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Life amongst the stars

Life amongst the stars

Creating a Living Breathing Theoretical Universe

To create a living, breathing theoretical universe [yes, to impress some girl I met a couple of days ago] I will need a ton of mathematics and logic gates. However, it’s plausible. If I could build the universe in the simplest sense (simply showcasing the visuals for the planets and stars), I could then allow the mathematical aspects of the universe to take effect by creating custom update conditions specifically curated for the life forms.

Here is how they would work:

1. 2D Grid Movement:

The creature gets a set 2D grid size where they can move, based on the planet’s actual size. Essentially, this means calculating the surface area of a sphere.

2. Logic Gates and Hierarchical Systems:

The creatures use logic gates and a hierarchical system to create variations in strategy, allowing them to evolve in unique and different ways.

3. Biomes and Buffs/De-buffs:

Creatures receive buffs and de-buffs when exposed to certain biomes and elements like cold, heat, and so on. These depend on the biome and materials found around the creatures. The creatures can also evolve in response to these buffs or de-buffs to further their evolution.

4. Material Utilization:

Creatures can learn to use materials around them based on the material properties through trial and error and natural evolution. Things might work, or they might explode—they could never know.

5. Buildings and Structures:

Creatures will be able to create structures and buildings, furthering their societal and technological advancement.

Parameters for the Creature Class

The following list of parameters for the creature class will be essential:

a. Max-Age: The maximum age a creature can reach.

b. Aging Rate: The rate at which a creature ages.

c. Speed: The speed of the creature.

d. Fertilization Type: The type of fertilization for the creature to reproduce.

e. Offspring Count: The number of offspring a creature can produce.

f. Max Movement Range:  The maximum range a creature can move.

Model Integration and Processing

Using a combination of a Random Forest model and a Processing Model, the creatures will be guided by various intelligence factors influencing their action priorities. These priorities will be filtered through a Filtering Model, which also takes into account crafting algorithms, material information, key locations, and creature associations.

Random Forest Model:

Provides intelligence-weighted action priorities.

  1. 70% intelligence: Action priority-1
  2. 50% intelligence: Action priority-2, Action priority-3
  3. 40% intelligence: Action priority-4
  4. 30% intelligence: Action priority-5

Processing Model:

Integrates the creature’s parameters such as max age, aging rate, speed, fertilization type, offspring count, and max movement range.

Filtering Model:

Uses the processed data to refine actions and decisions.

  1. Crafting Algorithm: 30% * intelligence
  2. Material Information: 50% * intelligence
  3. Key Locations: 70% * intelligence
  4. Creature Associations: 100% * intelligence

Breeding and Evolution

Breeding and evolutionary traits will be managed by considering the creature’s speed, max movement range, fertilization type, and offspring count. This ensures that the creatures not only survive but also thrive and evolve over time.

The life form class structure

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