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@GemmyDeery2 ай бұрын
This is the percent chance of a seed not germinating after 100 days 36.23720178604972098813098663067922123278%
@joeburnover41102 ай бұрын
Will this project ever be something thats playable?
@EightLittleBears2 ай бұрын
@@joeburnover4110 yes eventually I am planning on making it playable.
@joeburnover4110Ай бұрын
@@EightLittleBears how much will it cost? Do you have any idea yet or unsure?
@EightLittleBearsАй бұрын
@@joeburnover4110 it’s not something I’ve thought about yet. We are still a long way from something that’s finished so cross that bridge when we come to it 😃
@Karnivor-0us2 ай бұрын
maybe with creatures in the simulation will change the plant behavior, longer lives would be less efficient because they would be eaten more
@EightLittleBears2 ай бұрын
@@Karnivor-0us yeah it’s a good point. It might also be that getting to full maturity more quickly is more valuable with animals because plants could start to fruit and animals could help disperse the seeds, etc.
@AeciusthePhilosopher2 ай бұрын
@@EightLittleBearstrampling by large animals, defenses against (specific) herbivores and the presence of nutrients as a result of dead animals and feces could lead to interesting effects too.
@harrysarso2 ай бұрын
Not to mentions hurricane's tornados , ect
@EightLittleBears2 ай бұрын
@@harrysarso I genuinely read “hurricanes and tomatoes” 😂
@harrysarso2 ай бұрын
@@EightLittleBears 🤔 thats called seed dispersal i think ;p
@samueltrusik32512 ай бұрын
Honestly, what I liked most was seeing the plants completely cover the colder edges, hibernate when the winter came, and then just keep going, flashing between green and brown.
@EightLittleBears2 ай бұрын
@@samueltrusik3251 the interesting part about that which I forgot to mention in the video is that going brown actually indicates that the plant is struggling to remain hydrated (as opposed to explicit hibernation). The fact that extreme latitudes which have volatile seasons caused this to happen en masse and in unison wasn’t explicitly designed.. it is closer to (although not exactly) an emergent behaviour in the overall environment (I.e. I didn’t design hibernation, but the plants evolved it anyway).
@ThatGuyThatHasSpaghetiiCode8 күн бұрын
@EightLittleBears That's really cool, it shows that it's the most efficient way, so it evolves independantly of other things, that's why it evolved in real life
@t-money25582 ай бұрын
I love the simulation, but my favorite part is always your art! It really adds a lot of life to everything outside of pure numbers and calculations.
@EightLittleBears2 ай бұрын
@@t-money2558 thanks! I’m not as good with the numbers as some of the other sim gurus so I try to keep it as visually engaging as I can 😃
@richardcheney69642 ай бұрын
the plants evolve longer lifespans (and size) because the additional time to mature isn't enough to dissuade them. Throw in periodic fires (idk maybe once every few decades) that have a probability to kill each plant in the tile, with a bias so that larger and older plants have a higher chance to burn. That should give you enough selection pressure against huge ancient trees. you'll also want to implement fire resistant seeds
@EightLittleBears2 ай бұрын
That’s an interesting concept!
@christian9540Ай бұрын
Wrong. Smaller plants burn way faster the bigger ones. So if you add burns, trees will be even more favored. At least, if it is realistic simulation.
@MildlyOCD2 ай бұрын
It's likely going to be very difficult to simulate properly the biodiversity of rainforests without having to zoom in to focus on a specific location & then creating 3D renditions to accommodate the various plants at ground-level, in the canopy, & everywhere in between. While trees in rainforest biomes are numerous, their general strategies for success are quite similar. What's interesting is that the simulation chose to prioritize growth in the desert, but that might have something to do with their proximity to water. Something I've noticed is that while plant growth near water, particularly rivers & river mouths, isn't necessarily diverse, you will see a slight uptick diversity in trees, algae, & moss, specifically. I don't know if there's proper research to back any of what I'm saying up, but I am a nature nerd who grew up on documentaries, so it's just some observations I've noticed.
@EightLittleBears2 ай бұрын
@@MildlyOCD interesting points. I have been thinking about how to visualise the diversity of ground-level plants in rainforests but haven’t come up with a solution yet.. I’m sure one will come! It’s a good point about the similar strategies of trees in rainforests as well. That isn’t something I thought of!
@flowspersonaluploads35282 ай бұрын
@@EightLittleBears Maybe you could do some sort of parasite plants like vines that abuse taller plants for easier access resources like sunlight in dense areas.
@jesperisborn98942 ай бұрын
This is really cool! Do you have any plans of implementing this alongside your animal evolution algorithms?
@EightLittleBears2 ай бұрын
@@jesperisborn9894 yep! They are built on the same core so the next stage(s) is probably going to be tying herbivore diets into the new plant system.
@isaacthedestroyerofstuped76762 ай бұрын
It's always fun to see thatQ even at such simple and small scales, complex interactions and chaos can arise! It'd be interesting to see how different types of seeds would effect the germination system? Like smaller seeds get fewer chances to germinate, but more can be made, and they can travel farther. While large nut-like seeds get more chances to germinate but can't travel as far, and the parent plant must use more resources to produce them!
@EightLittleBears2 ай бұрын
Yeah I agree! Plus birds and stuff can carry the smaller seeds around so it can introduce some interesting interactions when animals come back into it!
@MCNarretАй бұрын
I want to see more competition between the plants, maybe soil fertility that is drained to promote size, and fertility goes up from death? And perhaps seed dispersal distance vs time, maybe separate optional conditions for germination?
@EightLittleBearsАй бұрын
Thanks for the comment! And agreed these are all good ideas. The update I’m currently working on includes animals carrying seeds, so it’s a start on the dispersal point!
@MattCaballes2 ай бұрын
Just commenting for the algorithm and to wish you the best of luck on your future endeavors! Love your vids!
@EightLittleBears2 ай бұрын
@@MattCaballes thanks! Glad you like them!
@Antikyth2 ай бұрын
I heard someone say that comments don't affect the algorithm anymore, just watchtime and likes and subscriptions (and presumably super thanks and channel joins too). But I don't have any sources for that to back it up.
@arkdirfe2 ай бұрын
Not sure if you already considered it, but it might be an interesting idea to make the temperature tolerance a variable too, with higher tolerances allowing for viability in a larger range of environments (or in more extreme seasons). Not sure what the tradeoff for this generalism should be, perhaps an overall lowered germination chance so they have better chances in varied environments (since other plants wouldn't be able to germinate half of the time at all), but worse chances in stable environments.
@EightLittleBears2 ай бұрын
Yeah that is something I am considering but, like you say, the trade-off is the tricky part.. It will probably be something along the lines of specialists being generally better at everything as long as they are in their environment.
@strcmdrbookwyrm2 ай бұрын
@@EightLittleBears My first idea is to make them more sensitive to overcrowding than specialists, both when trying to germinate and while growing. The only problem is that if they can't get a foothold early, they may not be able to at all. My other idea is to separate the temperature tolerances for germination and growth and allowing them to mutate separately. If they drift apart, these plants can germinate during seasons beyond their tolerance then grow when conditions are more favorable. However, they'll probably need shorter sapling stages and lifespans to capitalize on this in environments where this difference is big enough. They also risk their two tolerances drifting too far apart, making them have less viable environments due to there not being enough change. At least, that's my theory.
@EightLittleBears2 ай бұрын
@@strcmdrbookwyrm great theory. I think separating the seed’s evolutionary story from the plant itself is particularly interesting and the code could probably be re-used for things like chrysalis stages in insects!
@Lallunalapruna1232 ай бұрын
@@EightLittleBears What about plants with less enviromental diversity get an overall improvement on many stats, but the more adaptable the plant becomes, it gets a gradually lower bonus until it may become an actual hinderance.
@EightLittleBears2 ай бұрын
@@Lallunalapruna123 yeah I think something like that would probably work!
@carsonianthegreat4672Ай бұрын
On earth, Savannahs and Tallgrass Prairies are the second most diverse terrestrial ecosystems. So that your simulation has them as the most diverse actually makes a lot of sense.
@cj71952126 күн бұрын
An interesting mutability would be “temperature resilience”. So that some plants could handle more variation from the ideal, maybe at some tradeoffs
@MilesWilander2 ай бұрын
I've been watching for a while now, and this is amazing to see how far its come and where its going! I can't wait to see how the creatures adapt to this!
@EightLittleBears2 ай бұрын
Thanks so much for watching!
@zane_sadauskis2 ай бұрын
I am curious how the build would be affected by different seed distribution methods. For example how some trees only spread seeds after a fire where nutrients the the plant life used get added back into the soil
@EightLittleBears2 ай бұрын
@@zane_sadauskis I am hoping to get this kind of detail in there at some point!
@smittywerbenjagermanjensenson9 күн бұрын
This is a great analogy for why alignment is so hard. In retrospect it’s easy to be hand wavy, or even totally understand what’s being a complicated process, but getting it right on the first shot is almost impossible. Getting dynamic complicated systems to do exactly what you want is really really hard
@magnolia12532 ай бұрын
I loved the frustrated acorn when you started going overboard with describing how plants get energy. So cute
@EightLittleBears2 ай бұрын
@@magnolia1253 haha I had fun making it
@OliM3gALPАй бұрын
Amazing video! I've always been fascinated with the thought of simulating evolutionary processes and it's really interesting to see how you implemented it. Great work!
@RyanThickettАй бұрын
I feel like surface water should evaporate relative to temperature and elevation, also how "full" of water a tile can be should be based on neighbor tiles too, for example, if it rained a lot next to a river, it would top it up but realistically it's already very well hydrated as it's lost less, and can share less, but in a desert X rainfall on one tile would be spread amongst surrounding tiles quite quickly and also evaporate faster.
@nathanlannan29802 ай бұрын
Another really strong video! This is one of my favorite projects being documented right now. Keep up the great work and can't wait to see how creature dynamics are bidirectionally influenced with plant dynamics.
@EightLittleBears2 ай бұрын
Thanks for comment! Glad you enjoyed it!
@sapling_parajitoАй бұрын
Hello! Loved the video and this project! I am about to start a similar project for myself. I think a few others already mentioned this in the comments but I believe an important reason your populations trended towards long lifetime was lack of disturbance regimes. Plant ecosystems are heavily influenced by disturbance regimes, which promotes a gradient of adaptations across two different general strategies: R-selected (short-lived, adaptable, fast reproductive cycles) or K-selected (long-lived, stable, long reproductive cycles). K-selected features are more common in stable areas (with very long time between disturbances, for exampe coastal temperate forests of the Pacific North West a.k.a. redwoods) vs R-selected being common in dynamic areas (for example, alders, willows, etc, in floodplains). There is also a tremendous amount of diversity and trade-offs in different reproductive styles (wind vs animal polinated, wind vs animal dispersed, hypogeal vs epigeal seeds, etc etc). But I think adding in disturbance regimes would be the biggest first step if you wanted to refine the simulation. I would consider how each disturbance regime affects certain organism types. For example: Low-severity but high frequency fire typically kills many smaller plant species (though most are adapted to regenerate vigorously) but only rarely kills larger, mature trees. High-severity, low frequency fire kills most of what it touches, but is typically patchy on the landscape (doesn't affect 100% of the forest). Windthrough hits most tall organisms in a relatively small patch. Insects typically kill only mature trees. You could have disturbance goverend by a few factors: (1) severity-mortality, (2) severity-size, (3) frequency, (4) what features it selects for (young, old, tall, etc). Also, what software and language are you creating this in? For my project I am planning to learn Godot but I am curious what you used :) thanks for the awesome content!
@EightLittleBearsАй бұрын
That’s for the detailed comment! I am planning on adding disturbances at some point, and I like the breakdown you have summarised as low-sev/hig-freq and vice versa! I use Unity for the bulk of the development and I draw all the art on an iPad using an app called Procreate. I suspect Gadot would be fine as well but I like Unity as a product (even if its leadership has been “rocky” lol).
@accelerationnation8171Ай бұрын
This simulation perfectly demonstrates successional ecosystems, which start with smaller grass like organisms and generally morph into larger tree like organisms over time.
@fran3roАй бұрын
One problem, maybe already mentioned, is that plants also consume nutrients from soil, not just water. And diferent plants consume diferent nutrients, ergo crop rotation.
@StevenZybert6 күн бұрын
Ecologist here, awesome sim for starters, I'm doing something similar atm too! :) Something you may have fun looking into would be canopy cover/live crown ratio to add more constraints to each cell/tile for plant germination/growth over time. Long story short, forests have different subcategories or levels within their vertical structure such as the undercanopy, shrub layer, and so on. Bigger trees block out a ton of sunlight. We see this effect amplified in old growth forests where giant firs for example steal almost all available sunlight before it ever reaches the forest floor leaving a blanket of needles and some thin grass patches and nothing more. Sometimes there is moss or other really hardy plant life but my point is once a forest hits this stage its incredibly hard for new saplings to germinate in the shrub layer and grow to any real size unless they are "shade-tolerant" species like eastern hemlock or northern white cedar. So attaching a shade-tolerance value to your plant types, summing them all up for a given cell, and factoring that in may produce some nice old growth forests in suitable cells and help minimize over germination while being realistic. I could talk about the science here all day so I'll stop now. lol Keep making these, they are wonderful!!
@Dimension236428 күн бұрын
12:56 Did you notice that you made a very nice metaphor for us humans at this point? Giants - that is, brilliant people with world-changing abilities - are less rare than you might think. But most of them can't develop to their full size (they, or rather their abilities, remain stuck in a half-grown or seed stage) and at some point they have to pass on their abilities to their children and hope that the next generation will manage to become the giants that they truly are.
@randomchannel1184Ай бұрын
As someone with Atychiphobia, this is literally my perspective: 0:32
@shane1063Ай бұрын
i just genuinely love these videos and i hope eventually your programs and programs like this can be used to fully show the development of terrestrial life on other planets from specific adaptations and unique evolutionary developments. like "spore" but rather than a human creating a random funny monstrosity its a ai system using already pre documented evolutionary adaptations mixed with potential x factor adaptations to create and simulate new creature. i also want these types of simulations to be implemented into games like rpg's where after a while if you aren't carefull either you will end up devastating an ecosystem due to over hunting/fishing/ resource gathering etc or there will be a species that adapts to better kill the player
@khalilli6613Ай бұрын
I think there are a few conditions you could change here to get results closer to the real world. Max height, max age, plus a kind of correlation between height and age, and finally a differing absorbency rate between different types of ground. Also for your map you would need to address that one of the key aspects of a rainforest is temperature, same with other biomes. Rainforest doesn't simply mean huge rainfall or there would be several in new york state where there are none instead, the other key aspects are the temperature and absorbency of the soil (for example new york state doesn't have rainforests because the soil layer is too thin after the ice age scraped it away so the rainwater doesn't retain well enough to support a rainforest)
@EightLittleBearsАй бұрын
Interesting - the simulation uses temperature and precipitation to determine biomes based on the Whittaker Biome System. But it doesn’t (yet) take into account things like soil quality which is something I’d like to tackle in the future! Thanks for the comment!
@khalilli6613Ай бұрын
@@EightLittleBears no problem at all, i love these kinds of simulations and how they themselves evolve over time
@reuben17372 ай бұрын
Loving the new stuff and how much care you put into calculating each factor as thoroughly as you can reasonably expect. Very excited to see what's next!
@EightLittleBears2 ай бұрын
Thanks so much! ❤️
@monkegg_gaming2 ай бұрын
An amazing video and simulation. I cant wait to see what interactions with creatures does to both the plants and the creatures themselves!
@EightLittleBears2 ай бұрын
Thanks! And I agree creatures and plants evolving together is gonna be wild!
@ceawithac40952 ай бұрын
A bit late, but I want to try and give my 2 cents about why lifespan increased so drastically despite the lower time to reproduce. I think it boild down to 2 factors: 1. Resources being too bountiful and 2. Inability to compete. Point 1 refers to that fact that it doesn't seem like any resource other than space actually depletes. Water is infinite (although the amount differs based on the tile), CO2 never decreases, and soil quality/nutrients aren't a factor in this simulation. On the last idea, actually, I do think they should be included since, although the process of photosynthesis does lead to the creation of carbohydrates, it doesn't lead to ATP; there's one more process inbetween where molecules break and recombine where ATP is actually produced (I think 5-6 times more than in photosynthesis), and this cycle as it's called uses other nutrients that you can only obtain from the soil, like Magnesium or Nitrogen etc. Having a soil quality factor that slowly depletes over time as it's used but replenishes once dead plants "decompose" (could just be once they die) would inherently lead to a lot more diversity. You should look into succession for even more factors/how soil quality could be balanced! Back on topic of infinite resources though, since there's nothing to compete for, there's very little competition between individuals, meaning that there's nothing to actually kill off the plants once the simulation more or less hits equilibrium. It's like humans in real life: we have so many easily accessible resources and medications now that there's little to no reason to compete, so our lifespans continue to increase. Now onto Point 2. I might be wrong since you did mention you gave the plants ways to compete, but since you weren't very clear on what they were, I can only assume those ways to compete are root size and mass. The issue is, however, like I said above: there's no reason to compete over water because, as far as I can tell, there's no limit to it. The only actual resource they're competing for is space. And here is where things get interesting. Since, as far as I can tell, there's no way for plants to kill each other, that means that they are incapable of competing for space once that space is already occupied. Since being overfilled on a tile is damaging to ALL plants on that tile, they try to avoid it because there's no incentive. But if you are incapable of competing for space once that space is taken, how do you get the space? Simple: you never let go of that space. By growing to live longer lives, the plants are effectively killing any and all other plants before they can even germinate by occupying the space for longer and longer. All a plant needs is 1 descendant that will keep passing down its genes, so the slow reproduction rate isn't an issue here. And I think those "random trees" are the culmination of this process: the seedling stage takes so long because you don't want other plants to take it once you die, and the adult stage is so short because you want the best chance for your seeds to take your space once you die. And then the cycle repeats itself. There's 3 ways you could solve this issue: 1. Make more finite resources (like water, CO2, and soil quality/nutrients) 2. Add more ways for plants to compete (maybe some release chemicals that kills other plants around them, or they strangle and sap the nutrients from a different plant etc.) 3. Add more ways for plants to die or factors to worry about (like wind resistance, soil hardness/softness, rain and intense weather etc.) The Sapling is a really in-depth evolution sim with very advanced plant evolution. Your simulation doesn't have to have all of these factors at once, of course, and I'd argue looking at only a few factors at a time can be even more interesting than 30 factors you can hardly keep track of at times, but if you want to see how others have dealth with plant evolution, this is the game I'd highly recommend!
@EightLittleBears2 ай бұрын
@@ceawithac4095 wow thanks for the detailed comment! So, water is finite on the tiles but it replenishes (around 10% of total tile capacity) every turn. Bigger roots allow plants to take a bigger share of the available water every turn. That said, I think that, because so many of the plant became small and grew very slowly, the amount of water on tiles was easily enough to sustain them so it was sort of “infinite adjacent” lol. Solar energy is also kind of limited in a different way. There is a max amount plants can get from a given tile based on their overground mass (and indirectly through other stats) but this doesn’t deplete at all. That said plants compete through height and overground mass because bigger/taller plants have better access to light in a congested environment. Soil/nutrient quality and atmospheric effects are all things I want to look into! In terms of “more ways to die”, there should be some of this in the next update when animals come into the equation (and natural disasters at some point). Also, I’ve not played the Sapling but I’ve been watching the videos for years and love them!
@EightLittleBears2 ай бұрын
@@ceawithac4095 also please feel free to join the discord if you haven’t already 😀! Great place to foster these kinds of ideas!
@TheGeniziz2 ай бұрын
I think this just became my favorite video of yours. Really cool deep dive on plants. Can't wait to see more!
@EightLittleBears2 ай бұрын
Thanks! Glad you liked it!
@AaronSchilling-e3zАй бұрын
2:00 is that 2 voices?
@enya28411 күн бұрын
i think the joke is he was talking about a lot of “boring” stuff so he overlaid it and had the acorn animated looking all frustrated
@shi-onko409824 күн бұрын
Loved everything about this! The attention to detail is crazy. One suggestion I'd have would be to allow greater effects of geographical isolation to produce more varying effects on adaptation. As an example, having high snowy mountain tiles at the very centre of the map could be a great addition. It'd be incredible to see more speciation and convergent evolution in these simulations and I look forward to what's to come!
@georgeslade17536 күн бұрын
Hey - good content! Gonna support with a like and subscribe and let the algorithm do the rest aha
@Snick9892 ай бұрын
great video, glad youtube recommended me it!
@EightLittleBears2 ай бұрын
Glad to see you were recommended it! 😃
@sundown456brickАй бұрын
found you just now, loved everything and good luck with stuff! also, maybe consider a different approach to the member stuff idk how much youtube takes from that, but something like ko-fi (not patreon because it seems they take way too much) could be better in a way that you get a higher % again, idk the numbers but consider that! the best for you!
@EightLittleBearsАй бұрын
@@sundown456brick thanks so much for the comment and the advice! I’ll check out ko-fi for sure. One thing I like about youtube is that it keeps everyone together and I thought that might be beneficial for live premieres etc.
@sundown456brickАй бұрын
@EightLittleBears That's a good point, though I'm not sure wether if it would prejudicial, but you're the only one who can decide that Glad to help if anything! Have a great day and I hope to see more
@Solitario9475Ай бұрын
Imagine if this was in a survival game and the world evolved around you. Why has no one done this yet?
@EightLittleBearsАй бұрын
@@Solitario9475 sounds like a great idea! I think there is something similar by another KZbin dev called Germanunkol. Some very cool evolving monsters there!
@matthewchinmingwei6721Ай бұрын
Too much calculation and effort that goes into something that's not the primary gameplay loop. Additionally, probably a huge amount of backlog data needed to be kept to rationalise how the world has reached its current state. Newer players would have an increasingly massive data dump to deal with. On the gameplay design side, it would also be hard to design gameplay elements and mechanics around a world that keeps changing.
@mariannecrews4263Ай бұрын
Sounds kinda like Spore that's why
@Solitario9475Ай бұрын
@ No it doesn’t. The world doesn’t actively evolve like that. It has a bunch of made up monsters that spawn randomly. No actual evolution just a false sense of it. So my question still stands. Also you sound like you’ve never played spore so definitely go try it out but you’ll find I’m correct. You can even just look at videos and you’ll see the same creatures that ver and over except the ones the player actually develops.
@Solitario9475Ай бұрын
@@matthewchinmingwei6721 There’s always a way to strip useless data since you don’t need to remember the old evolutions only the ones happening now, you can also simplify the evolution stats, you could have the game run off of a server instead of the players computer meaning you could have multiplayer as a main mechanic and you can dramatically slow the process down so it uses less power and has the world feel natural instead of rapidly changing every five minutes. It could be a game where you have to play on the same server/world over and over to see the effects.
@aaronforpie2 ай бұрын
I love this sm, evolution is always interesting just to watch but your va really adds a lot. I do wish there was a Key next to the map for the biomes, i quickly forget what means what but that might just be a me problem lol
@EightLittleBears2 ай бұрын
@@aaronforpie thanks! I’ll bear the key in mind for next time 😃
@Choompar2 ай бұрын
nice, new video on the simulation
@EightLittleBears2 ай бұрын
@@Choompar glad you like them!
@Choompar2 ай бұрын
@@EightLittleBears quick question, do you remember me?
@EightLittleBears2 ай бұрын
I do! Though I’ll admit I had to look back at what your comments were… sorry I only have a mediocre at best memory 😅. Natural disasters are still in the plan!
@Choompar2 ай бұрын
@@EightLittleBears nice, next add disease
@malonemaloАй бұрын
I'm glad this intro had a little bit of video at the end.
@timothyrosenvall1496Ай бұрын
Brilliant video, it’s super impressive what you’ve done. One of the things I’ve always been fascinated by is the feedback loop between biology and environment. You’ve started out with some base geographies. How interested are you at allowing each tiles biome type change based on precipitation, elevation and the plants growing in it?
@EightLittleBearsАй бұрын
Thanks for the comment! I am quite interested in changing environments. The current geographies are calculated based on temp and precipitation (which by proxy is impacted by things like altitude and latitude), but they are only calculated once at the start. In the future I want to add things like plate tectonics and atmosphere which will cause the environment itself to evolve over time.
@timothyrosenvall1496Ай бұрын
Im super excited for this project. I’ve wanted to do something like this for a long time and seeing what you’ve put together is pretty amazing, keep up the incredible work!
@notsparks4 күн бұрын
I am not sure why this was recommended by my algorithm, but I have been watching a lot of AI in the past week so it knew me. This was actually a really solid start at looking at plant evolution. I am an astrobiologist, so I theorize on what life might look like outside our planet and how it might form and evolve. To do this, I look at how life on earth did the same thing
@ChiillxerАй бұрын
Very interessting Video. You gained a new sub:). I love EvoSims but have almost no knowledge of them. I got a few questions about this sim tho. What was the parameter that the plants evolved towards? Were the plant categories pre selected (trees, shrubs etc)? Or were there any categories, it seemed like it was because of the Art. Did the plants have to make a tradeoff while evolving? And how did the plants procreate?
@IanMott2 ай бұрын
soil quality should be added as a factor
@EightLittleBears2 ай бұрын
Agreed!
@secondnuts2 ай бұрын
Could be calculated by the amount of available biomass died on the tile over time
@zacharybenson2911Ай бұрын
You also need to factor in seed germination type. For example some seeds are spread by wind, some by animals, some do not grow unless heated by a wild fire. There is some research on the walnut trees and how they will overproduce seed every couple years to ensure new trees and underproduce to cull the scavengers from eating all their seeds from the birth booms after a overproduce year.
@5peciesunkn0wnАй бұрын
I look forward to what shenanigans ensue with different types of seeds and 'seed packaging' and giving herbivorous animals different wants for those seeds and fruits and such
@chiyannadanielle5849Ай бұрын
This is so cool! Can't wait to see it combined w the animal sims
@jonatan01iАй бұрын
I was thinking about creating a very similar tile-based simulation. With sometimes lava coming up from under the ground and then these new mountains would emit water from under the ground as well later, and the different altitude would make the water flow. Creating it for a game where you have to survive, figure out laws of this nature and taking advantage of them and such.
@GrimReaperPTD28 күн бұрын
Did you take into account transpiration pull and cohesion and adhesion forces of water molecules when calculating the energy needed for vertical transport? Because of that the energy might be less and the transpiration happens in any case to cool the plant in a warm environment. Also the temperature sensitivity is basically due to enzymes and enzymes have an optimum temperature and will basically form a exponential curve around the optimum temperature. When the temperature gets to low or too high the protein/enzyme's nature changes so it cannot perform it's function anymore and basically cells stary dying.
@EightLittleBears27 күн бұрын
This is really interesting. I didn’t take transpiration pull and cohesions/adhesion into account specifically. I will have to read up on this!
@drewmx8Ай бұрын
It sucks that you made them compete so much because it’s actually a myth that taller trees with more leaf coverage steal resources from ones they overshadow, but we learned recently that because the roots are all intermingled, the big ones share the excess they get with the little ones they ever shadow. Unless the plants are like weeds, they usually share resources via their root system, and they’ll share other information and help. I don’t remember all of it but look it up. It’s really cool
@SgtSupaman4 күн бұрын
That is highly dependent on the plants in question. You say "Unless the plants are like weeds ...", but weeds are just plants that people don't want, so that term has no meaning in nature. Of course, plants we observe near each other in nature will have little to no competing between them, because, if they did, the least efficient of them would have died off already. Plants, like animals, adapt to fill certain niches in their environments. So, while this simulation might benefit from leaving a little more room for plants to find ways to function together, it is absolutely realistic for them to be competing for resources.
@lemoneyesalt5513Ай бұрын
Yesss! Do More of this!
@artempest713716 күн бұрын
Amazing project I loved it
@matthewp40468 күн бұрын
Coding is one thing, but the visualisation skills shown here are what really impressed me, great work
@EightLittleBears8 күн бұрын
@@matthewp4046 thanks!
@gmanboАй бұрын
Very interesting sim. I know its impossible to account for every natural phenom in a simulation.... Even though some try. My personal favorite things to add into parts of this would be. The fungus that connect trees in the soil. It acts as a syphen / distribution network. If there's a dead tree it takes nutrents + water from one and brings it to a more healthy tree. + Allows trees with an overabundance of water / energy to distribute that energy to others around it. The thing about this fungus is it doesn't interact with plants that arnt tree sized as far as I know. This specific adaptation allows large trees to sustain larger groves more efficiently. + Predation from animals. So much of the evolution on earth is directly related to animals+ plants in an arms race. I figure its basically impossible to implement this in any sort of complete way. However. Setting up 3 different predators for plants that have specific continually adapting factors might be possible. 1 to go after trees. They trim the tree tops. Giraffe essentially. Over a specific hight at first they can't hit.. but the longer the sim goes the higher they can trim. 1 for grasses ( where it actually helps the grass through fertilizer+ ) Look at the new wave of cattle ranch practices where cattle are moving through an area rather then simply eating all the grass in a given point. Then brush. Something like the goat. That eats almost anything but especially likes brush or midlvl plants. ( Plants eaten by this animal get a seed boosted in energy. )😅 1 for mid lvl / rocky plants. Give the plants a taste that the grass eater + tree eater doesn't like but. This third does.. Provides fertilizer, + seeds eaten by this specific animal get a boost for germination.. These changes together i expect would alter the simulation to be more aligned to what one would expect. A forest area. Savannah with a predominant base grass type plant.. + Brush types of plant in the dryer areas that aren't quite dessert..
@EightLittleBearsАй бұрын
Very interesting and detailed comment! I am actually working on getting plants and creatures to interact now! Currently looking at a digestion system that will allow seeds to be dispersed through animals and better energy exchanges depending on diet type! I think some of your other ideas are interesting too! Deffo want to have height play a role and fertilisation be a thing, which can also pave the way for fungi, but they are probably for a later update I think!
@gmanboАй бұрын
@EightLittleBears First great vid and that's for the response. The point with the specific fungi I am referring to is. mycorrhizae The reason I brought it up is that it doesn't act much like other fungi in the ecosystem. It specifically works with trees. So most of the issues working with other aspects of fungal life would be unneeded. The point of adding in this specific fugal effect is that it promotes groups of trees to form. If you don't want groves to form on the map. Probably not worth it. As to simulating animal plant interactions. 1 fruits, or the lure for animals to eat the seeds are an interesting byproduct here. / More energy is put into a seed then strictly nessary to lure animals to eat / transport the seeds. 2 seeds need to be produced quickly to be available for consumption. Hay grasses have quick up and germination times to allow for grazing animals to have a chance to eat them. So speed to seed and shorter growing size and time seems weighted here. 3 fertilizer. Eating seeds and giving them a bonus to germination.... Isn't the only use of excrement. It typically boosts soil health and minerals as well. How to model this though.... Smaller plants..... Usually use a bonus to growth after an area is disturbed. Quick ground cover. Larger ones come in later over time. + Tower over them. Fertilizer could give a boost to bounce back from predation. + Boost growth in a given area for a time. Not a lot but enough to break the math but enough to be boosted right after the animal moved through. I don't know how to account for better overtime soil quality. Usually that can't be directly attributed to animals anyway. As flooding, minerals, activity keeping herbivores moving all play a roll. Anyway these are ideas. Use as you see fit. You know your systems limitations much better then I do.
@cefcephatus15 күн бұрын
Plants needs O2 at night, but that's already factored into Kleiber's law. However, if you were to add it into animal system, instead of O2 and plants as resources, you have to make plants = O2 providers, animal = CO2 provider, plant = animal food provider, animal = soil nutrients provider. Having 2 dynamic systems interaction is a total chaos which you can't say anything is right or wrong anymore. Perhaps, you might need to mutate tiles according to the result of 2 systems interactions, and suddenly, you have 3 systems interactions.
@EightLittleBears15 күн бұрын
Ha - this is the goal.. but yeah chaos…
@Misto_deVito60092 ай бұрын
Glad to see you back
@EightLittleBears2 ай бұрын
@@Misto_deVito6009 good to be back! 😀
@robbs9621 күн бұрын
The trees never evolve into anything but another tree. Kinda like real trees and animals, "according to thier kind". I know that may not have been your point of creating this simulation, but still worth a thought.
@humdifyАй бұрын
I am amazed at the amount of genius that went into making this video.
@strcmdrbookwyrm2 ай бұрын
Two things I think could be interesting, but probably wouldn't change much (They are kind linked too): One, I feel like there should be a penalty for having too much above ground mass verses root mass, especially as a plant gets bigger. I don't think it should bother short plants much, but if a plant gets taller it should need more root mass to keep it from falling over. It's a bit of a balancing act though, as if it's too severe it will stop tall plants from forming. Two, I think that the amount of water in the ground should effect how hard it is for plants to grow their roots. My idea is that it costs plants more energy for plants to grow bigger roots in areas where there's less water because the soil is harder. It could also be linked for how long it takes a plant to grow, with slower speeds being effected by this penalty less. I think it would lead to more plant diversity based on environment, but at the same time I'm not sure if it would make much of a difference overall.
@EightLittleBears2 ай бұрын
Both interesting ideas. To some extent, larger plants already require larger roots because, without them, they would struggle to collect enough water, but I haven’t thought about it from the “falling over” perspective. That might be even more interesting when large animals are added to the equation!
@erinkarp2 ай бұрын
Plant evo! Excited to see this alongside the animal evolution sim. You might want to do some sort of layering option so you can have rainforests
@mcybulski5150Ай бұрын
Mashing the plants and animals together and seeing how both impact each other (similar to reintroducing wolves to Yosemite) would be amazing.
@IrisFreshwaterАй бұрын
When the world got too busy the plant life started adapting for all the other plant life around it, affecting the way it grew, does this mean if we control the environment enough, more specifically where the trees grow and how much life is around them and when, could we evolve trees in unique ways?
@skywatcher4585 күн бұрын
i think you forgot that trees share water with their neighbors through their roots some trees even work together to fight against illnesses
@ericmerlin1597Ай бұрын
With so much data about all of the kinds of plants an their chances of survival given their current world status, imagine using machine learning to predict the chance of survival for any kind of plant depending on the current (and predicted) world status
@EightLittleBearsАй бұрын
That would be pretty crazy!
@ozirmokion73582 ай бұрын
Longer lifespan means more time between reproductions, meaning less mutations per unit of time. In real life less specialized r-strategists are often the ones to first swoop in after a big dieoff, being faster to mutate to fill newly-open niches than the longer-lived K-strategists and becoming the ancestors of dominant taxa. Perhaps in a more dynamic environment, where conditions change and more factors are in play, meaning there's more adaptation to do, faster mutations will give an edge?
@EightLittleBears2 ай бұрын
@@ozirmokion7358 that’s a great observation, and actually the desert specialists were in an area where temperature fluctuations were severe across seasons, so that is one piece of evidence which supports your theory!
@NeoKreeАй бұрын
Hi! Wonderful simulation, it could be very interesting to see what happens in case of a general increase (global warming) or decrease (ice age) of temperature during generations
@carlosroura75812 ай бұрын
Maybe this is overkill, but you could create 2 levels of underground water (in addition with the surface water, so a total of 3 levels) and only the plants with the biggest roots can access the deeper level? At the same time, maximum root depth should follow a ratio with respect to plant height, to allow trees to access the deepest waters and coexist with shrubs without competing to the death
@EightLittleBears2 ай бұрын
@@carlosroura7581 yeah I agree!
@Mythikal136 күн бұрын
The population never decreased probably because there were no chaotic factors like the real world. Natural disasters, animals, mutations in the plants, plant viruses, fungal parasites, erosion, droughts, etc could all cause plants to die off or severely decrease in population
@wilcojarАй бұрын
"I'm not a biologist." Neither are people who study plants. Botanists and Arborists do. Love watching videos about simulating evolution. First I've seen about plants though.
@EightLittleBearsАй бұрын
@@wilcojar haha good point..
@TheIdeanator3 күн бұрын
its really more of a visual representation of a mathematical solution converging. Unless you change the equation its gonna do that
@newlife-93162 ай бұрын
make some plant that can grow on shallow water. It would make more diverse plants. BTW, I love your content. Keep it up.
@EightLittleBears2 ай бұрын
Thanks so much! And yeah I am going to try and tackle some aquatic themes after merging creatures with plants.
@levidelaney554113 күн бұрын
the thumbnail art is actually goated if the arrow shape is by design
@EightLittleBears13 күн бұрын
@@levidelaney5541 if you mean aligned with the golden ratio then it is indeed by design!
@Beeontree2 ай бұрын
I think you should make fruits that fruit eating animals can transport further. You should also make nuts that specialist animals have better access to. Maybe even an arms race where the plant makes harder nuts and the animals has harder teeth for example. You should make arboreal animals that get tree resources like fruits leave and nuts faster. Also smaller herbivores might favor small plants and larger ones large plants. You could even make a smaller animal that needs very few resources and can sustain a population on a single tile like incects. You could also do a flying animal. It could be like those that favor fruits in trees become arboreal, then if they become even more arboreal they become a parrot or some bird. Then maybe that opens a whole new pathway where they can pre predators. Also wetlands would be cool. Like wetland plants and animals to live there.
@EightLittleBears2 ай бұрын
All good ideas! I think in the next phase where I bring animals and plants together I will be trying to implement some similar things (or at least seeds that animals can transport around and different seeds/nuts etc. thanks for the comment!
@EbonyWolf.2 ай бұрын
Nice love your videos. Something that most genetic simulations don't consider, is that our DNA evolves to be redundant as a way to be more resistant to mutation. I'm curious how a mutation resistance gene, would affect the simulation.
@EightLittleBears2 ай бұрын
@@EbonyWolf. that is an interesting idea and a few people have mentioned similar things. I can set mutation levels manually so it would probably be quite easy to allow “mutation chance” and “mutation amount” to mutate itself (and lowering would be roughly equivalent to developing a resistance to mutation). I’m probably going to do a specific video on that!
@BoblinDaGoblinАй бұрын
Perhaps Vines as choking plants could be a factor in Rainforest?
@kennethquinnies602311 күн бұрын
I think you should include the climate changing, ie water scarcity, glacial periods, terrain change due to earth quakes or volcanoes etc.
@EightLittleBears11 күн бұрын
@@kennethquinnies6023 i am planning on adding stuff like that! A little ways in the future I think though!
@goodboyhuneyАй бұрын
Savanas are actually really diverse tho its mostly grasses
@EightLittleBearsАй бұрын
Yeah that’s a good point!
@nyoodmono4681Ай бұрын
Plants with more stomata can take up more CO2 but lose more water as a trade off. Also certain plants like grass only evolved because of CO2 shortage. Generally where the climate allows it there will be forest eventually, it is the climax vegetation. Just some thoughts, not knowing if this is even possible to program.🌵
@codegangstudios2 ай бұрын
i always love these vids
@EightLittleBears2 ай бұрын
Glad you like them!
@madscientist14Ай бұрын
How about adding occasional natural disasters like earthquake, typhoons, floods, or wildfire? Because in natural selection even if some traits are very useful for a thriving population, most get wiped out because of disasters. Then, the ones with traits that let them survive the disaster remain, despite the fact that the trait is detrimental against their competition. It's just an interesting addition for me, and I predict it would make weird mutations later. In real research we see a lot of "useless" body parts in animals(or even humans), but we just have to wonder why did they remain despite having no uses? It's possible they were useful in ancient times and they just mutated to the point that it became redundant, or maybe it's a weird disaster saving trait.
@piotrkaron3568Ай бұрын
I think that that puting all complexity of fight for resources into one level of congesitivity is too big simplification and it should be replaced with nutrition Also to make it work you should add cycle of matter Mabye if speed of cycle would be dependent from temperature that would bring more complex compositon of life form into rainforest Other thing that animals could be useful to put more evolutionary pressure and decrease life spawn of smaller plants because they are more vulnerable to be eaten by animal And i know that my english is really bad but this simulation is so intresting that i couldn t resist to help make it better
@OnebadterranАй бұрын
It would be interesting if the seeds could float to two or three tiles away to cross rivers or penetrate deep into mountain grasslands
@EightLittleBearsАй бұрын
The update I’m currently working on will allow seeds to be carried by animals
@vinestick2 ай бұрын
i always make sure to watch the vid all the way through
@EightLittleBears2 ай бұрын
@@vinestick amazing! Thank you! Supposedly it’s what the algorithm cares most about!
@vinestick2 ай бұрын
@@EightLittleBears of course, hopefully your channel picks up traction
@shadow9900718 күн бұрын
How do you code your simulations? Do you use Unity or Unreal or are you making all of this by scratch?
@EightLittleBears15 күн бұрын
Unity
@shilo-j5v2 ай бұрын
Fungu could be an addition, either feeding off the dead or helping out plants
@EightLittleBears2 ай бұрын
@@shilo-j5v agreed!
@Average_NerdIII2 ай бұрын
Suggestion: Animals that help spread plant seeds.
@EightLittleBears2 ай бұрын
@@Average_NerdIII next phase is adding animals back in and I’m gonna try and implement this 😀
@orthochronicity6428Ай бұрын
It's funny being recommended this video, watching it, and thinking, "wow, it'd be cool if he could do animals, too" only to discover that animals were the focus! I'd be really curious what happens if you got a feedback between CO2 and O2 needs between animals and plants, along with biomass of the plants with carbon as a limited resource. After all, an explosion of hyper successful plants could cause a mass extinction, like, a real one: ancient non-tree, tree-analogs once used up all the carbon and caused an ice age that resulted in one of the big five extinctions in Earth's history. I feel like that would be unfortunate to see as the sim probably couldn't recover (or maybe it could if you don't do the green house effect and have ice ages), but it would also be cool if one time you ran the simulation you reproduced one of Earth's major geologic events.
@EightLittleBearsАй бұрын
Agreed! Atmospheric change and balance is on my list of things I want. Realistically I want the world itself to evolve rather than just the world’s inhabitants.
@demian_csomic_winters94842 ай бұрын
I had a thought about using the world model of earth as a control value, same Continental locations, same regional environmental factors such as heat and cold, how much water, how much it rains and more, even similar solar rotations around sun that makes up year is similar, idea is to see how close you can get to earths ecosystem while do similar natural random state of growth. Maybe even environmental disasters such as hurricanes, Earth quakes and volcano eruptions and etc?
@EightLittleBears2 ай бұрын
@@demian_csomic_winters9484 it’s an interesting concept. Think I still have quite a way to go before I could attempt something like that! That said atmosphere and natural disasters and so on are all things I want to add at some stage (essentially an evolving world rather than just evolving things in a world). Thanks for the comment, and please feel free to join the discord! 😀
@demian_csomic_winters94842 ай бұрын
@@EightLittleBears for now could make flat map of earth and general idea for different regions and so on, like where median line and artic poles are, more complex stuff like spherical world, disasters and so could come later, something like this could probably make in similar manner to game making but with more sandbox style, and you could "update" or make "dlcs" to alter your scenario game of sorts. Like making a program where you can edit the solar system such as how many stars, what type of stars, how many and types planets how do they all move and so on, down to smallest details though how much depth you can control can be improved over time, and as its more of tool then genuine game balance for players isn't really required to worry about as for testing but who knows maybe in future others could use such useful tool too. Even adding ability to design both real and fake plans and test them in scenarios, like what if world tree of elf's as really and had genuine capabilities as they are shown what would real world look like with such a tree and with right settings and programming you can see how they could naturally work in a IRL world if real. And the great thing about this idea is you have thousands of real plants and variants you could model for templates even long dead Species of plans and animals could be reacted in this manner. this comment was meant to be short then I kept thinking and typing my thoughts I had them. I hope it's clean enough to read and understand lol
@spoodersam63829 күн бұрын
Ha I like your funny words magic man
@AmyClerk9962 ай бұрын
Can I ask what you used to make this? I’m building my own evo sim in Unity!
@EightLittleBears2 ай бұрын
@@AmyClerk996 awesome! I also use Unity
@dany_fgАй бұрын
wait until he hears about the forest network
@EightLittleBearsАй бұрын
What is this? When I google it there are all sorts of things that come up!
@werwolli69Ай бұрын
He is Back!
@EightLittleBearsАй бұрын
@@werwolli69 happy to be here
@shi-onko409824 күн бұрын
3:49 programmer moment 😂 "normalisedMaxEnegy"
@mrx639020 күн бұрын
what would happen if the propability to reproduce gets smaller, the older the plant can get: for example lifespan propability 300. 1% 600. 0,7% and so on?
@EightLittleBears20 күн бұрын
I’ve actually just implemented this for animals :D
@Polonium209Ай бұрын
i have a theory on why plants evolve to live longer. think about long livers, in your simulation plants reproduce continuously after maturity so long living plants will produce more seeds on average, raising its chances of successful replication. i guess this is why they were favored in your scenario. i think that a decline in quality of offspring with old age and a population of primary consumers would reverse this trend, but what i'm thinking is that there aren't many threats to the plants at all, so they can live longer making a lot of seeds. edit: just read other peoples comments, they have much more detailed theories about why that trend might be, this is actually really interesting
@EightLittleBearsАй бұрын
@@Polonium209 yeah there’s been some great discussion and I think you lot are on to something! Thanks so much for taking an interest and taking the time to comment 😃
@EightLittleBearsАй бұрын
@@Polonium209 (also please feel free to join the discord 😉)
@huseyinemreeken30249 күн бұрын
Shit, I have no idea! I have never been a plant actually. Maybe my leaves so I can fertilize and photosentisize more?
@adamweishaupt37339 күн бұрын
Your point about being surprised that the savanna was more diverse than the rainforest was interesting to me because it's actually a lack of resources that encourages biodiversity, not an abundance. Rainforests are as diverse as they are largely because their soil is actually quite poor in nitrogen, potassium, and other mineral plants need to grow. MinuteEarth made a really good video about it: kzbin.info/www/bejne/o4i5coeboNlnkKM. With that in mind, I think it would be really interesting to add a parameter for the nutrient contents of the soil, which decreases as plants grow and is restored when they die. I think this feature might encourage some plants to increase their growth rates at the expense of their lifespans so they can reproduce faster and starve out their ancient neighbors.
@EightLittleBears8 күн бұрын
That’s a really interesting point. I guess I was thinking about higher diversity coming from higher competition and more potential for conflict in a smaller area (thinking mostly about Kurtzgesagts video about ant wars ha).
@PuzzledPlayАй бұрын
The world evolves… Is the punishment an asteroid? ☄️ Now I wanna see a fully evolved planet…
@zane_sadauskis2 ай бұрын
So now begs the question do you plan on adding aquatic plants to the build?
@EightLittleBears2 ай бұрын
@@zane_sadauskis haha - this made me smile. On a realistic note, hopefully next year, but the next goal is to merge the animal and plant systems together so it depends how long that takes, along with a couple of environmental changes to get lakes and stuff.
@zane_sadauskis2 ай бұрын
@EightLittleBears Awesome, I love seeing the progress you are making for a more comprehensive simulation. Really amazing stuff you are doing!