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by eyvindn 10 days ago
the unity/minecraft level of abstraction is a common one in AFIFE, and too often ends up being Spore - looking and behaving in very interesting ways, but remaining just that. those approaches are on the wrong side of the performance vs evolvability curve - scale is a necessary ingredient and running things at a physics sim level is just too taxing.

it is of course entirely possible we are on the flip side and too low-level - this is something we're trying to find out.

2 comments

> scale is a necessary ingredient and running things at a physics sim level is just too taxing.

I once had an idea for a system that basically took in multiple video inputs and produced video output. Individuals would then run instances (that they could tweak) that were connected to a larger network. Somewhere between an MMO and Folding@home. Not only would it distribute the compute load but it would simulate the chaos of large numbers of individuals trying out different things.

Again I think it comes back to the fitness function and how things get nudged "upward." In any case it seems all you need to do is get fitness right and then let it rip...

Have you explored any distributed concepts like that?

Makes sense, thanks. Even attempting to go for something that could span all those layers of complexity would be such an ambitious project. I doubt any projects in this field have access to MMO-level resources but I feel like it would take a WoW-size dev team and timeline with PhDs across multiple disciplines, crucially with virtually no expectation of financial return. All the money is chasing immediate business value...

Maybe there is the possibility of some kind of stack? Something that starts low level and somehow can be composed or integrated into higher levels of abstraction?