NOT CURRENTLY FIT FOR HUMAN CONSUMPTION
This documentation is out of date
An ecosystem and evolution simulator
- ffplay (optional)
How to use
$ sudo apt-get install libglfw3 libglew2.0 libglfw3-dev libglew-dev ffmpeg
Grab the code:
$ git clone https://github.com/connor-brooks/ecosim.git
Enter source directory:
$ cd ecosim/src
Run the simulation:
- Insert agent:
- Cycle agents:
Behaviour of agents
Agents within the simulation constantly loose energy over time, as moving around in the environment causes energy to be burned. The only way energy levels can be increased is via consumption.
Dietary preferences of agents vary, but fall into two main categories:
- Primary consumers - Agents which only take energy from non-living entities.
- Secondary consumers - Agents which only take energy from living agents, killing them in the process.
If an agents energy drops below a threshold, death occurs. In contrast, passing above a another threshold causes the agent to split into two copies of itself (asexual reproduction).
When an agent splits, it doesn't always make an exact copy of itself. Sometimes mutation occurs. This means that the genetic code (DNA) that dictates the agents behaviours is slightly modified.
These genetic traits are as follows:
- Metabolic rate
- Vision range
- Rebirth rate
- Dietary preference
- Flocking strength
Over time, only the most successful agents are able to pass on their DNA, causing the population of agents to slowly evolve.
However, it is important to note that there is no one-size-fits-all perfect agent. For a well functioning ecosystem to exist, balance is essential. For example: the existence of carnivores is essential to the existence of the herbivores in order to prevent overpopulation, which would result in mass-starvation and extinction of the herbivores.
Traits in detail
The metabolic rate is the rate which an agent transforms stored energy into kinetic energy. This has both pros and cons. Being able to move around the environment faster allows agents to consume food faster, but also causes the agent to eat more frequently.
This trait dictates how far an agent can sense other entities. A larger vision range is generally beneficial. However, this trait has some minor downfalls, especially for herbivorous agents. For example: hypersensitivity to other agents causes fleeing from non-dangerous situations, which in turn results in reduced ability to consume.
Rebirth rate controls how much energy is stored within an agent before splitting (asexual reproduction) occurs. This is especially useful for agents with low metabolism, as it allows them to navigate the environment for a longer time without depleting their energy.
Agent's dietary preference influences what food source an agent will pursue and consume: living or non-living. For an ecosystem to be stable, the need for agents of both these groups is required.
Flocking is a behaviour in which agents form groups, or clusters, whilst navigating the map, forming "multicellular life". Paradoxically this offers both safety and vulnerability. By sharing information whilst flocking, a group increases it's memebers knowledge of other potential dangers or food. In contrast, if the group fails to avoid a potential danger the whole group suffers.
Tweaking the simulation
Ecosim provides a way to configure the mechanics of the simulation via editing the
config.h file. The process of doing so is as follows:
- Enter the
- Edit the
config.hfile with the text editor of your choice
What to change
This is entirely down to personal preference, however, most people will only be concerned with two sections of the configuration: The general agent settings, and the agent DNA settings.
List of config settings
Main world settings
DEV_AGENT_COUNT- The amount of agents to spawn when the simulation runs
DEV_GAME_FPS- Frames per second (FPS) of the simulation
DEV_GAME_FOOD_SPAWN_FREQ- How often (in seconds) to spawn food
DEV_GAME_FOOD_SPAWN_INIT- How many items of food to spawn when the simulation runs
DEV_GAME_FOOD_SPAWN_MIN- The maximum and minimum amount of food that is spawned each food spawn
Agent general settings
AGENT_RGB_ALPHA- Transparency of agent's inner cell
AGENT_VIS_ALPHA- Transparaney of agent's vision field
AGENT_MIN_VELOCITY- Agent velocity maximum / minimum
AGENT_ENERGY_DEFAULT- Default energy of agents spawned at startup
AGENT_METAB_ENERGY_SCALE(x)- The rate of which energy is burned over time, with respect to the metabolic rate of an agent (where x is metabolism)
AGENT_ENERGY_SIZE_SCALE(x)- How large an agent is, with respect to their energy (where x is energy)
AGENT_MAX_SPEED- The maximum speed any agent can move
AGENT_TIME_FRACTOR- How fast the process of ageing occurs
Agent DNA settings
AGENT_DNA_MUTATE_RATE- The maximum amount a trait can change if mutation occurs
AGENT_METAB_MIN- The maximum and minimum metabolic rates allowed
AGENT_VISION_MIN- The maximum and minimum vision field sizes allowed
AGENT_REBIRTH_MIN- The maximum and minimum amount of energy stored in an agent before splitting occurs
AGENT_DIET_MIN- The maximum and minimum diet values allowed
AGENT_FLOCK_MIN- The maximum and minimum influence flocking has on agents
AGENT_WOBBLE_MIN- The maximum and minimum amount an agent can wobble per second
INPUT_SPAWN_DELAY- How often to respawn agents when the mouse is held down
INPUT_SCROLL_AMT- Input sensitivity (Effects scroll and zoom)
- If you'd like some background noise to play whilst running the simulation, install ffmpeg, otherwise it's not required