Thanks a lot everyone 😁! Remember to head out and check the tournament page: www.reddit.com/r/TheBibites/comments/vg3vsi/bibite_community_tournament_announcement/ Also download the new public version 0.4.2: leocaussan.itch.io/the-bibites/devlog/394854/the-bibites-v042-balance-and-stability ================================= And as always: Follow me on Twitter : twitter.com/TBibites Support the project on Patreon : www.patreon.com/leocaussan Join the community on Reddit : www.reddit.com/r/TheBibites/ Download and play the game : leocaussan.itch.io/the-bibites Subscribe to the channel: kzbin.info/door/jJEUMnBFHOP2zpBc7vCnsA
@apersonthatsucksatnames11332 жыл бұрын
First
@I_V_X2 жыл бұрын
The amount of work that went into this video is astounding, can't wait for more experiments
@AXharoth2 жыл бұрын
hey maybe you could make a function , that would be kinda like a historian or a scribe , that would create a log about important historical events like extinctions or migrations , so you can analyze things easier later ,
@AXharoth2 жыл бұрын
i think it would be cool to give your guys the ability to stop , they seem to never be able to stop
@johannes9602 жыл бұрын
The idea and the simulation are great, but the most crucial thing the program is missing are detailed statistics of what happened during the time of the simulation:) Because the usual user does not have the time or the understanding of your simulation to track the different species mutations etc. And so a lot of exciting things that happen will not be noticed:)
@pyritenightmare2 жыл бұрын
As I mentioned in the chat, I think a bit of non-complex plant variation may help with the evolution of predation and keep the bitbites from entirely overtaking each other. Allowing for development of different niches, and encouraging certain kinds of development.
@BingusDingusLingus2 жыл бұрын
Non-complex and complex life both. Complex plants today don’t crowd out the area for herbivores and carnivores, they provide more room.
@MerryMoose2 жыл бұрын
Something like plants being thorny, causing damage when bumped into, or woody, being harder to break apart, or spicy/poisonous, etc. would help make more niches to prevent extinction
@SpydrXIII2 жыл бұрын
yeah! like poisons, bad tastes, good tastes (for fruits), thorns/spines, seed dispersion methods, seeds able to survive the digestive tracts of certain acid amounts to then grow from their feces, eversion to chemicals or no ability to taste them, (like in parrot and pepper coevolution) etc etc.
@affegpus41952 жыл бұрын
@@SpydrXIII thats hardly non-complex stuff 😁
@roseproctor31772 жыл бұрын
agreed agreed 👍
@dragonsflame37772 жыл бұрын
my guess would be the colour selector meant that only pink-eyed creatures could travel to the south island, essentially preventing the competition we saw on the other islands because the pink-eyes were the only species capable of surviving on that island.
@makelgrax2 жыл бұрын
That also makes quite a bit of sense!
@aerievee2 жыл бұрын
I wasnt sure about the color selector theory at first but I think this has brought me around to it. Makes a lot of sense
@nevinmyers12452 жыл бұрын
But doesn't more competition result in more incentive for evolution, resulting in stronger creatures?
@aerievee2 жыл бұрын
@@nevinmyers1245 It should but the south island still ended up with the fittest bibites- the southern bibites DID end up outcompeting the bibites from the other island that could be random chance or maybe theres something else at work
@Junon152 жыл бұрын
This would essentially be a pink eyed "nature reserve." They would be guaranteed to survive till the end because the South Island could never been conquered by any of the other species. With a constant population of pink eyes throwing a couple members to the other islands every generation, statistically they'll take hold of the island eventually, even if their not the fittest. Think "zerg" wearing down a population with superior numbers over time (not perfect, but close enough).
@xGOKOPx2 жыл бұрын
I think you've really griefed your experiment with that pink eye thing. Bibites from all islands would arrive at other islands more or less as much as others, but the southern Island is impossible to conquer by any Bibite that doesn't have the blessed eye color. Other islands didn't have that kind of defence mechanism, so the Rozoculi could try over and over again with no fear of going extinct themselves
@valentinmitterbauer41962 жыл бұрын
That's what most likely happened. The "cleanser" protected the pink eyes from any invasive species and that's just unnatural, the only real live equivalent of this would be human interference (think about a hunter living on an island that shoots every newcomer species to preserve the current ecology of the island). It kind of spoils the whole experiment, but it's nothing to be upset about. He said himself that he is no biologist and therefore he solved his problem (eyes changing colour) like a programmer, with a brute controlling instance.
@keterpatrol75272 жыл бұрын
Agreed, but I wouldn't call it spoiled Edit: nevermind. I thought it would only happen once. I was wrong
@durpson2 жыл бұрын
Oh my god, he the human interfered which led to an invasive species spreading everywhere it had no business going to
@SuperExplosivegames2 жыл бұрын
Racism ruined everything, whats new?
@et42352 жыл бұрын
@@valentinmitterbauer4196 what if the environment in question is something like a jungle? I tell you, if a species which isn’t evoluted for jungle survival enters one, it is gonna die instantly. Actually that happens with most environments, the ocean, the desert, dense forests and many others
@jonathankydd18162 жыл бұрын
Personally, I think that the ability of plant matter to just appear is preventing the development of carnivores and predators. Perhaps plants could reproduce every so often from existing plant nodes and possibly even based and a local fertility value. This would mean that overgrazing could develop, pushing the bibites to evolve predatory behaviors.
@alejo1003ful2 жыл бұрын
incluso podría haber un caso en el que depredar a miembros de la propia raza incentive el canibalismo, ese rasgo seria interesante, igual que el caso de parasitismo o uno de simbiosis... ejemplo un caso donde un bibite logre que crezcan plantas de su cuerpo y estas le proporcionen energia a cambio de algun otro valor como el crecimiento o similar, pero esto haria que el bibite que hace simbiosis con las plantas sea perseguido por herbívoros, quizas este podria ser carnívoro, volviendose una especie que atrae herbívoros para comerlos, incluso podria ser el caso de que como atraer herbívoros sea usado por otros carnívoros para comer herbívoros
@Sincuttiere2 жыл бұрын
Brilliant
@theapexsurvivor95382 жыл бұрын
Yeah, and have plants have some sessile evolutions, like being able to sense and secrete pheromones, grow at various rates, etc. (Basically make them bibites that can't move or see and which gain energy at a passive rate based on their size and whether they're in contact with other plants)
@michaelmaguire4147 Жыл бұрын
implementing seed behavior would be interesting
@DigitalAnima2 жыл бұрын
The Rozocoli started out as the heros, but lived long enough to become the villians.
@TheBibitesDigitalLife2 жыл бұрын
Wow. I should've thought of that line 😭
@tonyhakston5362 жыл бұрын
When were they ever heroes?
@obiomajronyekwere44692 жыл бұрын
@@tonyhakston536 they were the faves the underdogs untill well yknow they went insane
@Duesikazergaming6 ай бұрын
I want the stupids to come back
@dazcarrr2 жыл бұрын
idea: what if you added some kind of "pin" system where you could mark various creatures with something that always gets inherited to its children so you could more effectively track the ancestry of the various species without having to save an entire family tree for each bibite
@lukesanderson76082 жыл бұрын
Or just an actually impotent gene that are stored as strings that mutate the individual characters, given the timescales of evolution in the simulation it would be very accurate. Hell if you made it something like a 16 character string with 20 possible characters you could run an algorithm comparing the impotent genes of two bibites and get a very accurate estimation of their last common ancestor. Hell sounds fun to expand that to being able to add in more than two bibites and then use piece together a guess at the genetic tag of their last common ancestor with a parity check. I might actually try that because it sounds fun
@xenotriver2 жыл бұрын
Something like mitochondria DNA used to identify family trees.
@DidWeWin12 жыл бұрын
Yeah. I was thinking of a continuously growing string or array. Where each generation passes the string/array on to the next, who then adds a unique character to the end. By this, you could track the lineage of every Bibite and compare them to see how many generations ago they diverged.
@meandering-brooke2 жыл бұрын
There’s already a tag system that lets you give a bibit a name that is passed down to all of its descendants
@joshlanders2 жыл бұрын
I think the most simple solution is to have parents generate a random unique string this string is passed on to some label. For each generation you simply put a dash. Say you have parent A, with child A-B, and that child could be A-B-A as long as A-B-A doesn't exist. The genes of this are what they are because their isn't a parent, if a plant for example irl mutates it still will look somewhat like the parent but its fruit is a shade different or something. With the string you could write an algorithm to show the chain of generations as photos of their adult form based on the tag as OPcommenter suggested. No complex hashs or other fancy maths related to the specific genes everything is just labeled so it can be organized.
@OGNaes2 жыл бұрын
"Oh no, the eye-colour-selector might have interferred a little too much in the simulation!". This means a whole new 100h series has to be done without the selector... for science, right?! RIGHT?! That's good, because I enjoyed that content a lot. I know, it was a lot of work, but I can't wait for season 2! Thanks!
@physicsgamer51412 жыл бұрын
My theory for why the rozoculi had such an advantage over other species is that practically speaking, their island was very heavily favored towards them, while other islands were not favored against them. The color selector effectively created an environment where only that genus and maybe select individuals from another genus could survive, creating an environment where the rozoculi genus would be able to propagate and expand from without much risk of other species propagating to their own island. The color selector, though not giving any given individual an advantage over any other given individuals of other species, gave the genus of rozoculi an advantage over others, by protecting the genus against invasive species.
@Pystro2 жыл бұрын
That's an interesting point. My hypothesis was that the rozoculi had the ability to visit 2 other islands to challenge other species, while a species from any other island had only 1 other island they could migrate to and expect to survive while challenging the locals.
@smaug1312 жыл бұрын
I also thought about this, and while it would have protected them from getting invaded, it doesn't help them with invading the other islands. Or perhaps it does: when the two diverging species got into the arms race on pinkeye-island, this may have locked them in an energy-ineffective design at some point (costly jaws vs costly armor, but both are needed because of the other). If at this time a third species invaded, it may have outcompeted both species and put an end to the arms race. The heavily armored Bibit turned out to be the most effective design at the end, but that may not have been the case at a lesser armored state. Such an arms race may not have been possible on the other islands. (However, "Rozoculi Hostis" went on to conquer the northern islands before the arms race seemingly happened, which contradicts this idea) Another option is that the pinkeye-enforcer sped up evolution a tiny bit by killing off Bibites whose random mutation ended up in a parameter that did nothing: its eyes. This means that there was more food for baby-Bibites with a mutation in a more productive parameter. As the amount of babies that can prosper is limited by food, this means that there are just as many, but more efficiently mutated, babies. But finally, it may as well have been chance. It is statistically unlikely that all islands have equivalently effective Bibites, there's probably always one that happens to be inhabited by the best Bibites. It did recur thrice, but that may be explained by the fact that the invasive species suffers way less pressure to evolve as it is surrounded by inferior Bibites, so it can evolutionary drift as it pleases. Among its mates back home however, pressure is high and only the strongerst will survive. So a future invader from pinkeye-island may be likely to find its predessessor to be inferior to itself. In conclusion, I think the latter two options are the most probable, but the first is a fun one to think about.
@olbluelips2 жыл бұрын
That's really cool! They had access to so much more energy
@alejo1003ful2 жыл бұрын
@@smaug131 quizás las 3 islas deberían haber tenido factores de beneficio diferentes, ejemplo el ejecutor de ojos es un factor que beneficia a una raza, otra isla podría haberse desarrollado para ser mas fértil en cantidad de plantas permitiendo otro factor de beneficio para especies locales y en la tercera, algún factor que favorezca la depredación, ejemplo menos fertilidad vegetal, por lo que en algún punto las 3 razas cuando toque una migración podrían estar en ventaja o desventaja, un caso seria que los depredadores tendrían una mayor tendencia a atacar o depredar, quizás también habría una especie muy defensiva que coma mucho, mientras que la que tiene un defensor de color, seguiría un camino similar al de aquí en un inicio, los que tienen tierras fértiles, serian casi seguro todos herbívoros, no se si pelearían por alimentos o colaborarían, es complicado, dado que todos en una tierra fértil tienen comida abundante, pero bien podrían competir por la comida creando una guerra de armamentística para ver quien es mejor comiendo todo en todo caso quizás que las plantas tengan un factor evolutivo básico que favorezca ser carnívoro o diga "esta especie es la única que puede comerme si tu me comes te mueres" seria util. si por ejemplo una isla solo tiene plantas que solo los de ojos verdes pueden comer y los ojos rosados no, mientras que en la isla de ojos rosados hay un ejecutor que mata a todos los que no son rosados de ojos, entonces ambas islas tendran factores que impediran ser invadidas por otros generos, pero en algun punto podrian adaptarse para migrar, ejemplo ojos verdes que se adaptan a ojos rosados pero aun con un sistema dijestivo que les permite comer sus plantas, u ojos rosados con feromonas que hacen que las plantas crean que son ojos verdes
@hedgehog31802 жыл бұрын
Yeah essentially Rozoculi just had the advantage of time and manpower. It was effectively impossible for it to go extinct because it'd always have a safe haven and from that safe haven unlimited migrations could happen which meant that no matter what Rozoculi would just eventually win because it was impossible for it to ever lose. Even if hundreds of migrations failed only a single one had to succeed and that was perfectly fine for Rozoculi since it could never go extinct and could just keep trying until it won.
@ilPrinni2 жыл бұрын
Just want to say, evolving to smell so bad that others dont eat your food is so big brain I love it.
@macroglossumstellatarum59322 жыл бұрын
I'm not _that_ familiar with the project (yet), but here are a few ideas: Maybe it could encourage bibits to carnivory if just biting a creature hard enough could release some of its energy as meat, making the jump smaller. Flesh-grazing like that is very rare nowadays, but it does exist. Like the Cookie-cutter Shark. (Especially as bibits seem to be biting each other all the time, given the armour every survivor developed.) Combined with the existing grappling you might get parasites as well! It is a very rare occasion indeed for that to be a happy prospect. As a physicist the most important part to me is the allometry used. That is, how various values are affected by scale. For example, we proved that planets and stable orbits can only form with three spacial dimensions, where force ~= 1/r² and mass ~= radius³. Might be something similar here - Can you even get life as we know it in an environment scaled to one or two dimensions? But I don't know how you programmed anything, so you might already have implemented that. Passive energy loss ~= size² from heat loss + size³ from metabolism, energy loss from speed ~= size²*velocity assuming a very low Reynolds number, etc. You get the point. Maybe encourage more complex behaviour by always having them emit pheromones, more like droppings. Requireing more energy to either suppress or increase. Stealth predators! Also, maybe replace red/green/blue pheromones with a floating point value. Maybe they can recognize species or even family members by comparing how different their scent is. Looking into sexual reproduction might be worth it. Since both partners need to be fit, it causes much more rapid selection. Like Newton's method with its square convergence, or whatever the correct english terms are. Seperate release eggs/release pollen nodes, starting with self-fertilisation and let's see what happens. A simulation with a global current might be interesting for relatively little effort. Affecting smaller creatures and pellets stronger than large ones, and a new node for angle vs. current. Creating new niches by allowing sessile herbivores and carnivores to hunt them. Plant evolution isn't as important as just having a limit to cause competition, instead of having it spawn in at a constant rate. Plant pellents grow, and split once reaching a certain size. No upgraded AI required. (edit: a _low_ Reynolds number. Fluid dynamics are hard, okay?)
@theexchipmunk2 жыл бұрын
I belive carnivorus and herbivorus behavious need different genes. That way there isn´t the persisting need to first devolve the capability of eating plants which is a big problem here as it makes becoming a carnivoe just to hard. They fisrt need to massively inconvinience themselfs before the can even start to actually really feed on meat emaning they probably get wiped out before even having the chance. Its also not very realistric, as in nature herbivores can and do eat meat when they get the chance to augment their diet. If you have ever seen a horse munch on a mouse or bird you will know. It would also make the existance of omnivores possible. The whole thing probably would need to be coupled with digestive efficiency and a few other modifiers to keep from only evolving omnivores. But plant evolution and procreation is probably also an important thing that needs to happen.
@giovane_Diaz2 жыл бұрын
the point of doing a crescent energy consumption scaled to size (and armor maybe) with a positive derivative (linear, squared, cubic... i don't have a clue) can be the right limiter for the humongous growth and defenses the Bibites in this run steered towards. with a hard enough restraint, grow unlimited size and scales can be detained unless they have a stronger pressure to make it advantageous even with a high cost. the partial meat release with a strong enough bite might be a good door to unleash carnivore behavior, since it might even trigger a canibal trait and maybe self defense mechanics against his peers. maybe add a generic signal for "blood" upon injury or death with a high range and short period (for death) to stimulate even more attention
@Auriacularia2 жыл бұрын
Haha im too stupid to understand anything
@giovane_Diaz2 жыл бұрын
about your point on pheromones, a computer side solution can be everything (plant, bibite...) have a inherent trait "smell" with a relative short "power", adjustable by selection and put the pheromones as a sub type of this main trait with a larger power line, adjustable by mutations. for it not be too complex, use the already established color system but make them able to use any rgb color as his inherent smell, amd the pheromone as a different color, also any rgb that a bibit can emit. as such, all bibits can have the same sensor for both identify plants and bibits, and make a rgb sensor, so plants have always a distinctive range of smells than bibits always, so herbivores and carnivores can especialize eventually to track plants or bibits better (say, plants always smell as a range on rgb that bibits can't produce) this can also be a first trait that can be inherited by plants, by making them be any rgb color (and smell) in a fixed range, giving them a potential ability to evade bibits that can't find them by smell, favoring some kinds of bibits to feed on them faster, leaving less food for those less adapted to find certain plants. now writing on that, another plant trait that can help is assisted spreading, by making plants spread better if a bibit ate them than if it was left alone. so a loop of more plants eaten, more plants with the same trait get spread than others. just thinking out loud now, maybe one of our ideas in the comments can have the right concept to implement in the code to click the carnivorous trait some day
@giovane_Diaz2 жыл бұрын
@@Auriacularia don't worry, been there, studied like a madman, still can't understand a thing, but a least I know better what i don't know, so it is a step foward. we are watching some freaking years of job compressed in minutes and some random paragraphs, it's totally normal not getting all that stuff up at once
@CorwinTheOneAndOnly2 жыл бұрын
The conclusions I have drawn so far is that both size and armor are not expensive enough to maintain, since it seems like that is the most minmaxed stat build that can exist. That being said, I've drawn another conclusion: plants being able to repopulate as quickly as they do could be a problem. I don't see food scarcity being an issue at all in this experiment, even when the bibites stack armor and body size, which would be the most expensive way to be. Plant maturity and plant evolution might need to be next if we don't want to see the only viable bibite being an untouchable apex herbivore.
@Jirodyne2 жыл бұрын
There is another issue. Namely Carnovores will 'NEVER' Eat Plants. EVER. But in this simulation, Everyone, can eat everything. Even the Plant only herbs, will kill others and eat their meet if they are in the path. There needs to be a way for Species to Identify specifically different types of food, and the ability to ignore food for certain reasons. Adding onto that, of course, is that they also need to understand where to 'get' the food. Such as if Plants are now Scarce and move around depending on how they eat and grow, they need to be able to detect and find that. But also Meat Eaters, need to know that you kill to get meat. Right now, things are very very basic. They just float in circles, and eat whatever is in front of them. Some outside stimuli or random mutation might charge their directly, but that is basically all that they do, rotate and eat everything that's along the path. They don't actually Seek out, and identify food. It's either food is there, or it isn't and they starve and die.
@CorwinTheOneAndOnly2 жыл бұрын
@@Jirodyne IRL, true carnivores and true herbivores dont really exist. Most animals can eat most things, it's more about having the equipment to acquire such things. The solution is to completely separate the diet gene into "plant efficiency" and "meat efficiency", with the metabolism cost of both of them rising. This will allow predators to evolve. Subsequently, the way meat processes needs to be a little different. Meat should give way more energy and digest way slower.
@murphystegall51452 жыл бұрын
@@CorwinTheOneAndOnly While it is true most animals are in fact omnivores in some form or fashion, it also true that most animals have preferences for food and avoid certain kinds of food. You don't normally see a wolf wasting time and energy to eat wood do you? At the moment the carnivore bibites don't even try to avoid plants even though it's in their best interest to do so. And the reason they do this is because it's simply too hard to evolve ways around that, especially since they typically evolve from herbivores and there are just so many plants. If you for instance make a carnivore close it's mouth when it sees food it'll starve do to there almost always being food. There's also a similar issue regarding children and related indivuals, Carnivore bibites can't tell not to eat them since they can't tell by sight and pheromones aren't a viable solution to identification, especially without direct intervention from the players. These two aforementioned problems end up making even trying to evolve a sustainable carnivore population nigh impossible because the carnivores A: can't avoid eating plants because of how eating and sight works and B: carnivores can't avoid attacking fellow carnivores due to how sight works. This leaves only one viable meateater niche, a omnivorous scavenger bibit which will likely be out competed by normal herbivores thanks to the fact that focusing on plants alone is much more viable. This is a big problem to solve considering that bibit's have very simple neurons and a very simple eating method, if complex mechanically, that will probably take a major overhaul to fix. It's just to ingrained into the simulation at the moment to just slap a simple bandage solution on like splitting the efficiency trait in two.
@CorwinTheOneAndOnly2 жыл бұрын
@@murphystegall5145 Again, it's more about equipment. Cows eat greens because their molars and skull structure allow them to grind the greens up. Wolves can't do that, so they're relegated to eating meat and fleshier fruits. Wolves can still digest a salad if it's been ground up for them, and cows can still digest meat if they come across it. Deer are literally the first thing to arrive at and start eating a deer carcass. The solution is to have physical equipment in the simulation to handle predation versus herbivorization, not by making it so the diet genes force the animal to choose one or the other. You want to talk about bandaid solutions? "Aminal can only eat plant or meat and that's that" is the definition of a bandaid. Besides, I'll take "complete omnivores all competing against eachother" over "large armored plant eaters only" every single day of the eyar.
@adora_was_taken2 жыл бұрын
@@CorwinTheOneAndOnly Most herbivores are _capable_ of digesting meat, but they have specialized digestive tracts to get the most out of plant matter. Obligate carnivores are similarly able to eat plants, but their digestion relies primarily on meat to get the nutrients and calories they need.
@TarasMazepa2 жыл бұрын
Thank you for not teasing us with premiere days before, just couple of hours 🤗
@TheBibitesDigitalLife2 жыл бұрын
Yeah, I'll try to Keep this format for next time 😁
@dilo190002 жыл бұрын
The Inutilus rancens taking advantage of the their contemporaries dislike of Green Pheromones is super interesting! I was actually wondering if a "skunk" like defense could develop from the system in any way and it seems it was answered in this experiment
@MisterBones2910 Жыл бұрын
In order to make it likely to last, you might add a rot system to the meat beyond it simply disappearing after a time. The older it is, the more likely per tick it is to emit rot smell, poison creatures that eat it, and shrink until eventually disappearing. This could open up avenues for more adaptations such as stronger guts producing more acid to eliminate microorganisms (which could just be modeled as a float point number) and tolerate more of the poison the simulated microorganisms create. Predators would obviously want to avoid disease and scavengers would evolve to tolerate it and along with herbivores potentially emit the scent marker that signals disease. This should cost energy of course.
@thoseoneguy95542 жыл бұрын
Great video! It’s hard to believe how far this has came since I first started watching a few years ago, I can’t wait to see where this goes next!
@TheBibitesDigitalLife2 жыл бұрын
Thanks for following the project for so long
@dundithe248242 жыл бұрын
@@TheBibitesDigitalLife will there be a the bibites animation?
@samueltrusik32512 жыл бұрын
I cannot wait for some proper evolution and worldbulding, with more unique biomes and species!
@hamuandgeo87982 жыл бұрын
Same… I wonder if he’ll make like a digestive update two where different plant sources can spawn with varying fiber levels meaning some animals would evolve for high fiber diets, some for medium and some for low fiber… and then more animals you could have animals with armor drop “hard flesh” like scales and bones that some animals might be more specialized to eat
@mitoroskokoros5892 жыл бұрын
@@hamuandgeo8798 that's clever
@someguynamedsteve2032 жыл бұрын
I can't wait for the lore update lol
@tylertan54612 жыл бұрын
I'm very excited as well.
@moo88662 жыл бұрын
@@someguynamedsteve203 same
@CLCasual2 жыл бұрын
This is legitimately amazing, it didn't quite work out as intended but the results are pretty staggering in their implications.
@the_cheese_cultist2 жыл бұрын
can't wait! this is my favorite evolution simulator out there. great job
@kolterdyx2 жыл бұрын
To help you with speciation, you can implement the genetic distance algorithm specified within the NEAT algorithm, and periodically evaluate all bibites and give them a procedurally generated species name at first, and evolve that name procedurally as the simulation goes on. This also would allow you to specify how different each species would be from each other, and will also help you with implementing sexual reproduction in the future
@giovane_Diaz2 жыл бұрын
it is accurate to give a unique passive trait that can't be shared but have a constant mutation rate upon the starter species to give a further detailing of the lineages? sort of a mitochondrial lineage, but without sex, as it is not implemented now.
@idespisehotdogs7 ай бұрын
bibites sex update???
@reiteration62732 жыл бұрын
Maybe it would be a good idea to implement the defence nerf before this tournament you're planning on running... since this video is basically proof that with things as they stand now, defence is the best strategy for Bibites.
@daooffibonnacicats82472 жыл бұрын
Technically there is a setting built into the game to change how much energy it takes to maintain defence.
@pallen26452 жыл бұрын
It seems to me that you should add a non-mutating gene to your bibites for tracking purposes: the gene does nothing and doesn't change naturally, but you can alter it yourself whenever you feel like it. So when you pause the sim and designate species, you can mark all the bibites of "species A" with a gene value of 00001, all the bibites of "species B" with 00002, etc. So when you come back 20 hours later it's easy for you to tell which bibites are descended from which species.
@SKy_the_Thunder2 жыл бұрын
Might need to increase the effect weight (relative to the default at the current size) has on the energy cost for both acceleration _and_ growth. While armor is a relatively universal adaptation in the animal kingdom, it's a fairly expensive trait and tends to get lost as soon as the evolutionary pressure for it disappears or is otherwise circumvented. Armor did see an explosive radiation in the Permian as soon as as active predation was invented, but mobile species ended up largely opting against it. Mobility and/or speed turned out to be a much more efficient way to avoid getting eaten than to just wait and tank the attacker until they give up - which makes sense because it also improves the individual's ability to find and reach food. Of the mobile molluscs, only few (and slow) groups retain a shell - in the octopoda only the nautilus is left. Armor in fish is exceedingly rare, and only few tetrapods have ever re-evolved extensive armor in response to specific selection pressures. Arthropods are pretty much the only exception to that rule, though that's more due to their body plan having evolved to rely on their exoskeleton. However, that excludes them from many niches - and even here, many of the most mobile ones have reduced it down to a minimum, like shrimp, butterflies or many flies. Another aspect that could encourage evasion over armor would be connected to a larger "sickness" system. Each injury would have a chance to become infected (probably relative to the damage done, so somewhat mitigated by armor - but still worse than not getting injured at all) so avoiding conflict would be more desirable. Small tangent: The same system would also work as a way to deliver venom/poison. Though you'd need a way to evolve them first, because they won't just appear from nothing. That could be done by hijacking and expanding the pheromone system you have in place. Instead of having a number of pre-defined pheromones, you could tie the composition to another gene, regulating several aspects, including "apparent smell" (what's currently the color, and the only part of it other Bibites can actively perceive), intensity, duration, spread, and - most importantly in this context - the effect on others' energy reserves. The latter would obviously the most expensive trait, at least costing as much extra energy to produce, as it could potentially take away from or restore to others in total (assuming 100% was absorbed before decaying). That may not sound too appealing at first, but it allows for both defensive and social adaptations of pheromones - like spraying predators with poison to exhaust them or nursing other individuals, like your young that are still too small to swallow the local pellets. And having only one part of the substance perceptible allows for imposters to adopt a very similar "color" to a poison that the local predators/competitors learned to avoid, as happens with many warning signals in nature. That in turn promotes better senses and/or more complex decision making to tell imposters apart from the real deal, etc... ... man I went off-topic there. But I guess it never hurts to throw out ideas you may or may not have already thought of, just in case.
@the113822 жыл бұрын
Infections should be countered by the immune system and its genes. The immune system should also be expensive.
@affegpus41952 жыл бұрын
Lemme talk about something that is not plants: sleep/hibernation/lerthargy/low power mode. This definitely a thing that needs to be added, herbivores in nature usualy never stop eating while predators usually are active in bursts extreme activity but most of the time they just chill. This might allow predation to happen as lot of predators don't actively hunt, they mostly go for easy prey that comes closer
@dr.archaeopteryx55122 жыл бұрын
I feel like this simulation would really benefit from having different types of plants, or maybe even having plants evolve, too
@natsafualbs9712 жыл бұрын
Just a thought, but it could be worth making the defensive gene have diminishing value. For example the damage reduction could fall off the more the species invests in the gene itself. It could also be less affective in other areas, having negative impacts on things like metabolism or increasing how much energy they require to actually move around, due to their denser bodies. Another way to balance it would be to reduce their possible fertility, make it where they can't produce as fast, or make the eggs/children weaker then other bibits when they are young, or like a normal bibit until they reach a certain age, where their body can start developing all of this mass. Its just a thought, but it could be more interesting then implementing a slider to reduce the overall values of the gene, while keeping what niche its supposed to serve.
@dandanthedandan75582 жыл бұрын
4:06 This problem actually also occurs in real life genetics. Say this genetic sequence "ATT" mutated into "ATC" and then a while later mutated again back to "ATT". If our records missed the middle "ATC", to our perspective, there have been no mutations at all.
@timothymclean Жыл бұрын
It's a less significant problem there, since there are still discrete mutations involved. It's relatively unlikely that a DNA-gene mutation would be perfectly reversed, but fairly likely that multiple mutations could occur in the same variable-gene; it doesn't need to be anywhere near perfectly reversed for multiple mutations to be concealed.
@Masaru_kun Жыл бұрын
The colour selector created an environment that was less dense with competition, encouraging them to be more mobile. they might have had less opportunities to learn how to avoid enemies, which is why armor was evolved. that combination of mobility and armor allowed them to travel more and be more survivable in various environments
@lucasklein4482 жыл бұрын
I always check every some weeks in youtube videos about programming evolving creatures and I'm happy I finally found this amazing videos. Thank you very much for creating this simulator with so many options and such hard work
@TheBibitesDigitalLife2 жыл бұрын
Thanks so much for the nice comment 😌
@oxjmanxo2 жыл бұрын
The color selector made it so the southern island was nearly immune from invasive species. As any color other than pink that tries to go there was whipped out instantly
@Markfps2 жыл бұрын
For real, this is one of the most interesting series that I've watched on youtube in a while, amazing work and great explanations, respect Sir
@petr-heinz2 жыл бұрын
Oh man, it's super fascinating to see your artificial life come... alive. Your video style is both entertaining and teaching. Loved the "StackOverflow scientist" bit at 5:00. Keep up the good work!
@captainpalegg2860 Жыл бұрын
leo: *puts a genocide machine on the southern island* rozoculi: *wipe out all other genera* leo: *surprised pikachu face*
@Jacob-yg7lz2 жыл бұрын
I love how the sheer amount of pheremones on the western island appears to have made a new ecosystem.
@cooley3d2 жыл бұрын
The introduction of the eye color genocide laser was an interesting choice. I would be interested in seeing different restrictions being placed on the different islands. It could lead to some very intriguing interactions with invaders who are not as adapted to the new island.
@CAMSLAYER132 жыл бұрын
Man, it is really hard to get successful carnivores to evolve. Just about managed scavengers.
@ericberg43972 жыл бұрын
lower plants pellets. up meat density, *in the zip file* to 60. lower meat digestion rate a lot. set diet to .5 give them the 'chance' to evolve both meat/omnivore and predation. time x3 and wait a few days. :)
@twilightgardenspresentatio63842 жыл бұрын
I just sat here walking this entirely entertained for at least as long as I would a feature length film thank you very much for providing this strange new type of entertainment
@GuyFromCanada2 жыл бұрын
I find it incredibly fascinating that at the 70 hour mark there basically was a mass extinction event, and a rapid diversification event.
@normundsozolins23912 жыл бұрын
you kind of need the extinction events to happen since the generation might just be too good at living and be so populated that there is lag. it kind of happened to me, but i sped it up for less bibites to be lagging the game.
@stevencowmeat2 жыл бұрын
Just want to say you did an amazing job with this I watched all of your videos throughout today going to be downloading a version of it to mess around with a few hours good job 👍
@rdgrdmedflde29662 жыл бұрын
you might get some interesting interaction if you make the plants produce pheromones. Some organisms may develop a response to it and other may try to hijack that response
@LaMelon2 жыл бұрын
damn never thought of that!
@mews752 жыл бұрын
That's a good idea actually Is that something that happens in real life too?
@YEs69th4202 жыл бұрын
The moment he talked about pheromones, I instantly thought about the possibility of emergent mimicry. I think that would be super interesting, but we'd need more variety in speciation first perhaps?
@mochamocha14822 жыл бұрын
I think that a lot of the reason why rozoculi did so well was that if anything else did migrate to the island, the color selector would’ve killed it due to them not sharing the eye color
@mokutomedia12532 жыл бұрын
Maybe make the islands rotate? My theory is that bibits have a higher chance of migrating from south to north due to their turning patterns. Moving pastures could give equal time on each side to all bibits.
@Tyradius6 ай бұрын
Adding a system to auto track the generation and species origin would help. Also keep count of each type and make charts showing what species has what traits. An auto taxonomy system. This would possibly require a system to autosave or snapshot the simulation state at specified intervals.
@TheBibitesDigitalLife6 ай бұрын
Done and added to the next public release 👍
@colinsmith4072 жыл бұрын
My theory for why the Bibites ended up becoming very uniform is that there aren't enough ecological niches. The strategy for each spices is just to eat as much as possible, so they all find the same strategy. Maybe you could add a few different kinds of plants, and maybe some environmental features.
@dragonofepics73242 жыл бұрын
I think flowers could be a neat idea. Not a lot of evolution games have pollinators. And not all pollinators or pollinating plants are the same. Some pollinators just want nectar or pollen, some want both, some pollinating plants only offer pollen and no nectar(like tomatoes). And some pollinating plants like pecans are wind-pollinated and don’t offer food to pollinators but they do offer nuts to larger animals.
@theapexsurvivor95382 жыл бұрын
Making plants into a form of sessile bibite that gain passive energy could really help with creating more niches.
@thefolder30862 жыл бұрын
9:33 I think it’s not random. As a baby they would have problems competing with the small bois so they would be better running away while larger ones might be able to outcompete the small bois so it’s better to be tolerant to the green pheromone
@Chareddragon2 жыл бұрын
I agree with @PyriteNightmare, some plant variation might be needed to help with niche portioning. Possibly having them evolve do to "predation" by herbivores. Giving plants reproduction necessities. Though you'd need to have available background resources, water and sunlight for this. By having these background resources you could have more in-depth limits on how life can develop. Since animals need water as well. Again some system that can automate tracking and recording speciation, would be nice. Which means you can just let the simulation go without worrying of missing anything. As well as some mutation quirks that allow for the evolution of omnivory and predation. Beginning with feeding on the deceased.
@Jacob-yg7lz2 жыл бұрын
One other idea I had for niche partitioning is to create tight spaces that big bibites can't get to. That way, there would be an incentive for small creatures to evolve even in high nutrient environments. With a permanent small animal variety, it might be easier for predators to evolve.
@the113822 жыл бұрын
I was thinking of egg predation. It makes a lot of sense for a carnivore to eat eggs. Right now they Bibites can't even interact with them. This needs a minimum gestation time to work. I am also thinking parasitism could be a niche by latching and feeding, think Lampreys. The thing is, armor logically counters what Lampreys do.
@yehonatanschwartz52342 жыл бұрын
A cool addition to the simulation can be the addition of bioms and temperatures This can take effect with energy spent on body temperature maintenance or even the growth of feer and cold or worm blood tipes Mabe even going far as to effect plant growth and plant diversity Big fan of your project and I am at most inspired by the simulation
@astrovation32812 жыл бұрын
I thinkt he reason that rosiculi survived easier is because they didn't have competition from other species as they all got killed by the thing that only left pink eyed species to live
@zamknietyK2 жыл бұрын
Cool! Im happy that their is a new episode. I really like The Bibites and i also have them :)
@zenlis12912 жыл бұрын
in one of my simulations, i created a desolate wasteland to see how they will evolve to deal with this. while i didn't test it for THAT long, i saw that they were starting to develop ways of gathering food and surviving the void incredibly well. there were mostly omnivores but a few rare instances of carnivores that seem to be able to heard or push the omnivores into the void and then kill them. then they would eat them and repeat the process. but later they died out for some reason. i personally think its because the carnivores would sometimes push them too far into the void and then not have enough food to make it back. i also noticed that the omnivores have a lot of armor now but are still the most versatile of the various species i saw. so in other words, i think i managed to create a very hard to kill omnivorous species of bibites that could deal with very harsh conditions and very smart, sophisticated predators that use herding tactics (or they just push them) to hunt. overall, they dealt with food scarcity very well. i'm surprised they were able to survive at all.
@CallMePiwo2 жыл бұрын
Programming an advanced simulation of evolution is basically the wet dream of every programmer 🤣 Just think about all the things you could introduce, like maybe different kinds of plants, like maybe some are toxic and cost some other stat to eat. Really cool video and project 😊
@DramaticFlora2 жыл бұрын
I would love to have this go on to 1000 hours just to see how things go despite that being a stupid amount of recording. Maybe once you add in a few more updates you could attempt something like that with a simple list of species and traits every 5 or 10 hours or something
@ginettemoreau22402 жыл бұрын
Trop cool! J’adore vous voir à l’écran, toi et Jeanne! C’est super de voir l’évolution des bibittes!
@kinoko60962 жыл бұрын
I think it’d be interesting to see mechanics for breeding/gestation, since it’s a big part of how successful a species can be.
@J_GamerSP2 жыл бұрын
Those two videos were super cool, just incredibly interesting and well done. Gotta admire all the work.
@Alexey-vu5uv2 жыл бұрын
That was great. I respect the amount of work and dedication. I am definitely a new subscriber!
@TheBibitesDigitalLife2 жыл бұрын
Thanks so much 💪
@bobhotchkiss24382 жыл бұрын
You're missing a few crucial things from your simulation here. First - If you look at this simulation as a 2 dimensional slide in a plane that includes the Z axis of a water column. - you need to increase the metabolic rate of all organisms according to their Y coordinate. The closer to the surface - the higher the temperature & the greater the availability of light energy for photosynthesis. There should be a break-over Y coordinate where it begins to decrease because the temperature is actually too high - and single celled organisms don't tolerate UV light very well. Roughly 82 degrees F - is the ideal temperature for exothermic metabolisms such as what you've modeled here. Below that temp certain enzymes don't work as efficiently, and above that temperature another set of enzymes lose efficiency. The position of that break-over is determined in a physical body of water by pH, because that determines how well colloidal particles of clay stay suspended in the water. There needs to essentially be a "habitable zone" range of Y coordinates for your single celled algae, and they need to procreate an grow at rates that form a gradient of different densities. Second - You're missing the third leg - the Fungi. These cells are neither plant nor animal, and are as different from those two as they are from each other. YOU NEED THEM HERE. I'd suggest you implement them as follows: 1. add an "organic debris" particle. Every plant particle and meat particle needs an "age" attribute. When they hit their set age limit - they instantly become a debris particle. At that point, they lose their buoyancy, and their Y coordinate value begins to decrement at a rate that is inversely proportional to their diameter (so that larger particles sink at a slower rate). Give them a nutritional value between that of the plant and the meat particle. THIS means that the plant particles WILL become more nutritious - which is correct! This will simulate the protein synthesis of smaller micro-organisms not being simulated that are deriving carbohydrates from the plant remains. 2. Add a "Yeast" particle. These should be small in maximum size & have a nutritional value only slightly less than meat. To simulate the external digestion of yeast it should have the following behaviors. First, when it encounters a debris or meat particle it should adhere to it. It should gradually convert the entire mass into a slightly smaller mass of yeast particles by eating part of the debris particle and then producing another yeast by fission. Second, when it encounters a living plant particle it should fission and then the plant particle should instantly grow to the next size. This is because Fungi and plants engage in trade of materials as often as possible. Usually Fungi trade bio-available iron for carbohydrates from plants. Other materials are traded - but that particular trade is fundamental to the success of both families. These changes should create a variety of distinct ecological niches within the simulation that will favor wildly different strategies for success. From the top of the screen down you should have. 1. A "HOT" predator zone, where lost herbivores will be trapped against the "surface" by fast moving predators. 2. a rich photosynthesis zone where filter feeding on plants is king. It's density should stay fairly uniform because the high Y plants get more light, but the low Y plants benefit from more interactions with yeasts. 3. A "COLD" predator zone, where lost herbivores are eaten by slow moving opportunists that eat a lot of yeast and debris as well. 4. A scavenger zone, where slow moving omnivores feed on debris and yeast. Many small marine plankton animals display an affinity for a specific temperature or light level that helps keep them in their optimal feeding/breeding zone. Add that as a heritable trait to the bibites' neural net and I suspect you would get 4 stable populations of distinct bibites every time. Love what you've done here! - I wish I could figure how to get it to run on one of my computers.
@jazzparagus17182 жыл бұрын
Maybe the colour chooser killed all of the migrating species to the south island, making it really easy for the south island to colonise other islands while they remain un-colonised
@rotteegher392 жыл бұрын
If you want to know when migration of the species between island happend isn't it would be much easier if you had some kind of "detector" between islands that will detect and save information about the individual and it's migration direction? Also make it save some minutes of recording of the whole simulation when it happens so we can review the footage of how that happened.
@Super-wu3uw2 жыл бұрын
Why so little coments?
@raykirushiroyshi27522 жыл бұрын
Good question, I just noticed
@xGOKOPx2 жыл бұрын
Something weird happened. When I left my comment, there were lots of others
@zielu832 жыл бұрын
@@xGOKOPx So you left your comment and then other comments disappeared? It looks like it's your fault. ;)
@informitas01172 жыл бұрын
Bet it's the beta comment moderator thing going crazy.
@drinkingproblem89342 жыл бұрын
the channel got taken down due to YT fucking up. I guess that deleted all comments...
@dusty6193 Жыл бұрын
Just diving in to this series, this is so entertaining. Can't wait to watch your entire catalog of videos on this kind of thing. I hope you're still at it!
@TheBibitesDigitalLife Жыл бұрын
Yep still at it! Although lately I've been mostly focussing on programming and not so much on videos 😳
@dusty6193 Жыл бұрын
@@TheBibitesDigitalLife you have a really cool thing going. I plan on giving it a try this weekend, ive always found evolution simulators really fascinating and now that AI/neural network concepts are getting worked in, just takes it to another level. Best of luck, and props for taking the leap of faith.
@syco19982 жыл бұрын
It would be a good idea tho add a clade Diagramm into the Simulation itself. So you dont have to compare the genes yourself. You could have it map out every mutation over long periods of time, so there would be No guessing where one species came from.
@tfxindustries3359 Жыл бұрын
Just found your channel, I'm in love and digging through your repertoire right now, quality content! Keep up the good work!
@_fetcher2 жыл бұрын
Exited woo!
@srs61282 жыл бұрын
This is pure perfection at its finest.
@Cactus_Head0012 жыл бұрын
Love youre project!!!!!!!!! Have a lot of fun seeing youre videos but I can't run it becuse the Linux version dosn't work....
@TheBibitesDigitalLife2 жыл бұрын
Yeah. That'll be my next focus following the next few weeks 🤔
@Cactus_Head0012 жыл бұрын
@@TheBibitesDigitalLife aahhhhhh!!! The bibites aswer me!!! Tnx for making the Linux version!!!!
@mews752 жыл бұрын
This channel is so much fun!
@hectormonforttorres77342 жыл бұрын
Wtf there are no comments
@ttehir2 жыл бұрын
This was absolutely FASCINATING. I was going to suggest some stuff to simplify taxonomy but it seems that some other viewers have already done that! Raw ideas were either storing offspring and mutations, and then from there it's a matter of grouping them on a family tree, or classifying them based on all the features you already have. Actually doing both and comparing them would be very interesting to observe indépendant evolution towards similar features. Thanks for doing this, I've wanted to do something similar for a while now, but didn't know where to start. Seeing all the work you've put through this, I realize now why that was. I'll definitely look at the code and the contest. Cheers!
@enklaev19332 жыл бұрын
This game desperately needs a like lineage tracker or something
@cursedeurope2 жыл бұрын
Yes
@normundsozolins23912 жыл бұрын
yes, people do get lazy and not track it, so why not let the game do it for you? aside from the 10 min autosaves
@Randopatchi2 жыл бұрын
I think an interesting selection pressure you could introduce is energy costs for anatomical development. Structures are often retained or lost due to the costs to develop them rather than the benefit of preserving them, so in this way you could possibly have certain bibite populations develop neoteny (where they retain juvenile traits) in environments with higher energy costs, and separate populations possibly developing larger bodies or faster speeds in environments with higher abundance of energy. You’ve done amazing work here, and I’m always happy to see new videos from your channel.
@runbarryrun21732 жыл бұрын
I hope predation evovle!
@Cactus_Head0012 жыл бұрын
Yea!!! I'm so excsited for this one!
@doompoison23652 жыл бұрын
Wooo! New bibets vid!
@indecision38352 жыл бұрын
8th
@TheBibitesDigitalLife2 жыл бұрын
What a Chad 💪
@bonehead24262 жыл бұрын
im 8th lol
@indecision38352 жыл бұрын
@@bonehead2426 No, you aren't
@ispinogd8 ай бұрын
I'm 8th too lol
@davidsalazar132 жыл бұрын
@14:00 perhaps, I may have an answer You are their creator therefore you are their god. Rozoculi has long been favored by you. As we all know, God’s people will always triumph. Therefore, Rozoculi dominated the godless NON-pink-eyed Bibites!
@theusa23172 жыл бұрын
longest minutes of my life Lol. We're no strangers to love You know the rules and so do I (do I) A full commitment's what I'm thinking of You wouldn't get this from any other guy I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you We've known each other for so long Your heart's been aching, but you're too shy to say it (say it) Inside, we both know what's been going on (going on) We know the game and we're gonna play it And if you ask me how I'm feeling Don't tell me you're too blind to see Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you We've known each other for so long Your heart's been aching, but you're too shy to say it (to say it) Inside, we both know what's been going on (going on) We know the game and we're gonna play it I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt youWe're no strangers to love You know the rules and so do I (do I) A full commitment's what I'm thinking of You wouldn't get this from any other guy I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you We've known each other for so long Your heart's been aching, but you're too shy to say it (say it) Inside, we both know what's been going on (going on) We know the game and we're gonna play it And if you ask me how I'm feeling Don't tell me you're too blind to see Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you We've known each other for so long Your heart's been aching, but you're too shy to say it (to say it) Inside, we both know what's been going on (going on) We know the game and we're gonna play it I just wanna tell you how I'm feeling Gotta make you understand Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you Never gonna give you up Never gonna let you down Never gonna run around and desert you Never gonna make you cry Never gonna say goodbye Never gonna tell a lie and hurt you
@reiteration62732 жыл бұрын
Nice. 👌
@Jay-lb2ot2 жыл бұрын
super excited for the bibit tourny. evolutionary biology emulated through games has got to be one of the most amazing and cool things to watch.
@Syz_gy2 жыл бұрын
Damn, I missed the premier. Still here though! You have no idea how excited I got to get the notification. I clicked as quick as possible.
@TheBibitesDigitalLife2 жыл бұрын
Awesome to hear 😁
@michaelwarnecke34742 жыл бұрын
Please make something like this regularly, just going through onr possible evolution sequence. It really shows what the simulation is capable of.
@jayflynn_2 жыл бұрын
Genuinely amazing two videos. Watching the bibites evolve has been a wonder. I know it has been mentioned in loads of other comments but it would be amazing to see some other pressures involved when it comes to the evolution of bibites. The first thing that popped into my mind would be physical pressures? Some terrain so bibites would have to evolve around it (instead of floating around in piles of food) Another idea could be a temperature system with different islands having different temperatures (Pressuring bibites to have more fat to counter to cold or dying off due to over exertion). You could end up with some interesting reactions between size and temp. Its also been mentioned but having different food however to extend that idea have the food have some basic evolution alongside the bibites such as a harder outer shell, bigger/smaller and possibly even a seed passthrough feature (Just like real life :)) Finally, just want to add would be incredible to have the whole evolution tree as a poster! I for certain would love to have that hanging up on my wall.
@Thelaretus2 жыл бұрын
As a Latinist I must say your attempts at giving them Latin names are hilariously ultrageous; they sound like you just wrote them on Google Translate (which is essentially useless for Latin). However, _Puer novus_ happens to be the only Latin that makes sense in this run, and oh boy it's a good one!
@BirdbrainEngineer2 жыл бұрын
The solution you are looking for in terms of trying to figure out which species is which is to store each and every bibite as a node on a directed graph. Then, later when you want to find a specific bibits' lineage, you can simply run the graph backwards from the chosen bibits' node. In addition, you might be able to use some latent space magic to also organize all of the nodes into lineage trees, on which, the same species would appear as a very dense collection of nodes.
@truepenut87552 жыл бұрын
It would be interesting to see a feature in the game where every 5 hours or so, it records all the species based on how many differences and produce a chart similar to what you show in the video. It would be super cool to see and interactable map and records of all the species
@AlbySilly2 жыл бұрын
10:00 The "avoid when small attract when big" kinda feels like they avoid conflict when they are small and vulnerable, but takes more risks when they're adults and have better stats
@eliteranger9992 жыл бұрын
I think a large factor which limits the development of predation/carnivores is the lack of an assigned value to food. Currently, all 'food' seems to be worth the same (correct me if I'm wrong). If a numerical value was assigned which equated to how much time were required, and that 'taking a bite' (each bibite bumping into each other) provided a very small 'food value' with a large 'food value' upon death it would act as a environmental push towards predation. I realise this may be hard to balance in practice, but it would be a good step forward. Furthermore, the addition of dead bodies staying around alongside this system may aid in the development of saprotrophs (organisms feeding on dead matter), which are a massive part of the life cycle, as organic matter does not just disappear - this would further increase the biodiversity we see in Bibites. This project has amazing potential - I have absolutely fallen in love with it and hope to see much more!!
@TheRenofox2 жыл бұрын
Absolutely beautiful series! This really shows the unguided nature of evolution, with even complex hormonal interactions evolving through random chances coming to work together. I was excited for the potential of pheromones the moment I saw the first bibit emit them long before any bibit had any reactions associated with it. As a suggestion, maybe you could set values of the world to change gradually, for example to slowly reduce/increase plants nutrition or the cost of size over a ten hour timespan, to encourage selection through environmental changes. Even better, you could use something like this to create different environments in the same world to allow niches to form.
@globin34772 жыл бұрын
suggested features: select and drag (applies to both bibits and plants; could be used to move (and create) plant islands.) walls that can be placed (which could be used to properly isolate different areas) More items to interact with, like spikes, currents, fans, jets... having more items to interact with could potentially lead to some very interesting systems.
@sorcerer455662 жыл бұрын
14:44 i think that the pink eye selection thing whas a huge factor as it was unlikely that the migrating species that got to the southern island had pink eyes, wich made it harder for the inutilus genome to eradicate the rozuculis genome
@slimyduck21402 жыл бұрын
This was an amazing video ! Can't wait for the tournament
@itsjustalf77472 жыл бұрын
Congrats for sticking through The Whole thing, i can’t even think about doing something like this myself!
@lionhart15172 жыл бұрын
On the topic of migration, perhaps adding physical barriers would encourage isolationism and specialization. You had mentioned adding rocks in your digestion video, they would serve great as a "tough but not impossible" obstacles, forming mountain ranges between "biomes" that bibites would need to break thru to pass
@cobhallagames69972 жыл бұрын
If you were to keep a string of letters for each bibbit that gets added to but not changed ever, then you could see direct geneology
@convoyconvoyconvoy2 жыл бұрын
fascinating channel and videos, love your content
@TheBibitesDigitalLife2 жыл бұрын
Thanks!
@purplehaze23582 жыл бұрын
I love how literally every inutilus’s name is an insult.
@gingerjester28702 жыл бұрын
Can't believe how much I've been waiting for this
@hubblebublumbubwub52152 жыл бұрын
Please make it possible to see how many babies a bibit has made and how many of those are still alive
@leonartu37562 жыл бұрын
I think what may help predation evolution and would also be just cool would be different ways to predate. Maybe some predators could spit plants at high speed, others Hunt in packs, and other could ambush prey
@jhaluska802 жыл бұрын
Artificial life simulations are so much fun. I just recommend you give each Bibite a unique ID (1 and count up). Then you can log where and when each was born and what parent it had, and where and when it died. Then you could do some more interesting analysis.
@GabrielObolari2 жыл бұрын
It is a very cool work, well done!
@AspectClip2 жыл бұрын
After buying & 'playing' around with this simulation for a while, I've noticed there are still some settings that are missing, and some that just straight up don't work: 1. Avoiding the void setting doesn't work. Bibites travel vast distances into the void even with this enabled. 2. Bibites carry their food deep into the void, and over time create a huge buildup of food in the void. When you're trying to create separate food spawn areas to isolate different species' development, this makes it nearly impossible to keep them isolated, as sooner or later there's enough food in the void that they can easily cross it to another food spawn area. I believe there could be multiple ways to resolve this. A setting that gives food a 'lifespan' and it rots & despawns after time is one way. 3. Option for live young (skipping the egg phase). This would make it easier to track direct descendents right before your eyes. 4. Option for no 'random' spawning Bibites. In other words, start with x many bibites, then allow no more natural spawns. The ones that are initially spawned in must either survive or be wiped out. It's really unnatural for random bibites to spawn in throughout the simulation only to have those bibites die out nearly immediately. Like, where did those bibites come from? Who were their parents? It's not realistic. The only random spawns should come right at the start of the simulation. Eggs popping into existance with no parent bibites laying them is another problem. 5. Competing species, predator vs prey etc. - kind of like this: kzbin.info/www/bejne/p6jVoWaid5KdobM 6. Option to manually click areas at the start of world generation where food zones should be, allowing larger void gaps between different food patches. 7. Greater clarity on what settings allow for Bibites to survive long enough to produce young. Sometimes it takes many hours on the fastest speed to produce a surviving colony. 8. Other species, such as diadems (live food) which Bibites have to chase down. Allow the diadems & other species to evolve too! 9. Some Bibites emit pherimones. It would be cool if you could click on the bibite & in the stats have it show you what its pherimone does. 10. Missing manual save & multiple save functions where you can choose different filenames (maybe it's already there but I wasn't able to find it) Overall really happy that you're still working on this, you've done amazingly.
@juneBug4122 жыл бұрын
i think the colour selector may indeed be why the pink-eyes seemed to overtake every other island so well, but not for the reason you theorized; bitbites from other islands are simply less likely to fit the threshold for the colour selector, and due to likely being almost immediately eliminated, had no chance to evolve in response to that evolutionary pressure, let alone get a foothold in that new environment