December 20, 2010
Another A Life Plan

Why do these things come up while I’m unable to move more than 1 foot at a time. Freakin’ airplanes.

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Alife 1 design

Concept – using basic rules, the program will seek to create a more efficient copy.

What consists of a being?

Each entity will consist of a collection of chemicals labeled: w a s d

Each letter must be paired with another. Only specific combination create an active chromosome, such combination are as follows:

                W – S  A – D
                                and the reverse.

Certain combination will result in a negative value; such are the reverse of those that create a positive value.

When combination come in orders that are undesirable, said combination will result in a null value. Such combination are as follows:

                W – S  A – D
                          S – W  D – A

Reverse combination nullify if directly associated with one another, however if two negative combination meet in this way, the number becomes positive.

                Multipliers – to be added later.

Rules of breeding

                When a ‘cell’ attempts to breed it must meet four qualifications: Health – Hunger – Level – Age – Gender
                Health- When a cell’s chromosome value is a negative value then it is considered unhealthy, and therefore is unable to breed.
                Hunger- if the hunger roll at the beginning of a turn is less than 30pts, said cell cannot breed.
                Age- if a cell is >= four turns old or <= 1, it cannot breed.
                Level- a cell must find a mate that is within 3 levels of itself.
                Gender- a cell must find a mate that is of the opposite gender.

Birth/Death

                Upon birth, an entity will have a 1/20 chance of sudden death, should this happen it will be removed from the listing and be considered dead. Should it succeed in living, the entity will be provided with a gender, 3/5 chance of being male.

                When a cell reaches the age of 5 turns, the cell will have a 4/5 chance of death at the end of each turn.

                If food count reaches 0% said entity will die.

A Turn in ALife

                A turn is as follows:

1.       Food usage

2.       Mating check/execution

3.       Birth

4.       Metabolism

5.       Death Check

6.       Score return

                Each turn a cell must check resources to receive food. Food resources return each turn to max value, 10 000. A cell holds a maximum of 150 points and will receive maximum points at the beginning of a turn. Cell take food based on level – highest level first. If there is no food when a cell attempts to feed itself, it receives no food.

                At the end of food checking (either all cells are fed or food reaches 0), each cell performs a mating check. All cells that meet the requirements above are placed in a mating list in order by level and separated by sex. Then each male is selected to attempt to find a female within 3 levels higher, or 5 levels lower than itself. If it fails to, it is skipped. If it succeeds, both the male and female reduce food levels by 29 pts, and roll a 2/3 chance for the female to be pregnant.

                If a female is pregnant, during the birthing phase the female will reduce its food level twice. The first time is by 10 pts. This creates the child’s genotype. The second is by another 5 pts. This is birth. After the first 10 points if the mother is still > 0 pts food, the child will be born, however after the second, the mother alone will die. A child is born with a total of 75 pts then added to the list.

                Each turn at the end of all actions, each cell spends 10 pts of metabolism.

                Any cells at 0pts must be removed from the list. Here the elderly cells roll their 4/5 death chance.

                At the end of each turn, the cells are printed in the window in this form:

                                Cell # - Age, Food, Level
                                Genotype.

The simulation ends when cell count reaches 0 or 70.