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It makes me wonder what nuanced factors must exist in real life that makes predators so common, but isn't being replicated in these simulations.
Predators are usually smarter than their prey because they need it to hunt them. More instinct would help. More available than 4
I actually managed to get a predator to survive a good long while, and it only died out when it wiped out small herbivores in its area. just a bog standard t-rex looking thing. it was an exception though, havent been able to recreate the circumstances
If I understand things correctly, this is more or less about a future where eatings eggs, older meat and fresh meat is no longer merged in one mouth type; without making promises, this is indeed a direction I'm considering. If I can paraphrase, the main point is that fresh meat eating alone is not going to be viable with random mutations turned on, as it requires the predators to rely on instincts.... but prey animals will simply change colors and the predators will likely go extinct before their instincts can catch up. I didn't think through this scenario yet, but I think it is very likely that this is exactly what will happen.
I think I like a solution with 'less precise' instincts the best, like your color range suggestion. Another 'less precise' instinct could be an instinct to just go towards other animals (maybe of a specific size instead of a color?), and perhaps this could function as a second backup instinct in case the first one doesn't fire. Curious for your view on this.
Some specific responses:
It's actually a float between 0 and 1, and if I'm not mistaken an organism counts as a trigger if it's within 0.05 units from the chosen color. While this is a small range, I think in practice it is so small that what you predict will happen.
You mean carnivores eat their own eggs? This is what I originally tried, but this lead to a loop of (1) laying an egg, (2) eating an egg and with that collecting energy, (3) reaching the threshold to get pregnant. That is carnivores laid lots of eggs, but always only had 1 child: the one that hatched after the death of the parent.
I read somewhere that the Artifical Life research community has the same problems. One important problem is that carnivores often emerge, find food quickly and thus rapidly reproduce, exhaust their food supply way too fast, and go extinct again. I've solved this by keeping predator populations small artificially.
Another hypothesis that I have is that there currently are no omnivore mouths in the game that could function as an in-between step, and give new species some time to acquire the necessary instincts.
Your understanding of my argument is on point.
While we're on the subject, I have questions about nutritional value and catagorization of animal products.
Yes, I think this would work, but I'd like to extend this idea, using a taxonomic hierarchy [a feature which needs a proper UI component that [i]only[/i] displays living species while also identifying those with a natural-born count equal to zero]. Rather than—or in addition to—looking for variations in color, sound, size, skin, or even smell, allowing insticts to identify animals within a genus, family, order, or class has much greater potential, as instincts would be able to broadly identify a number of species by how closely they match within a certain parameter.
This parameter would be how much taxonomic vertical and horizontal distance separates two species.
𝐑𝐞𝐥𝐚𝐭𝐢𝐯𝐞 𝐋𝐨𝐜𝐚𝐭𝐢𝐨𝐧.
𝒲𝒽𝑒𝓃 𝐼 𝓈𝓉𝒶𝓇𝓉𝑒𝒹 𝓌𝓇𝒾𝓉𝒾𝓃𝑔 𝓉𝒽𝒾𝓈, 𝐼 𝒹𝒾𝒹 𝓃𝑜𝓉 𝓀𝓃𝑜𝓌 𝐼 𝓌𝑜𝓊𝓁𝒹 𝑒𝓃𝒹 𝓊𝓅 𝒹𝑜𝒾𝓃𝑔 𝓂𝒶𝓉𝒽. 𝐼 𝒶𝓅𝑜𝓁𝑜𝑔𝒾𝓏𝑒, 𝒷𝓊𝓉 𝐼 𝓅𝓇𝑜𝓂𝒾𝓈𝑒 𝓉𝒽𝒶𝓉 #𝓘𝓽𝓗𝓾𝓻𝓽𝓜𝓮𝓜𝓸𝓻𝓮𝓣𝓱𝓪𝓷𝓘𝓽𝓗𝓾𝓻𝓽𝓼𝓨𝓸𝓾.
Math tangents out of the way, a species that only attacks animals of a specific size could attack animals which are too dangerous, impossible to catch, or within the same species, so if you do nothing else, please include negative statements as possible queries in the instinct-logic. These would be things like, "𝙳𝚘 𝙽𝙾𝚃 [𝚊𝚝𝚝𝚊𝚌𝚔] 𝚊𝚗𝚢𝚝𝚑𝚒𝚗𝚐 [𝚋𝚒𝚐𝚐𝚎𝚛] 𝚝𝚑𝚊𝚗 [𝚜𝚒𝚣𝚎]" or "𝙾𝙽𝙻𝚈 [𝚖𝚘𝚟𝚎 𝚝𝚘𝚠𝚊𝚛𝚍𝚜] 𝚝𝚑𝚒𝚜 [𝚜𝚘𝚞𝚗𝚍] 𝚒𝚏 𝚝𝚑𝚎 𝚊𝚗𝚒𝚖𝚊𝚕 𝚖𝚊𝚔𝚒𝚗𝚐 𝚒𝚝 𝚒𝚜 𝙽𝙾𝚃 𝚝𝚑𝚒𝚜 [𝚌𝚘𝚕𝚘𝚛]."
I think that if you increase this range to somewhere between 0.13 and 0.17, you'll be able to cover what most people would consider a "color." Within the visible spectrum, I can tell you that it is ~0.17, but I'm not sure how much of the IR spectrum and UV spectrum you've included relative to the visible spectrum.
As a side-note, I think that the colors of animals should be less vibrant than they are until they move into the IR and UV spectrums, where they begin to glow deep red or vibrant purple, with the amount of luminoscity depended on how far into either spectrum they are. I think this is much more intuitive for players because we're accustomed to seeing IR as "red-hot" when it an object emits so much radiation that bleeds into the visible spectrum and because the term, "ultraviolet," is usually represented as a glow on lenses which can pick up light in those shorter wavelengths.
Oh, my mistake; I did not know you hard-coded this out of possibility, but I'm glad you did.
How are you keeping it small, exactly? I believe you've said that predators automatically attack anything smaller than they are, but if everything smaller than they are is slower and with worse hearing, sight, or poorly-developed "move-away-insticts," then I can see why they would kill an entire population.
I think a more elegant solution to whatever you're using exists, which is also reflected in nature: ᴀɴɪᴍᴀʟꜱ, ᴋɪʟᴏ-ꜰᴏʀ-ᴋɪʟᴏ, ᴀʀᴇ ᴍᴏʀᴇ ᴇɴᴇʀɢʏ-ᴅᴇɴꜱᴇ ᴛʜᴀɴ ᴘʟᴀɴᴛꜱ. Using a fairly extrme example, "a 3-ounce, 85-gram portion of sirloin steak has 25 grams of protein, or 100 calories from protein. The same serving size of lettuce has 1 gram of protein, providing 4 calories," (Rainey, 2022). In application, this means that predators need to kill prey less often—provided that they do not hunt if hunger is not below a certain value—and are more likely to find prey before they starve. Using this new mechanic would necessitate the implimentation of a fat-mechanic or some other method of converting excess energy into survival-utility or reproductive-utility.
Yes, but that would not solve the original problem; because jaws with lots of teeth increase the incubation period, that trait would be selected against very aggressively, compared to a more specialized—and likely, herbivorous—mouth.
I'd love to pick this conversation up; do you have a Discord where people make this a more collaborative discussion? I suspect that the people who have purchased this game are into this very niche genre and enjoy the theoretical aspect quite a lot more than the actual practice; designing system-models is so much fun!
Wouldn't artificially low predator populations end up with less mutations and thus less prone to adapt to changes, while the larger (in number) types of herbivores would be able to adapt fast enough to dodge whatever Instinct the Carnivore has that allows them to hunt it ?
The herbivores could at that point either: Adapt into dodging the Carnivore's Instinct, be it ears or eyes. Or just develop some of the stronger herbivore mouths and inflict enough deaths onto the shallow carnivore population that recovery winds up being impossible.
Additionally, without the ability for there to be a sort of reliable source of "carnivore mutations" (as the aforementioned omnivore mouths could do), any drop in the number of herbivores on the map, especially ones that can be hunted by the low number and relatively stale (mutation wise) carnivores could easily wipe them out. Spikes in this last aspect tend to depopulate entire areas of the map, which then drastically reduces herbivore numbers, which then drastically reduces the amount of eggs/carrion on the map, and so on, so forth.
I would recommend just overall having larger numbers of more sustainable carnivores as the faster solution (which would also come in handy for omnivores).
More Carnivores = More Mutations = Less Unstable Population = Less Prone to going immediately extinct the moment the herbivore develops any kind of defense against it.
if carnivores wipes out the local herbivores and starve to death, well, they were reproducing too fast, a less virile carnivore would have survived longer
Nope, and as a result at the moment there is not a clear reason for animals to kill their own prey, as there usually is a lot of meat laying around. A solution here could be to make older inedible or even toxic (except for some special scavenger mouths), but a downside would be that it's even more unlikely for carnivores to evolve spontaneously.
I will look this up later to be sure, but from the top of my head: at the moment only the mouth determines how much energy you get from eating, not the food. So whether you're eating a small egg or a giant piece of meat, it's always the same. I can see why you're asking though :).
At the moment there is no sexual reproduction for animals, so the amount of food collected directly influences pregnancy: once an animal has eaten enough, it turns this energy into offspring. Once the child is born, the parent starts eating again to produce the next one.
Sorry to read that; every patch is a little more optimized than the one before, so perhaps in the future it will!
Wow, thanks for such a detailed investigation into family relations of species! A reason I didn't add specific (families of) animal species as instinct triggers so far, is because I was thinking (1) unlike its appearance, there is no way for a prey animal to change its family, and (2) this takes away the incentive for looking like an unrelated species (mimicry). Curious how you think that would work with your suggestion.
If I'm not mistaken, predators only give birth if their population size is below a threshold. This is a dirty hack, but the only way I could make predators work.
I've seen other players suggest this as well: predators in real life spend a lot of their time laying around and doing nothing and only hunt every now and then. In the current simulation, however, this wouldn't work because of the direct relation between eating and reproducing. I feel like there is an obvious solution to this to make it work in the game, but I haven't reached it yet.
Not an active Discord user myself, but there is a Discord server run by a fan here: https://discord.com/invite/k9BVvJV3wR
I think so, yes! Indeed a problem.
I see your point, but you need multiple prey animals to feed one predator. By making predator populations larger, only extremely large prey populations are viable when there is a predator around; the rest will simply go extinct (and take the predators with them).
Haha true, but at least there should be SOME ways to create stable predators ;).
maybe making meat a more efficient food source somehow would help?
maybe depending on the size of the animal that dies, they could leave behind more meat piles. the smallest size drops one, the next size up drops two, etc
perhaps making the starter mouth omnivorous and allowing it to branch into carnivorous or herbivorous mouths could help too
Yeah, as a result of your comment I started thinking in that direction too. A challenge there would be that adding more energy per carnivore meal would probably lead to carnivores being able to reproduce faster instead of what we want (carnivores needing fewer meals per lifetime, so we can have more). I guess the solution can be something like a cooldown period after giving birth... if a carnivore then collects enough energy for another child, but is not ready to give birth yet, she just lays down to save energy, like you see animals like lions do all the time.
balancing the pros and cons of different evolutionary strategies to make a diverse ecosystem is the tricky part
btw, I managed to let the sapling and the bibites to run at the same time :)