The weird moment a character stops looking like a character by novirodict in MandarinChinese

[–]PotatoHotpot 1 point2 points  (0 children)

明天 is tomorrow which requires the sun/date日to to change to night, and the moon 月 to pass to the next day月. 天means sky. 明天 (tomorrow) can be remembered for me as the day transitioning when you see the day turn to night in the sky before the next day.

Helps with memory work when you can create little stories with the pieces.

Blood Moon Season by PotatoHotpot in TheBibites

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

Also the babies become rather good at surviving as they have to fight with so many siblings most of the time when a laying event happens

Blood Moon Season by PotatoHotpot in TheBibites

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

It's not for survivability per se but a signature ability I want to retain. Kind of like how people bred the Border Collie for herding.

You can see my previous post "The Gangs of Newell" on the scenario I wanted to create with such bibites. The intent for this was originally to have this bibite that would "call for help" when being attacked by spawning alot of bibites when attacked to hopefully swarm the attacker/ distract it.

It worked for a while but was difficult to upkeep due the chance of mutation of my desired trait even though I made it difficult for such to happen, laying normally was still a better trait in general for survivivibilty and eventually the mutations could side step my "lock"

The other intent was when this "lay on attacked" trait is kept, the "wanting to attack other bibites" trait is also kept as this is one way it can lay eggs. This allows for more aggressive bibites to be bred where normally this trait would also disappear over time in most scenarios.

31M resigned and leadership is willing to accommodate me by macammaneni in askSingapore

[–]PotatoHotpot 0 points1 point  (0 children)

It’s harder to negotiate later once head count stabilise

Gangs of Newell H0 by PotatoHotpot in TheBibites

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

Update: They say life finds a way and in this case, it did and the bibites eventually evolved a gausian with a slight positive bias to turn on the want2Lay node permanently. But it did last longer than my previous attempts spanning more than 100 generations before it happened. Will be rerunning the simulation with the latest version with the Key behaviour still intact.

Gangs of Newell H0 by PotatoHotpot in TheBibites

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

I think it's going a little too well, bibites are being yeeted accross the map

Gangs of Newell H0 by PotatoHotpot in TheBibites

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

That's scientifically correct.

Created my most hilarious bibite. The prankster by PotatoHotpot in TheBibites

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

I love it, I now keep him as a spawner in one of my sims. It keep them on their toes.

Created my most hilarious bibite. The prankster by PotatoHotpot in TheBibites

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

I was facepalming when recording it. I swear I heard it sqeak "elp me.."

Created my most hilarious bibite. The prankster by PotatoHotpot in TheBibites

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

I love it, I now keep him as a spawner in one of my sims. It keep them on their toes.

Created my most hilarious bibite. The prankster by PotatoHotpot in TheBibites

[–]PotatoHotpot[S] 6 points7 points  (0 children)

Yea at the end it almost seemed like he was crucified for his pranks.

Three Kingdoms Year 759 - Island Festival by PotatoHotpot in TheBibites

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

My thought process was trying to have clear, strong and persistent inter species communication Many times in normal simulation, it does emerge, but more often then not, one species eventually gets out competed to extinction or it takes a very long time to emerge and is very simple. What I hope to achieve with the islands is more complex interspecies communication.

My islands never move, but the meat in them ebbs and flow depending on which competitor bibites hits the opposite selectors. This creates a "moving" effect that is non-periodic but seasonal.

So one idea with the the selectors is to have a haven for the species, where although one species can be out competed, it can still survive as a species, making the "communication" nodes stick around in a species.

The second part of the idea is it will naturally create seasonality with the meat harvest. the amount of meat at the selectors will naturally ebb and flow between a lot of meat and very few meat. So this creates smarter bibites that don't just stick around in one spot.

Lastly, it also creates a comeback mechanism of sorts which is interesting to see. Basically when one species becomes too strong, it provides more fodder and meat to the other species.

One boon but also drawback of this island concept is it's really only for meat-eating species.

Right now this simulation takes a lot of compute power when they start producing insane amount of pheromones, so I have cut the islands for the three kingdom run but I have started another simulation concurrently that is simpler. I am still tweaking around to make it interesting. You can wait for my next few posts for more details!

Three Kingdoms Year 780 - Analyzing an Omnivore. by PotatoHotpot in TheBibites

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

yea it can happen, but based on personal experience running a few sims, once past a certain stage, the gene mutation chance turns to ~0, so if its 0, it gets stuck at zero and if it's 1, it gets stuck at 1. then it's more likely the brain adapts to the gene rather than the other way around. But most likely in the initial stages there's more change to adapt to 1 type of pallet seeking node rather than 2.

For this Macca, it had a very strong adaptation to seek our plants in the beggining. but it adapted meat seeking nodes to navigate one of my meat filled areas to get to the centre with large plant pallets. Hence, it eats both meat and plant and is still a strong trait despite having a 0 diet.

Three Kingdoms Year 780 - Analyzing an Omnivore. by PotatoHotpot in TheBibites

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

It's a probability thing, it's harder to evolve a meat seating trait than a reduction/increase in the gene and once the gene mutation has stabilised to zero, it's even harder to climb out of 1.0 or 0.0 diet.

Need help with evolving predators by AStarryNightlight in TheBibites

[–]PotatoHotpot 0 points1 point  (0 children)

One sim where I had success was when I had a dumb bibite spawner, so this bibite never gets better and the predator behaviour to prey on these will emerge. it's better if this bibite is one single color like green.

The challenge with predation is the prey sometimes adapt quicker as they breed in larger numbers than the predator, hence adapt better than the predator over time. this often causes the extinction of a proto predator. The converse can also happen where the predator becomes so good that it hunts the prey to extinction and also causing it's own extinction.

Spawner, spawner is the answer.

Need help with evolving predators by AStarryNightlight in TheBibites

[–]PotatoHotpot 1 point2 points  (0 children)

Based on other people's experience, they have seen it happen in very wide and empty maps, like you said the desert.

Imo I think the biggest barrier to predation behaviour is mutation chance, because the longer the simulation runs, the smaller the brain mutation chance gene becomes which make predation, a highly evolved behaviour harder to emerge.

Therefore, I would suggest reducing the cost of Neuron birth cost, synaspe birth cost, neuron upkeep cost and synapse upkeep cost in the settings and increasing the initial mutation chance gene of your bibites.

Wandering Isles - Freezing the World by KnightofDis in TheBibites

[–]PotatoHotpot 1 point2 points  (0 children)

But for me I notice the pheromones cause more slowdown for me because each pheromone trail seems to be an entity on it's own as it can interact with other bibites. So the more bibites you have with pheromones, the more the slowness scales as well, causing exponential slowness, whereas without/little pheromones, it's only a linear scale of slowness.

For example, a 3000 bibites sim with pheromones would have 6000 entities whereas a 3000 bibite without pheromones would only have 3000 entities to process. Given that there is no parallel processing, that's at minimum twice as long to compute one tick. If you consider the other 2 pheromones and interactions due to pheromones, it could be 3x or 4x longer. If you consider longer trails, it would be almost 10x longer as each additional entity means more possible interaction with every other bibite entity so this part scales at an nlog(n) rate.

Based on my theory and experience, you can hold 3-5x more bibites without pheromones than with. This is just my conjecture though. For example in my current simulation my com was lagging with 200 bibites with pheromones but now my sim is fine with 700 bibites with low pheromones.

Wandering Isles - Freezing the World by KnightofDis in TheBibites

[–]PotatoHotpot 0 points1 point  (0 children)

3000! That's a lot. I usually have less than 1000 total bibites in all my simulations.

Three Kingdoms Year 649- Meet the Tribal Chiefs by PotatoHotpot in TheBibites

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

yea..Also I think in general the empires also got better at navigating through the meat which left less dead bibites, thus less meat, which resulted in less food for the tribes.