At 10:43 PM 1/14/99 +0100, Eugene Leitl wrote:
>Alexander 'Sasha' Chislenko writes:
> > Does anybody know of any implementations of the game of Life
> > that introduce mutations, diseases, noise, colored cells, etc.?
>
>Mutations and noise, that seems to be indistinguishable. Can't parse
>diseases. Colored cells seem to mean states richer than boolean.
>
I once developed a cooperative game named CoLife that had color cells
for two players. The evolution rule is the same as in Life; the rule
for color is: the cell born gets the dominant color of the parents
(since there are always 3 parents, and 2 colors, there is always a
maximum). In between the evolutionary steps, each of the two players
could add a piece of their own color to the field. The [common] goal
of the game was to keep the populations balanced on the highest possible
level. The game appeared a bit hard for humans, but post-humans will
probably enjoy things like that.
What I meant by mutations and noise: Mutations would affect non-zero
cells, by killing them, or moving them a little,
Santa Fe Alife server, for those interested, is at http://alife.santafe.edu/
Also, in the same game, there was a third, disease color, that the cells
would turn after a certain number of generations of being stagnant.
The "stagnation disease" didn't have it's own moves, or strategy, but it
would infect all new cells born near even one diseased cell.
If anybody finds references to noisy cellular automata, please let me know.