Thrive Game Development

Development of the evolution game Thrive.
 
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Updated Research Web
Wed May 08, 2013 5:20 pm by NickTheNick
Okay guys, here is my first Devblog to fulfill my responsibility as Strategy Team lead.

Finally I have procured some work to show for my efforts in conceptualizing the Strategy Mode. The Research Web is a pivotal component of post-sapience gameplay, as it is what drives your species forwards from the Awakening stage to their final steps into Ascension. Through a graphing program, I have managed …

[ Full reading ]
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 evolving AI's in some organisms

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PostSubject: evolving AI's in some organisms   Mon Jun 11, 2012 7:23 pm

I remember reading something in "The Greatest Show On Earth" by Richard Dawkins about superstitions and how some arise. I think it was something like some pigeons were in a room or some container and were randomly given food. Apparently, some pigeons had been given food while performing various actions or behaviours and began to repeat those actions or behaviours attempting to get more food. I think it would be neat if from totally random events, a couple bizzare behaviours would arise. Suppose a self aware organism civilized or not, is to find a fresh dead body in a certain area. Let's assume this creature is a carnivore, perhaps it will return to this area regularly thinking more food will be there or something, or maybe an organism spots another organism get killed by a falling tree, causing it to avoid walking too close to trees in the future. It would be very difficult to code every possible reaction, but maybe just a few could be coded to add to the randomness of npc behaviours? It may also have a huge impact on natural selection in some populations. What do you think?
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The Uteen
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PostSubject: Re: evolving AI's in some organisms   Wed Jun 13, 2012 11:18 am

This sort of thing is tricky. The thing is, we'd have to be simulating every organism on the planet (or the galaxy) simultaneously in order to make it work well.

A while ago we realised we really couldn't do that without turning the player's computer into a very expensive radiator, so after a lot of discussion over how to do auto-evo, we eventually came up with the solution. But unfortunately I don't think it covers AI. We would need another lot of discussion.

In fact, we probably do need another lot of discussion if that is the case. AI is a pretty important part of evolution and the game itself...
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PostSubject: Re: evolving AI's in some organisms   Fri Jun 15, 2012 9:47 pm

The Uteen wrote:
This sort of thing is tricky. The thing is, we'd have to be simulating every organism on the planet (or the galaxy) simultaneously in order to make it work well.

A while ago we realised we really couldn't do that without turning the player's computer into a very expensive radiator, so after a lot of discussion over how to do auto-evo, we eventually came up with the solution. But unfortunately I don't think it covers AI. We would need another lot of discussion.

In fact, we probably do need another lot of discussion if that is the case. AI is a pretty important part of evolution and the game itself...

AI is probably going to be based on archetypes, with special feature tacked on to suit the organism's other unique traits.

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