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Articles tagged with: artificial life

Featured, project documentation

24 Jan 2010 No Comment
uncharted pages from a voyage of the beagle

a mixed reality installation created for ‘the ecology of self-replicating systems’ new media symposium hosted and supported by Neutral Ground and soil.

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Featured, work In progress

2 Jan 2010 No Comment
Artificial Agency Collab in ReactionGrid

A sneak peak image of an enviroment I am developing as part of the ‘Caerleon artificial-agency research collaboration’ on ReactionGrid..

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work In progress

24 Oct 2008 No Comment

well perhaps not, an odd sort of bug, but somehow one of my objects I have been working as part of a self replicating SL native ‘plant’ life has offered me an inventory item… and here is the proof…

The object ‘branch’ in Second Life has offered you inventory.
Log in to accept to decline this inventory.

= branch is owned by Nonnatus Korhonen
= http://slurl.com/secondlife/Caerleon%20Isle/97/0/21

work In progress

2 Mar 2008 No Comment

sketch

and a recent image of them wandering the depths of caerleon

work In progress

1 Mar 2008 One Comment

(thanks to Georg Janick for the images)

on february 26th 2008, the first species of creatures that i introduced to caerleon isle hit some sort of critical mass and, as far as i can tell, in combination with the severe time dilation their (physics based) ‘food’ was causing, had a population explosion. unfortunately i was offline for two days and this allowed the creatures to replicate out of control swallowing up the entire islands resources.

self replicating population explosion

here is my proposal for what happened:

a. the flyers have several ‘hard coded’ behaviors. the behaviours that i think are relevant here include that they will be attracted to, and consume spores when they detect one in their vicinity. they will continue consuming spores until they are full and the they become lazy and sleep off their meal. also if they notice an oversupply of spores they will self replicate. (i don’t intend to explicitly outline all behaviours as this will detract from the experiential nature of an encounter with them)

b. spores are created by the landscape at regular yet random intervals. they are controlled by the second life physics engine, their behaviuor can then be seen as being a result of the second life laws of nature.

c. i believe after a point the flyers all came into sync and became lazy and rested at the same time. this created an oversupply of food, which meant that self replication took advantage of this window of opportunity.

then

d. the laws of nature in second life (physics engine and script run time allocation and simulator frames per second etc.) all became overtaxed. depending on the state a particular object was in, it had more or less operations to fulfill, in an ever decreasing amount of time ie: the time allocated to running scripts per frame was becoming shared over many more scripts.

e. eventually the creatures just were not eating any more.. but instead they were replicating.. their scripts ran up until the replication call but failed to make the eat call.. the result…

spore over production

creatures on the loose