fixes and interface info
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README.md
34
README.md
@ -27,16 +27,11 @@ There are four kinds of blocks:
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- sensor blocks
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- resource blocks
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TODO: energy system
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### Connection
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- Each block can be connected to every other adiacent block (diagonals too), so each block has 8 connection weights.
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`source block output ->>>- * weight ->>>- destination block`
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- A connection _is_ a weight, which is a floating point number.
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- The connection outputs its source block's current stored signal multiplied by the weight.
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- A neuron block's output is its adiacent blocks's current stored signals multiplied by the appropriate weight.
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- If the connection is `0`, then there's no connection
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- if the connection is `not 0` then there is a connection
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- the highest `abs(val) where val is the connection/weight` is, the stronger the connection
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@ -53,7 +48,7 @@ A signal is a floating point value. Each block stores a signal.
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Their signal is the sum of all the values provided by their input connections.
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### Action (Input) blocks
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### Action (Output) blocks
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They take an input signal and act by doing something, for example:
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@ -84,11 +79,15 @@ They act as Sensor blocks and Action blocks at the same time.
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Examples:
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- a "mouth" block that can communicate wether food is available to eat and can receive eat commands at the same time
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- a "mouth" block that can communicate wether food is available to eat and can receive eat
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commands at the same time
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- a memory block, which has a connection that when activated enables writing the value from
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another connection in the block, then it just outputs its stored value.
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### Evaluating a machine's mind's iteration
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for each iteration, the `stored signal` of each block is calculated using its input connections.
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for each iteration, the `stored signal` of each block is calculated using its connection with adiacent blocks.
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This `new stored signal` is stored in a special variable without overwriting the `current stored signal`
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so that the process can be easily accomplished in multithreading execution environments.
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@ -121,10 +120,13 @@ This requires some new blocks:
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- the battery block
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- the energy drain block
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- the generator block
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- the stomach block
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- the energy drain block sucks energy from a structure's batteries.
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- the battery block stores energy and emits the current level to its connections
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- the generator block uses up a lot of energy, then gives back slightly more
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- the stomach block can be used to eat blocks from another structure. It then uses some energy to digest
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the blocks, providing it back with an extra amount after it's done.
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#### Consumption
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@ -140,7 +142,7 @@ Even better, there should be structures generating energy and shipping it off in
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### Primordial creature
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Since we can't expect that interesting machines pop up in our simulation, we need to design one.
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Since we can't expect that interesting machines pop up from nothing in our simulation, we need to design one.
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On Earth, it took billions of years for something to show up, but we want to speed things up a little bit.
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This machine needs:
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@ -155,4 +157,14 @@ even early in an implementation. We __don't__ want to lose good machines!
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## Interface
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Good luck coming up with a good one...
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Different modes:
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- navigate world
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- has a small _selected structure_ sidebar with additional information
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- navigate structure
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- ability to save the structure to file
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- has a small _selected block_ sidebar with block informaton
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- view block
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- provides all info about the block and maybe signal activity monitoring
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controls to handle simulation speed and pausing.
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