[alpha0.1] Intelligent Design/Guidance [WIP Game Concept]
Posted: Wed May 03, 2017 2:19 am
The following has no released code as of yet, the game/concept (whatever you wish to call it) is still very much in early development stages - but it is at a point where criticism and intrigue would be appreciated ...
I present to you my hobby project inspired by a Android Google Play store game called "Cell Lab"
My project has two names it bounces between : "Intelligent Design"; -and my original name, "Guidance"
Plan your species - build it - unleash it - adapt it - rule with it.
What is Intelligent Design about?
The game focuses on a concept that floated in my head for a while when playing cell lab - what if there was a competitive game that asked for users to play GOD in intelligent design of a species of sort - the species will compete with one another in a world to see who is best as being GOD.
I opted to mimic ALOT of cell labs initial design - but eventually alot of the design branched off to become its own monstrosity.
Intelligent Design has one goal : Design a species that outlives other species - survival of the fittest style.
Players are given no direct control of their creation, instead they will 'program' behavior of their creation.
Players will use coded cells that interact to stay alive using various organelles.
What Organelles are there and what do they do ? :
Currently these are the known organelles (list subject to change)
1. The Vacuole :
This stores resources collected by cells, a vacuole can contain the volume of resources equal to remaining volume of a cell after other organs volume use is deducted from total cell volume, in short - the vacuole is ALL the leftover space of a cell next to other organs.
Only ONE vacuole can be present in a cell at a time.
2. The Lysosome (name can change due to real world function) :
Lysosomes are used to absorb resources from the chunks in the world (see What Are Chunks? below)
A Lysosome can break down complex chains of resources into more simpler forms - yielding more of a lower chain that is easier to convert to energy.
3. The Mitochondria :
This organelle can convert resources to energy - but only the simplest of forms of resources can be used and certain types of resources yield more energy than others.
4. The Flaggella :
The flaggella allows a cell to move around and rotate, without this organelle a cell simply sits tight. Flaggella burns energy when used but produce a 'push' proportional to the cells' size. Multiple flaggella can improve speed of movement but also cause more energy drain.
5. The Adhesive Secretion : (Aka, Adhesive)
Adhesive allows a cell to forcefully 'glue' itself to another body, be it a cell or a resource chunk. When attached to another cell - the two cells can communicate without any need for intermediate organs - all information is directly usable and resources can be transferred easily between the two cells - this allows for smart multi cellular bodies.
NOTE : The following organelle are not yet implemented and are planned :
6. The Sensory Gland :
This will allow a cell to detect and read scents/pheromones in the area it occupies - this will be vital to scouting out food and resources and enabling communication between unconnected cells.
7. The Scent/Pheromone Secretion Gland :
This allows a cell to 'emit' over an area a scent of a certain 'id' that other cells can detect with the right organ. Note that Ids are limited in length to prevent delivering too much info too easily without being attached.
8. The Mucous Excretion Gland :
If a cell has this gland it reduces the adhesive properties of the cell - active as some sort of security measure that allows a cell to 'choose' whether or not another cell can adhesive against this cell. But beware, the gland must actively refresh the mucous around the cell - this will cost resources and some energy - if there isn't any then the mucous will weaken and may eventually be worthless - Additionally the mucous does not prevent the forceful attempts of a Proboscis organelle.
9. The Proboscis :
A Proboscis allows any cell to pierce into and forcefully latch onto another cell - this provides access to contents of the attacked cells' vacuole for the taking - though the only downside is the proboscis MUST impact the target cell, unlike adhesive which allows attachment for any point of a cells outer shell.
10. The Keratin Membrane :
This can protect from a proboscis given enough thickness, but can hinder the movement and size of a cells vacuole due to its requirement for heavier minerals such as salt and rock - Additionally the membrane would need repairing after any damage further costing more resources.
NOTE -
Both the mucous membrane and keratin membrane prevent a cell from having the sensory related glands or a flaggella.
NOTE 2 -
More organs are planned but not a priority and are not deemed list able at this moment.
What are Chunks
Chunks are sources of resources and food.
Chunks are (at present) circles of resources of complexities. A chunk may contain some lipids and some fewer protein.
The more contained the greater the size of a chunk.
Chunks naturally give of a scent of their contents to aid searching and harvesting.
How do I Make New Cells
New cells are made during any cell division by another cell. That is it takes one cell to make another - the new cell can have any organ and behavior desired and does not need to mimic the parent in any way - the only requirement is the organ protein cost and the energy cost.
When a cell (say Cell A of energy value 100) splits it can choose to provide some of its protein and a fraction of choice of its energy to create the new cell. (Say cell A has a ratio of 0.6 to the new cell, that means the new cell is 60 energy and Cell A is 40 energy in the end)
Of course there are limitations in cell design - see What is Organ Cost...
What is Organ Cost ?
When new cell is created with desired organs, the parent cell provides whatever protein it chooses or can to create the new cells organs - if there is too little protein the division fails and the new cell will be missing some organs - usually the most costly.
It is important to stockpile some protein before pumping out new cells to ensure the new cells have all the organs desired - else its best to first test if there is enough protein before attempting in the first place.
What is Behavior?
Behavior is what makes a cell tick, it is user coded scripts using common global functions, tools, the organs of the cell and the users smarts.
A user would code in a script some behavior they desire then create a cell with that script whenever needed. This allows for powerful adaptive and intelligent cell behavior that survives in the world.
Who is expected to play this Game ?
Mostly programmers really but hopefully I wish for most any one to be able to enjoy it.
At present there is no way to simplify and ease up the behavior coding process, right now its simple raw code - my hopes is to figure out a interactive GUI based method of coding so that most users can make an AI of some sort to compete.
Is the Game in Real Time multiplayer?
No, infact the competitive play comes from a 'Spore' like approach.
Instead of using multiplayer code the game will use systems to detect well surviving designs and upload them to a database i will maintain. Then other players games will be able to download these designs and populate their own local worlds with these designs - as cells are not directly controlled there is no need say you to baby your cells in another players game - they will survive exactly as they do for you - except now they are competing with a new players smarts.
The concept is to inspire competitive intelligent design gameplay.
Plan your species - build it - unleash it - adapt it - rule with it.
If any one wishes to review code and assist me in some ideas (currently struggling on which of three systems to use with scents implementation) please feel free to chat, discuss - build AIs that test the concepts of the system etc.
(All images are based on existing graphics as of alpha0.1 using my own test bed AI I cooked up based on a Mother - Harvester approach)
I present to you my hobby project inspired by a Android Google Play store game called "Cell Lab"
My project has two names it bounces between : "Intelligent Design"; -and my original name, "Guidance"
Plan your species - build it - unleash it - adapt it - rule with it.
What is Intelligent Design about?
The game focuses on a concept that floated in my head for a while when playing cell lab - what if there was a competitive game that asked for users to play GOD in intelligent design of a species of sort - the species will compete with one another in a world to see who is best as being GOD.
I opted to mimic ALOT of cell labs initial design - but eventually alot of the design branched off to become its own monstrosity.
Intelligent Design has one goal : Design a species that outlives other species - survival of the fittest style.
Players are given no direct control of their creation, instead they will 'program' behavior of their creation.
Players will use coded cells that interact to stay alive using various organelles.
What Organelles are there and what do they do ? :
Currently these are the known organelles (list subject to change)
1. The Vacuole :
This stores resources collected by cells, a vacuole can contain the volume of resources equal to remaining volume of a cell after other organs volume use is deducted from total cell volume, in short - the vacuole is ALL the leftover space of a cell next to other organs.
Only ONE vacuole can be present in a cell at a time.
2. The Lysosome (name can change due to real world function) :
Lysosomes are used to absorb resources from the chunks in the world (see What Are Chunks? below)
A Lysosome can break down complex chains of resources into more simpler forms - yielding more of a lower chain that is easier to convert to energy.
3. The Mitochondria :
This organelle can convert resources to energy - but only the simplest of forms of resources can be used and certain types of resources yield more energy than others.
4. The Flaggella :
The flaggella allows a cell to move around and rotate, without this organelle a cell simply sits tight. Flaggella burns energy when used but produce a 'push' proportional to the cells' size. Multiple flaggella can improve speed of movement but also cause more energy drain.
5. The Adhesive Secretion : (Aka, Adhesive)
Adhesive allows a cell to forcefully 'glue' itself to another body, be it a cell or a resource chunk. When attached to another cell - the two cells can communicate without any need for intermediate organs - all information is directly usable and resources can be transferred easily between the two cells - this allows for smart multi cellular bodies.
NOTE : The following organelle are not yet implemented and are planned :
6. The Sensory Gland :
This will allow a cell to detect and read scents/pheromones in the area it occupies - this will be vital to scouting out food and resources and enabling communication between unconnected cells.
7. The Scent/Pheromone Secretion Gland :
This allows a cell to 'emit' over an area a scent of a certain 'id' that other cells can detect with the right organ. Note that Ids are limited in length to prevent delivering too much info too easily without being attached.
8. The Mucous Excretion Gland :
If a cell has this gland it reduces the adhesive properties of the cell - active as some sort of security measure that allows a cell to 'choose' whether or not another cell can adhesive against this cell. But beware, the gland must actively refresh the mucous around the cell - this will cost resources and some energy - if there isn't any then the mucous will weaken and may eventually be worthless - Additionally the mucous does not prevent the forceful attempts of a Proboscis organelle.
9. The Proboscis :
A Proboscis allows any cell to pierce into and forcefully latch onto another cell - this provides access to contents of the attacked cells' vacuole for the taking - though the only downside is the proboscis MUST impact the target cell, unlike adhesive which allows attachment for any point of a cells outer shell.
10. The Keratin Membrane :
This can protect from a proboscis given enough thickness, but can hinder the movement and size of a cells vacuole due to its requirement for heavier minerals such as salt and rock - Additionally the membrane would need repairing after any damage further costing more resources.
NOTE -
Both the mucous membrane and keratin membrane prevent a cell from having the sensory related glands or a flaggella.
NOTE 2 -
More organs are planned but not a priority and are not deemed list able at this moment.
What are Chunks
Chunks are sources of resources and food.
Chunks are (at present) circles of resources of complexities. A chunk may contain some lipids and some fewer protein.
The more contained the greater the size of a chunk.
Chunks naturally give of a scent of their contents to aid searching and harvesting.
How do I Make New Cells
New cells are made during any cell division by another cell. That is it takes one cell to make another - the new cell can have any organ and behavior desired and does not need to mimic the parent in any way - the only requirement is the organ protein cost and the energy cost.
When a cell (say Cell A of energy value 100) splits it can choose to provide some of its protein and a fraction of choice of its energy to create the new cell. (Say cell A has a ratio of 0.6 to the new cell, that means the new cell is 60 energy and Cell A is 40 energy in the end)
Of course there are limitations in cell design - see What is Organ Cost...
What is Organ Cost ?
When new cell is created with desired organs, the parent cell provides whatever protein it chooses or can to create the new cells organs - if there is too little protein the division fails and the new cell will be missing some organs - usually the most costly.
It is important to stockpile some protein before pumping out new cells to ensure the new cells have all the organs desired - else its best to first test if there is enough protein before attempting in the first place.
What is Behavior?
Behavior is what makes a cell tick, it is user coded scripts using common global functions, tools, the organs of the cell and the users smarts.
A user would code in a script some behavior they desire then create a cell with that script whenever needed. This allows for powerful adaptive and intelligent cell behavior that survives in the world.
Who is expected to play this Game ?
Mostly programmers really but hopefully I wish for most any one to be able to enjoy it.
At present there is no way to simplify and ease up the behavior coding process, right now its simple raw code - my hopes is to figure out a interactive GUI based method of coding so that most users can make an AI of some sort to compete.
Is the Game in Real Time multiplayer?
No, infact the competitive play comes from a 'Spore' like approach.
Instead of using multiplayer code the game will use systems to detect well surviving designs and upload them to a database i will maintain. Then other players games will be able to download these designs and populate their own local worlds with these designs - as cells are not directly controlled there is no need say you to baby your cells in another players game - they will survive exactly as they do for you - except now they are competing with a new players smarts.
The concept is to inspire competitive intelligent design gameplay.
Plan your species - build it - unleash it - adapt it - rule with it.
If any one wishes to review code and assist me in some ideas (currently struggling on which of three systems to use with scents implementation) please feel free to chat, discuss - build AIs that test the concepts of the system etc.
(All images are based on existing graphics as of alpha0.1 using my own test bed AI I cooked up based on a Mother - Harvester approach)