Food decay [enhancement] #60
Replies: 3 comments 9 replies
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I agree. Without food decay, this "real state" problem caused by excessive copses greatly reduce the viability of a large number of environment setups. I can't code but I imagine it would be costly, CPU wise, to track each food pixel "age" for decaying purposes, but I think a "chance" based mechanic would be easy to implement, with light CPU cost. |
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See https://github.com/xkortex/LifeEngine/tree/xkortex/60-food-decay for trying this out. |
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Like you pointed later, the solution would be finding a "default" decay parameter that will be the "starting point" for this mechanism. Unfortunately I couldn't run your code because I have no idea how to do it. I downloaded the ZIP file, extracted, run the "index.html" with a browser, but only a faulty and buggy version of the original interface opened. |
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The only options we have to control food is producers, randomized spawning and the option "food blocks reproduction"
Unblocking reproduction inevitably results in a highly optimized space filling sedentary producer evolving. With only one or two killer cells they can stop predetation by movers and shape their environment. I call these 'thorns'. They no longer need movers to clear out dead thorns, and can block the reproduction of movers by either killing them or just taking up as much space as possible.
The other binary alternative is to have food block reproduction. This tends to lead to die-outs of vegetive producers. Movers either evolve into omnivores that can prey on both vegetive and mover life, or evolve into "fructivores" that only take excess food produced by plants. Fructivores are exceedingly rare however, as they're only distinguished from omnivores by the presence of a single cell which greatly increases their individual fitness. You can shorten the lifespan of organisms to prevent excessive predetation by movers, but that significantly limits how big organisms can get and consequently works against the rise of fructivores that require complexity.
There's also the rare but possible extinction scenario with 'movers can produce food' of a highly optimized space filling mover gradually covers the map in corpses, running out of space.
I think the solution is a food decay mechanic. Food decay in seconds would allow some predetation by movers without the plants needing them to survive, as they can continuously repopulate decayed regions if movers don't clear it out in time.
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