but could potentially be adapted for other types.
Let's say that there is a "strength" score for the number of myosin bundles in a cell. This strength score can be increased by adding more myosin bundles. In order to ensure that shaping is a factor, then there could be a bonus for placing myosin in series rather than parallel.
But, we also don't want players to just make 80 meter long uber-muscles.
So instead of increasing strength of the cell linearly with myosin bundles, it could be on a log scale, with linear energy consumption, so at a certain point the energy costs will far outweigh the added strength gained by further bundles, and it makes more sense to scale the cell's size/contents with its job.
In order to test its ability, there could be an arbitrary difficulty assigned to moving parts of an organism based on size or content (i.e. five hexes of cytoplasm take more strength to move than one does, or an adipose cell requires less effort to move than an osteoclast of similar size). Assuming that each function part has a behavior and a score attached to it regarding its effectiveness, then increasing the score in this way would also increase the effectiveness of a behavior.
This becomes a lot more complicated for something like a salivary cell or a neuron, but I'm certain with some thought they could be assigned suitable score variables.
So then it becomes a comparison of the cell's ability to carry out its assigned behaviors and the conditions under which it carries them out.
Example: Say we have a muscle cell with several myosin bundles in series, with a total "Strength" Rating of 12 and an energy consumption rate that is assumed negligible for this thought experiment.
In one case, this cell has to move a sensory organ that has an arbitrary weight score of 7. Because it has almost twice the strength score of the sensory organ's weight score, it can easily contract along the myosin bundles and move the target.
In another, it has to move a bone of arbitrary weight 15. Because its strength rating is less than the bone's weight it, cannot move the bone.
With a numerical comparison system of this nature, a cell's effectiveness at its job is highly subjective relative to conditions. Each organelle has several numbers that determine its contribution to certain actions (aided in some cases by symmetry or relation to other organelles), as well as the requirements for an action to be undertaken upon it.
The logistics of course are somewhat nightmarish, but in any realistic system of viability testing I assume it'd be similar.
The coding I cannot attest to, as I have never written a Lua Script, but in C++ it would be a tall ask I know.
I hope that make sense, I know that sometimes I have trouble translating thoughts to words. Let me know if anything isn't clear.
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Post by tjwhale on Sept 1, 2016 21:38:35 GMT
That I really like. It's exactly what we want.
However I think for simplicities sake the best we can do is work out how good the muscle is as muscle, regardless of what it is pulling on. The "linear vs logarithmic" optimisation is exactly the kind of thing we are looking for.
Something I was thinking is that we could offer the player a generic "muscle" cell (for example if they start playing at the multicellular or beyond) but make it sub-optimal (for example too few myosin bundles). This allows a player to create a better one by trying to find the sweet spot where the ratios are perfect. (It would probably be best if there was no "best" cell, maybe there is an optimal cell for minimising energy use and a different one for optimal strength etc, that way you can redesign for different things).
Moreover what do you think about layout of myosin bundles. Is pure series the best configuration or is some sort of lattice the best?
What parameters would define a muscle cell? Strength and energy use are great. What about time between firings? Is there some way to change that? (Not exactly sure what effect that would have on the tissue level). What about durability? (That's a big one for skin, what is the difference between say human skin and leather?)
For neurons making them longer would be good because there would be a "cells required to make x meters of spinal chord" for example, and so longer neurons would make the chord cheaper but there needs to be a drawback to that too (if the area is fixed then you can't make them too long else they will be too thin, or we could allow variable area but make it inefficient if the surface area to volume ratio is too low (which is why cells are small in the first place)).
Maybe inside a brain an interesting factor is "number of other cells connected to". Maybe there is an optimal number for that (which gives maximal brain connectivity without over connectedness) and again the cell needs to be redesigned.
Ultimately it would be best if we could show the algorithm ANY cell and have it tell us how good it would be as a muscle and how good as a neuron and how good as a bone etc.
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The_Wayward_Admiral
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Post by The_Wayward_Admiral on Sept 1, 2016 21:45:19 GMT
In reference to starting with a base sub-optimal cell, I think that's a really good idea. It could really help new players and players like me who can make only one type of rocket in KSP.
I'm working off of the assumption that the "Myosin" Organelle would already be several Actin chains and their associated motor proteins. Thusly, having them in series next to another cell that has them in series, and so on would mimic muscle tissues that I've been taught about, but quite honestly most of my education is in math so I think that the ultimate decision on the most beneficial symmetry of the organelles would require knowledge beyond any that I possess on the subject.
And thank you.
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Post by tjwhale on Sept 1, 2016 21:52:32 GMT
That's fine, this is all way beyond me. It's really important though because if there is a point where all the players cell design work becomes irrelevant and they just get given generic tissues I think ... well that's not very good. If we can make some progress on this problem then the transition will be much more satisfying.
I think the way to solve the problem is
1. Make a list of all the tissues needed in the multicellular + aware stages
2. Work out the parameters for each of these tissues (like speed of transmission for neural signals, thickness of skin or strength of muscle etc)
3. Cook up some ways of adapting the cell which changes these parameters.
I actually don't think this is impossible, it just requires a bit of biology and fudging. Really it's just a map from the set of all possible cells to the parameters of the different tissues (so for any cell you can say how good it is at being a muscle, etc). Energy use is a really important one as how well you use your energy is a huge part of the multi stage.
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Post by Longisquama on Sept 2, 2016 0:10:47 GMT
It would be really cool if the new organelles and structures were obtained after certain improvements of existing organelles in the original cell, which could be even unlocked in microbe stage, but not really functional. For example, maybe myosin fibers could be an improvement unlocked in the Endoplasmatic Reticulum ( as it is the organelle that we have more closely related to protein production?). Maybe the neurotransmitters producers are an evolution of the agent producer (maybe neurotransmitters are an agent?). That would imitate real evolution, and more or less how it really happened in real life.
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Post by Longisquama on Sept 2, 2016 0:12:45 GMT
All of the above coming from the assumption that organelles improvements will be a thing.(I saw it in the dev forum, but ...?)
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The_Wayward_Admiral
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Post by The_Wayward_Admiral on Sept 2, 2016 0:17:24 GMT
tjwhale I've given it some more thought, and when it comes to tissue types, I think I can provide a suggested list (and some parameters). If you look at the cells in the human body, most of them fall into five categories (four given to me during a biology lecture and the fifth I decided upon afterward for reasons that will be clear): 1) Muscle Cells: Cells that can be further divided into Smooth, Skeletal, and Cardiac groups, and is fairly self-explanatory. 2) Neurons: Also fairly self-explanatory. 3) Connective Cells: Cells such as Fibroblasts that work to form the connections between other tissue types (apparently osteoclasts also qualify). 4) Epithelial Cells: Cells that form the skin, as well as the lumen of most hollow organs. 5) Non-Conformist Cells: I couldn't figure where endocrine, exocrine, or germ cells fit, so I think they deserve their own category. So I would argue that that's a fairly simple yet inclusive tissue list that would allow for simple algorithmic checks while also ensuring fidelity to biology. BUT! Plants. So I would also suggest: 6) Thermoplast Cells: Cells containing thermoplasts. 7) Chemoautotrophic Cells: Cells supporting chemosynthesis. 8) Photosynthetic Cells: Cells containing chloroplasts. 9) Non-animal, Non-conformist Cells: Things like tracheids, vessel members, and other things that make up Xylem and Phloem. ------------------------------------------------------------------------------------------------- Parameters: 1) Contractile Strength, Chance of Rupture, Rate of Fire (cardiac), and probably a lot I'm missing 2) Rate of Fire, Energy Efficiency, Sensitivity, and maybe there should be qualities for the subsets of sensory neruons 3) Tensile Strength, Elasticity, Shear Strength, and DEFINITLY a lot I'm missing 4) Selective Permeability, Elasticity, Shear Strength, etc. 5) Potency, I don't really know what else to put here 6) Heat Capacity, Storage Capacity, and maybe some others 7) ? 8) Storage Capacity, Electron Transfer Efficiency, Photosystem Efficiency, Citric Cycle Type (don't know how much we care about CAM plants) 9) ? So anyway, not entirely comprehensive, but I believe this represents an okay start to the first two questions above.
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Post by ThreeCubed on Sept 2, 2016 4:30:33 GMT
Is it possible to suggest like, you know how the organelles (I think) are planned to use a grid system to determine what they're good at and specialize in? Cant we do that for basic cells such as like, "Oh you're a muscle cell well you have these parameters" and "oh you're a neuron well you have these qualities" sort of thing? Like obviously it would be a bit complex for a grid but it can make generating creatures easier if you specify say, "Arm region" "Leg region" Etc. And let it generate accordingly?
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The_Wayward_Admiral
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Post by The_Wayward_Admiral on Sept 2, 2016 22:44:36 GMT
I devised some sub-divisions for the tissue types I suggested, perhaps as a secondary check following the primary classification.
1) a) Skeletal Muscle b) Smooth Muscle c) Cardiac Muscle 2) a) Motor Neurons b) Cognitive Neurons c) Sensory Neurons* 3) a) Bone Cells b) ECM Cells c) Facilitator Cells d) Adipose Cells 4) a) Dermal Cells b) Epidermal Cells c) Absorptive Cells (Digestion) d) Gas Exchange Cells e) Absorptive Cells (Hydration) 5) a) Agent Secreting Cells b) Hormone Secreting Cells (Adrenal) c) Excreting Cells** d) Hormone Secreting Cells (Circadian) e) Digestive Aid Cells f) Hormone Secreting Cells (Reproductive) g) Germ Cells
*There are a LOT of different sensory neurons types, with some remarkably different physiologies, so this bears further classification
**I definitely think this needs expansion, but I'm not sure what to consider
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Post by timetraveler22 on Sept 3, 2016 14:31:16 GMT
On a side note, will you see other species reach multicellular around you, before you change? Like, you'd be around the end of the single cell stage, but other species have advanced before you, so you'll start to see a mix of both multicells and single cells mingling with eachother.
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Post by ATP Kraken on Sept 3, 2016 20:58:34 GMT
On a side note, will you see other species reach multicellular around you, before you change? Like, you'd be around the end of the single cell stage, but other species have advanced before you, so you'll start to see a mix of both multicells and single cells mingling with eachother. Depends if you have checked "allow organisms to advance past you" and you're slow on the multicell draw.
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Post by alohameanshello on Sept 4, 2016 15:39:25 GMT
Personally I think we should cut the Multicellular Stage altogether. I think most players would want to transition from Microbe to Aware. I mean isn't strange to have a Microbe RTS stage and then transition to a real-time RPG? I think we should just merge the Multicellular Stage into the microbe stage.
In my scenario when you reach the "multicellular" threshold, the microbe editor no longer has organelles, but specialized cells for your creature. The Aware Stage should begin during the Cambrian Explosion, and you start as a simple flatworm with a mouth, anus, and symmetry. From there your worm will diversify and offshoots of your creature will become the various phylums of animals.
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The_Wayward_Admiral
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Post by The_Wayward_Admiral on Sept 4, 2016 18:46:03 GMT
I respectfully disagree. It is a bit of a jarring change in tone, but the same can be said of going from organism RPG to Society strategy mode. And I'm certain that many will find it tedious or somewhat esoteric in nature. These are very real problems that have to be considered in the design process.
When it comes to Multicellular though, I think its inclusion is important for several reasons. Firstly, it feels like an natural progression of story, even if the gameplay isn't, truly representing the small leaps that have profound impacts in evolution's history (and reminding us that organisms have been here in their macroscopic glory for only a short time).
Secondly, I would argue that multicellular does have gameplay advantages for players. In most of the aware plans that I've seen proposed, tissues will be based on the cells created in Multicelular to at least some degree. Through this mechanism, Multicelular represents an important instance of massive customization for the player.
And finally, I support the inclusion of Multicelular for the science. Thrive has its foundations not only in making a truly playable and enjoyable evolution game, but a scientifically salient one as well. Thrive is about communicating the lengthy and sometimes unglamorous journey of life in the universe, and multicellular is where small scale processes first began to affect large scale change in populations' morphology.
These are of course not ironclad arguments for the inclusion of the stage, and there are real arguments for slipping straight to Aware, but this is my two cents on the matter.
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Post by alohameanshello on Sept 4, 2016 19:22:26 GMT
Why does Serialkillerthesheep like every post including ones that contradict one another?
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Post by serialkiller🌴 on Sept 5, 2016 16:14:45 GMT
Why does Serialkillerthesheep like every post including ones that contradict one another? I just like every post that's well written and interesting . I don't have an opinion on this topic 
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