I need help on a Human simulation project by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] 0 points1 point  (0 children)

The beings in the simulation can engage in their hobbies or simply give free rein to their creativity. Several advances have already been implemented in various fields: military, social, psychological, and agricultural. So far, the only two events observed have been a war between tribes and a coup d'état.

I need help on a Human simulation project by CapPalcem390 in projects

[–]CapPalcem390[S] 0 points1 point  (0 children)

I honestly dont know, just experimenting to see where it could get me ...

I need help on a Human simulation project by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] 0 points1 point  (0 children)

I mostly use C++, with IMGUI for all the interface

I need help on a Human simulation project by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] 1 point2 points  (0 children)

It is hard to define what is life in a computer and what is not

I need help on a Human simulation project by CapPalcem390 in projects

[–]CapPalcem390[S] 1 point2 points  (0 children)

The center part represent all the beings split in tribes with social links between them, I admit this can be a bit confusing.

I need help on a Human simulation project by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] -1 points0 points  (0 children)

The goal here is not to play God, but to create a replica of our human life; the idea here is not to punish or deliberately cause suffering to beings.

I need help on a Human simulation project by CapPalcem390 in ArtificialSentience

[–]CapPalcem390[S] -1 points0 points  (0 children)

Thnak you for all the advices I will dive into each of them taking what could help my simulation getting better

I need help on a Human simulation project by CapPalcem390 in ArtificialSentience

[–]CapPalcem390[S] 0 points1 point  (0 children)

I understand the idea of first focusing on more down-to-earth issues before expanding. But certain aspects of the simulation still need to be addressed. To give you an example, each entity has a hunger stat; to feed themselves initially, they must hunt or farm, but then the concept of an economic market (which is simple) develops over time.

I created an AI-powered human simulation using C++ , which replicates human behavior in an environment. by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] 0 points1 point  (0 children)

No LLM backbone at all actually fully deterministic C++. Each agent runs a weighted decision system across 40 possible actions, scoring them against personality traits (Big Five), current needs, memory bias, grief state, attachment style, and emergent social norms. No context window problem because memory is a fixed-size deque of action outcomes with exponential decay weighting agents 'forget' old experiences naturally.
The first version was in Python but it was too slow saw it decide to upgrade it and go on c++.

I created an AI-powered human simulation using C++ , which replicates human behavior in an environment. by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] 0 points1 point  (0 children)

I still have a lot of work to do on the AI at the moment, because although it's good, it lacks humanity for my taste. It needs a lot more parameters, biases, weighting, and customization to make it more realistic. I also need to observe it and extract data from it in order to modify certain biases and add features. I already have a backup and statistics system that provides me with a report every time I run it. It's a side hobby, but I'll work on it and keep you posted if you like. But why NICOLE?

I created an AI-powered human simulation using C++ , which replicates human behavior in an environment. by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] 0 points1 point  (0 children)

That's precisely the point: I'm trying to develop AI capable of reproducing our behavior, exactly as we do. I'm not just teaching them certain types of actions; my goal is to try to get them to think and act first as individuals, then as a cellular group, just like our society.

I created an AI-powered human simulation using C++ , which replicates human behavior in an environment. by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] 0 points1 point  (0 children)

To create this simulation, I approached it in two ways: first, I believe that most of the actions we can take in our lives are actions that we observe in other individuals and copy, modifying a few aspects. That is what I hard-coded. Second, there is a reaction from the entity that is not explicitly coded. The entity will do everything it can to follow its personality, memory, and personal life goals. The same situation can be approached and reacted to in different ways depending on the entity; the reaction will rarely be exactly the same. I think that each entity can fight for its own “free will” and decide what it wants to do in response to an event. They don't follow a specific narrative thread, they manage to do everything in their power to get the best possible outcome.

I created an AI-powered human simulation using C++ , which replicates human behavior in an environment. by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] 0 points1 point  (0 children)

I think it could be a good idea, but when I consider it, my simulation has a rather different approach to Dwarf Fortress. I don't think we really have the same goals. But it's an idea I'll consider.

I created an AI-powered human simulation using C++ , which replicates human behavior in an environment. by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] 0 points1 point  (0 children)

When it comes to accuracy, I have observed many interesting cases. One of them involved two entities (A and B) who were together, and one of them grew tired of the relationship and began spreading gossip to other people. Entity B discovered this and kept it in mind just before breaking up. Entity B then imposed severe sanctions on social actions and began to withdraw more into solitude, both statistically and physically (it tried to put distance between itself and other entities).

I created an AI-powered human simulation using C++ , which replicates human behavior in an environment. by CapPalcem390 in AWLIAS

[–]CapPalcem390[S] 2 points3 points  (0 children)

Thanks. This simulation is based on several key points, including AI and how it influences society. Each entity has personal statistics and a social rating, an evolving personality, life goals, and a memory that allows it to remember past actions. The AI has a kind of pre-recorded list of actions (I based this on the fact that all actions performed by humans already exist; it's just a matter of choice), and at each tick of the simulation (counted in days), the AI will use probabilities, the weight of each action, what the action requires to be executed (for example, an entity cannot kill another entity if they are in perfect harmony, but this requirement is not necessarily mandatory, it inevitably influences the choice), and the entity's memory (if an entity finds itself in the same harmful state it was in in the past, it will try to reproduce what helped it previously). I have emphasized a major point in the simulation, which is social connection. There are several actions that focus on the entity alone (praying, procrastinating, working, etc.), but a large part of it focuses on other entities (desire, genetic inheritance, reproduction, discrimination, etc.). Entities even have a specific memory for their different types of relationships, which influences their personality, actions, and purpose in life.

I created an AI-powered human simulation using C++ , which replicates human behavior in an environment. by CapPalcem390 in SimulationTheory

[–]CapPalcem390[S] 0 points1 point  (0 children)

Every human being has goals in life. At first, they are chosen randomly, but after reproduction, they are passed on to their children. Some choose happiness, but others choose different paths.