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The alife application available at: http://www.bpp.com.pl/bitozoa2/bitozoa2.html might seem pretty primitive, just a bunch of dots chasing each other around a toroidally connected square playfield. This turns out to be anything but the case, and so I'm writing this posting to entice other people to explore it in greater depth. If you don't meddle with a run once it's (re-)started, Bitozoa2 gives you the opportunity to run a simulation I just ran, by duplicating my starting random number generator seed and my initial settings. I cannot, unfortunately, give you the ability to replicate what I'm seeing and describing here, because somewhere early in the simulation, I meddled. The carnivores were about to go extinct, so I dumped 500 more random ones in to keep things interesting, an act you cannot replicate exactly. Interesting indeed the racing dots have become, since I have a computer available which normally has nothing useful to do but browsing, so that I can leave the simulation running for weeks at a time with little penalty. I messed around with four of the startup parameter settings: Changed the default starting 5 neurons to 20 to support more complexity at the cost of lots more initial unfitness. Changed the default flagella setting to around its usual evolved setting, 16 degrees apart or so, because I wasn't very interested in watching this happen again. Changed the default mutation rate from 0.1 to 0.03 (since I had time to kill and didn't need to eat dessert with the first course of the "meal") so that favorable mutations wouldn't so easily be lost through a combination of genetic drift and unfortunate re-mutation before they had a chance to spread into the population. Disabled asexual reproduction, because it has lots of effects I don't like, like whole populations that never have to find another member with whom to mate as part of their evolved behavior. This is probably _why_ the carnivores were about to go extinct; carnivores have a hard time catching the hints to chase herbivores to feed, and other carnivores to breed, until really dense populations of herbivores exist to make the first part available more or less by accident by running over unintelligent herbivores. Things I've seen since: A period when the young carnivores were _afraid_ of the herbivores, not all that difficult to understand when you realize that mature herbivores can trample immature carnivores. Thus the "cub" carnivores need to learn to avoid the big "bulls" while snacking on the little "calves" until they are mature "lions" themselves capable of taking down a "bull". single-mouthedly. This isn't an easy behavior to evolve because it is quite complex, and I seem to have tuned in when the cubs had learned to be very tentative in approaching any herbivore. This was detected because the usual sexual reproduction act involves two adults colliding and being replaced by a perfect circle of few to over a hundred offspring going in random directions. The perfect circle was suddenly becoming imperfect because it "lagged away" from any concentration of herbivores encountered. A change of the population balance from slightly more carnivores than herbivores to perhaps four times as many herbivores as carnivores, as the herbivores evolved the skill of running away from the carnivores, and the carnivores weren't yet very good at pursuit. Not in this run, but in others, the carnivores evolving "base sticking" behavior, where a carnivore would start either circling around or lurking in a shrub bit (inedible to it) in hopes a naive herbivore would pay more attention to getting dinner than to the chance of being dinner. Herd and pack behavior, where the mature "bull" herbivores move in groups (without touching lest the replication behavior be triggered), apparently in hopes of trampling a "lion", which they could do apparently by running over it one by one, even with potential loss of life: altruism evolving, if indeed that is what I am seeing, is worth a headline. Similarly, and to me this is the most hoped-for spotting of all, immature carnivores, instead of just radiating from the point of birth as before, are starting to clump together from sub-arcs of the reproductive explosion, and travel as packs, which very likely improves their hunting efficiency by blocking off more routes of escape for the herbivores. Another headline grabber was the carnivore visual angle evolving to be narrower, while the herbivore visual angle evolved to be wider, exactly what you would expect from studying eye placement in living beasts. Bitozoa2 -- worth more than a glance. FYI, I don't live in Poland or have any relation to the developer except satisfied user and occasional bug reporter. [Now about that bottom statistics graph that is set too high so it overlaps the top graph's range indicating floats...] By the way, it is not at all obvious that you have to PAUSE the simulation to use the statistics graphs and some of the individual entity exploration tools. xanthian.
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