3 ms·
I remember as a kid, being annoyed that you get penalised for replicating. This is different to nature, where replicating gives you more "processing power". So
by rklaehn 5y ago
I remember as a kid, being annoyed that you get penalised for replicating. This is different to nature, where replicating gives you more "processing power".
So I wrote a version where every thread was running at the same speed, but that was always dominated by very simple replicators.
Then I tried to figure out how to have an instruction set where all instructions run at the same time. But I could not come up with something that worked well.
Recently I wrote a "cellular automaton with provenance" thing. Basically game of life, but you track the originator of each cell. That is fun, but also does not lead to a good game as far as I can see.
- eru 5y ago> I remember as a kid, being annoyed that you get penalised for replicating. This is different to nature, where replicating gives you more "processing power". Perhaps you can make your idea work with some more real world ideas? In the real world, you need resources to do anything. You find resources in the environment. Be that water, food or sunlight etc. In Core Wars processing power is a resource. In standard Core Wars, your side has a fixed supply of resources. Replicating just divides that fixed supply amongst more agents. Somewhat realistic. You can steal other people's processing power, if you manage to make some of their threads execute your code. (In that weirder sense, replicating in Core Wars can give you more processing power.) Your idea was to hand out the resource of processing power just in relation to how many times you replicated. You found that's not workable. Perhaps you could come up with a way to make players earn processing power?