← All work

Evolution simulator

in build

Creatures on a 90×60 grid, each with a brain of 176 numbers. Nobody tells them what is good. The code describes a body, what it can notice and what it can physically do. Behaviour is selected by death alone.

Running in your browser. Click a creature to see inside it.

How the brain works

Brain12 inputs → 8 hidden → 8 outputs176 numbers
Sensesown hunger · food underfoot · best food within six cells · anyone near · stronger or weaker · own kind or not · what this one was to me beforenothing else of the world
Actionsgo to food · eat · take from a neighbour · give part of yourself · freeze and spend lessthe largest of five wins
Memory in a lifethree numbers of state, and up to eight acquaintances scored from −4 to +4who took, who gave
Memory across livesthe 176 numbers themselves, passed to the child with small random noiseno learning within a life

At birth the numbers are random, behaviour makes no sense, and almost everyone dies. Those whose numbers happened to work leave children with nearly the same numbers. After four hundred generations the world holds habits nobody wrote.

Not machine learning

what moves the weightswho sets the goal
supervised learningthe error against a right answera person, with the right answers
reinforcement learninga reward for the outcomea person, with the reward formula
unsupervised learningstructure in the dataa person, by choosing what counts as structure
this standrandom mutation and deathnobody

How it is measured

“Didn't” is not “had no chance”11% never took from anyone. All of them were infants who died before their first meeting; among those who lived past 300 ticks it was 0 of 56.now counted only among those who had the chance
One knob at a timeMemory and a sevenfold longer run were added together, and the world turned predatory. The control without memory gave 11% against 14%: the length did it.always with a control
Predict before the runLess movement should make meetings repeat and revenge rise above the background. Meetings with acquaintances rose from 21% to 39%; revenge did not move.recorded as failed
One run proves nothingTwo worlds with the same rules and different random seeds: 1% and 59%.a claim is a spread over many worlds
Same seed, same runtick for tickotherwise a knob cannot be told from noise

What it has shown so far

Predation appears on its own, but only after hundreds of generations. Mobility is a stronger knob than abundance. At a step of 0.75 cells per tick, 1–5% live a life without taking from anyone. At 0.10 it is 91–100%, even with food cut until the population falls sixfold. Settled creatures meet more often, so taking needs movement for something else: to choose whom to approach.

Good reputation appears and bad does not. Creatures share with those who fed them before, 18–36% of the time against a background of 0–2%. Selection has found no revenge.

Where it stands

It is simpler than a bacterium. The nearest relatives are teaching models of artificial life such as Sugarscape and Tierra. On the same base it can grow towards signals between creatures, choosing a partner, caring for offspring and learning within a life. Language and planning will not come from it.