For the last month or so, there's been a lot of discussion on
comp.ai.games about how to build a simple simulation of a town,
like SimCity only focused on individuals...
And lately, the big question there has been 'should it include
genetic algorithms?' (See below for a recent summary.)
I'm crossposting these comments to comp.ai.alife because the
recent announcement of "Vivarium" for the Mac got me motivated
to download a few of the Mac alife offerings... all of which
seem to use some form of GAs...
Vivarium, for example, gives each creature approx. 15 'rules' like:
if there's food to your right then turn right
which can mutate into:
if there's a mouse to your right then turn left
I'd recommend to the TownSim group to track down some of these
if you haven't already, because while they're a lot simpler than
the Town, they're certainly an interesting *near-miss*...
<URL: http://www.cs.wisc.edu/~smucker/EC.html > is a startingpoint.
>1. You don't want multiple species.
>2. In real life, nothing evolves that fast. The town would be dust before
> anything evolves.
>3. GAs aren't really all that applicable to a model of a town. The object is
> to learn, do, interact, not optimize.
>4. GAs aren't the magic solve-everything AI concept. They are turning out
> like expert systems in the early eighties and neural nets in the late
> eighties. A fad, basically. Perhaps a combination of several techniques
> would be more effective, but placing your money on this one algorithm for
> something like a town sim seems a bit silly.
idea is well worth exploring, too...
. hypertext theory : artificial intelligence : finnegans wake . _+m"m+_"+_
http://www.mcs.net/~jorn/ ! Jp Jp qh qh
ftp://ftp.mcs.net/mcsnet.users/jorn/ O O O O
...do you ever feel your mind has started to erode? "Y_ "Y5m2Y" " no.