> Werld drops 30 agents onto a graph with NEAT neural networks that evolve their own topology, 64 sensory channels, continuous motor effectors, and 29 heritable genome traits. communication bandwidth, memory decay, aggression vs cooperation — all evolvable. No hardcoded behaviours, no reward functions. - they could evolve in any direction. In the days when Sussman was a novice, Minsky once came to him as he sat hacki…
Love the MIT AI Koans. Minsky's actual words to Sussman were "well, it has them, it's just that you don't know what they are." And he's right, the room isn't empty. Werld's room has walls. The graph topology, energy mechanics, metabolic costs, seasons, those are all design choices. But those are the physics, not the behavior. I chose the laws of nature, not what agents do with them. Whether they cooperate or attack,…
> it has them (preconceptions), it's just that you don't know what they are.
further in this direction... the "thing" might evolve into some cyclic (or not) system. a bit like that LIFE game, emerging a tv-tennis-like ping-ponging, or whatever. How would you know there is such thing? just stats/counts do not tell. (Which pulls another freaky question - how would u notice a different intelligence/world-order/culture/resemblance-of?)
maybe feature: some stop-gap animation over world-map in time? Then, some pattern analysis over that.. History of the world, part one..
btw check these "interactive simulations", maybe some ideas about "loading" the agents with preconceptions :)