Crazy idea time: real biter evolution
Posted: Thu Dec 28, 2017 3:42 am
What if we took all the variables that control biter decision-making and individualized them to each biter, and then made spawner code something like this:
in other words, what if biter-babies were just slightly randomized clones of their parent, behaviorally speaking, and the exact tuning of various frobs were left to chance and evolutionary forces? I wonder if this might enable biters to evolve emergent counter-strategies over time, slowly adapting to player innovations not only by becoming bigger and stronger but by literally adapting to whatever the player is doing to eliminate them.
The only problem is, ensuring biters don't just stay away from the player and mind their own business. But surely there is some way to incentiveize conflict. For example, linking spawner fecundity to tribal success at damaging player-owned objects.
The best possible outcome of this approach would be: biters adapt to player strategies with emergent counter-strategy and automatically incorporate circumstantially appropriate genetic specializations, without any explicit code to make this happen.
Code: Select all
for (i=0; i < MAX_BITER_BEHAVIORAL_ATTRIBUTE_INDEX; i++)
newly_spawned_biter.behavioral_attribute[i] = spawner.behavioral_attribute[i] * (1 + biter_mutagenic_factor * (0.5 - drand48()))
The only problem is, ensuring biters don't just stay away from the player and mind their own business. But surely there is some way to incentiveize conflict. For example, linking spawner fecundity to tribal success at damaging player-owned objects.
The best possible outcome of this approach would be: biters adapt to player strategies with emergent counter-strategy and automatically incorporate circumstantially appropriate genetic specializations, without any explicit code to make this happen.