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Untrustedlife

Your window into the mind of a questionably sane queer non-binary indie horror game dev

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Life Simulator

Probabilistic SImulations Are The Future

Probability-first simulation might be the future of simulation games

I recently saw a video where someone simulated an entire Minecraft world primarily through probability. Instead of literally running every creature’s movement and every tiny action in the background, the simulation determines what is likely to have happened based on the state of the world at any given timestep.

I realized that I already do the same thing in Pilgrimage.

(Which you can download here btw https://untrustedlife.com/pilgrimage/)

I’ve started thinking of this as a “probability-first simulation” or a “probabalistic simulation”: rather than coding every possible action as something that must physically occur step by step, you define the conditions and probability of an event, then allow individual stories to emerge from those rules. Each timestep runs the relevant probability checks to determine what happens within the world’s constraints. To simulate a golem moving, for example, I only need to know its current location, where it can move, and the probability of it leaving the rectangle representing its current location, just like in the video i linked above, that is essentially the basis of this concept, you know the constraints, the probabilities, and the chance of something happening each year. From that, you can determine whether it happened today, within the last hour, or at any point over any timestamp.

For example, imagine starvation has a 3% chance of affecting a historical figure each year. The game can convert that annual probability into the appropriate chance for however much time the current simulation step represents. It can then evaluate that chance for every important figure, regardless of whether the simulation is currently advancing by a day, a month, or several years.

The probability can be modified by the figure’s attributes, skills, environment, species, age, and current circumstances. If the starvation actually occurs, the figure can make defensive skill rolls to survive it. One creature might forage successfully, another might endure through sheer tenacity, and another might die.

Now apply that approach to combat, disease, reproduction, migration, political upheaval, territorial disputes, the construction of monuments, or somebody becoming a legendary historical figure. (Or MINECRAFT)

You can create incredibly atomized simulations where thousands of individuals have their own lives and histories without continuously simulating every footstep they take. You’re simulating the meaningful outcomes rather than every action leading to those outcomes. This is incredibly powerful.

Probabilisitic simulation itself obviously isn’t new. Simulations have used random rolls forever. What feels newer, or at least strangely underexplored, is treating probability as the actual foundation of a detailed world simulation rather than merely using it to add randomness to existing systems.

It also works beautifully with deferred generation in my experience. The game can leave something unresolved until it becomes relevant, then choose from the remaining possibilities based on everything the simulation has already established (As constraints). Once observed, that answer can become a permanent part of the world’s history.

The result is a world that can feel as though it has been running in absurd detail the entire time, even though much of that detail only needed to become concrete when it actually mattered and most of it was similified to nealry pure probability. Which is why its so fucking brilliant.

I really do think this is one of the keys to making more advanced simulation games. The answer to deep simulation is atcually to build systems that understand what could happen, how likely each possibility is, and deal with it when the simulation actually needs to choose an answer.

You don’t need to simulate everything. You need to simulate the possibility of everything, which is much, much less hard on a persons CPU. :3

Since that video now exists, im seriously considering making my own vidoe going through my own systems for a world simulation! Stay tuned! I just need to learn how to be good at editing videos.

Also they may have used AI to help make that sim btw….

I wasn’t going to mention that but the end screneshot of their screen made me sus as hell.

What have I been up to? (Thrive edition!)

So recently , I have been putting work into thrive instead of my roguelike, there are many reasons, first of which is that thrive is starting to take off, which is good, and the roguelike is still rather obscure (to anyone not in the roguelike community).

The second reason being that since I am back to school, it is much easier to occasionally put work into thrive ( A team project, with goals, and a pretty mature codebase) then it is to put work into my solo developed roguelike (mostly because I have to do everything in it, its still early so I am doing a-lot of infrastructure stuff).

That doesn’t mean I am not working on the roguelike it just means i am putting more work into thrive relatively then I am into my roguelike.

For those of you who don’t know thrive is an open source evolution game which can very well be described as  “an attempt to create high impact scientific communication through play using Xenobiology as a setting” (Quote from one of the other developers)

 

Will you thrive?

(Logo)

 

My Favorite image:

http://media.moddb.com/cache/images/games/1/13/12364/thumb_620x2000/aquaticlarge.jpg

 

Thrive has recently received some press coverage as well:

https://killscreen.com/articles/thrive-open-source-spiritual-successor-spore/

 

Though it has been a little while since I last contributed to Thrive’s codebase  I am back in and doing some coding work, my current project is allowing us to pass flags between game states for things like a free build editor, among other things.

The free build editor will be  a new “mode” where you can use an infinite number of mutation points to create whatever microbes you want. (though they wont carry over to the main game)

My previous project involved user interface tweaks and genus/species separation and name generation.

Just thought I would let you guys know what I have been up to.

 

You can download thrive here

http://revolutionarygamesstudio.com/

Until next time.

-Michael

 

 

Spacebase hub

So, lately I’ve been putting a-lot of work into derelict game’s spacebase df9 unofficial patch when i’m not working on school things.

And those of you lucky enough to find this blog post and also be interested in space base df9 will be happy to hear that version 1.08 is coming soon. I myself have been rewriting how the weapon system is handled, and have also been working on maladies most of the time.

What are maladies? Well “maladies” are diseases, that is essentially what they are, though the game itself  has a much broader idea of what “Maladies” are they are essentially a superstructure used by the game to impose challenge on the player and alter the variables within the characters themselves, it handles everything from injuries to the plague to parasites and the “Thing”.

Among numerous other  (also big) things the patch features many new maladies and the removal of most of the df9 maladies, a minor injury system, and a weapons trade inside your base, people can now come to your base equipped with weapons, they will use these weapons to defend themselves from raiders and trade for items they like, they are also used to defend characters from the player if the player tries to, for example,  execute them for whatever reason, people also will use weapons when they tantrum, the result? A base where people are far less likely to be murdered by raiders, but also far more dangerous themselves, that should be fun.

I have also added many new weapons, and melee weapons are also now a thing. And it is very easy to add your own weapons and maladies now as-well.

Capture.PNG

 

A new post is coming soon, with tips for dealing with the new features.

 

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