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Analyzing a feral run   
NoctisVampire

NoctisVampire



  3/29/2010

After playing around with Docking station for a while...I decided it would be a good time to start experimenting with it...(maybe DS standalone is not a good place for a feral run...but whatever)
And the results...was shockingly(or maybe expectedly) bizarre...
Environments:
Stardard DS Norn Meso(door locked)
Injected agents:
Air purifier to reduce crowdness(Norn meso might be too small for 10+ norns)
Autonamer(improved)
Stop Slapping Norns(same reasoning as above...but I might be wrong)
Multi Agent Gold
also released Commedia
and other default agents already present in Norn Meso
Exact Parameters:
Breed used:ChiChi Norn(norn.chichi06.ex47)
Runtime:28hrs36min, 2060011 ticks, mostly with time acceleration on(hand hidden in other rooms)
Inital population:2M 2F(basic training and language teached before setting off the feral run)
Populations at End:7M (an all-male population is the main reason I stopped the experiment)
Generations:15
Populations control:16total-14breed (this could have overcrowded the Norn meso sometimes amid the run...maybe should have used default settings)
Amid the run,I did several checks to test the creatures...but discovered some quite unusual behavior, like frozen or reversed movement, stillbirth seems to occur a lot, and some of them seems to have forgotten how to eat...and some of them seems have got an uncanny interest in all those eggs laid around.
So I decided to sample the genome from a random generation 12 creature and did a gendiff against the standard ChiChi genome...the result tells the truth behind all these madness:|
gendiff result and analysis coming in the next post...
now I started to wonder: It seems someone have completed a feral/wolfling run to several hundred generations...how did they do that?(maybe should have used C3 Norn terrarium after all...)


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NoctisVampire

NoctisVampire



  3/29/2010

--------------- brlobe ---------------------
--------------- borgan ---------------------
--------------- btract --------------------- //no mutations on these gene...as designed by 0 mutation value...
--------------- recptr ---------------------
437< [21 14 0 you MDelDupMut 128 0]1 4 22 chem39 45 0 255 2
436> [21 14 0 you MDelDupMut 128 0]1 4 22 chem39 45 0 254 2 //Start dancing (14) receptor...with Gain cutted a bit..
317< [18 57 0 you -DelDupMut 128 0]1 1 13 chem160 214 0 255 2
316> [18 57 0 you -DelDupMut 128 0]1 1 13 chem161 214 0 255 2 //anger recepter mutated to fire from Sex Drive...this is where it starts to get strange and possibly, FUN...
17< [ 1 80 0 bab -DelDupMut 128 0]1 5 15 chem199 0 0 255 0
17> [ 1 80 0 bab -DelDupMut 128 0]1 5 15 chem199 0 0 254 0 //this mutation have made the creature a bit less willing to go up....maybe
168< [ 8 83 0 bab -DelDupMut 128 0]2 0 1 chem94 0 0 159 0
168> [ 8 83 0 bab -DelDupMut 128 0]2 0 1 chem95 0 0 159 0 //Prostaglandin receptor in organ FLOATING LOCI mutated to fire from EDTA...which renders this organ incapable of regenerating effectively(without injecting EDTA of cource)...
364< [19113 0 bab -DelDupMut 128 0]2 0 2 chem86 0 0 51 0
363> [19113 0 bab -DelDupMut 128 0]2 1 2 chem86 0 0 51 0 //neutral mutation which changes nothing...no tissue in organ(38) IMMUNE SYSTEM
177< only in chichi.gen //Prostaglandin receptor again...but this time it's delected...renders organ kidney/bladder incapable of fast regeneration(unsure)
442< [21187 0 bab -DelDupMut 128 0]2 0 2 chem82 0 0 56 0
441> [21187 0 bab -DelDupMut 128 1]2 0 2 chem82 0 0 56 0 //perfectly neutral mutation on a value not used by C3/DS(Variant)
346< [19196 0 bab -DelDupMut 128 0]3 0 0 chem99 0 214 64 0
345> [19196 0 bab -DelDupMut 128 0]3 0 0 chem99 1 214 64 0 //Threshold of Vitamin C receptor on immune system tuned up by 1...not much effect expected...
--------------- emittr ---------------------
441< [21 34 0 bab -DelDupMut 128 0]1 0 0 chem112 0 32 13 0
440> [21 34 0 bab -DelDupMut 128 0]1 0 1 chem112 0 32 13 0 //emitter of Anabolic Steroid...neutral mutation(only 1 locus)
103< [ 6 39 0 bab -DelDupMut 128 0]1 4 0 chem155 0 35 4 2
103> [ 6 39 0 bab -DelDupMut 128 0]1 4 0 chem155 0 35 4 3 //this is the emitter of Sleepiness...mutated to CLEAR SOURCE BYTE after reading...which could strip the creature of sleep as far as I know!OHSS anyone?
--------------- reactn ---------------------
253< [15 15 0 bab -DelDupMut 128 0] 1chem139+1chem0-->1chem156+1chem0 (rate=58)
252> [15 15 0 bab -DelDupMut 128 0] 1chem139+1chem1-->1chem156+1chem0 (rate=58) //now it consumes lactate to convert Loneness backup to Loneness...could make the creature more resilent to Loneness...just maybe...
46< [ 3 36 0 bab -DelDupMut 128 0] 8chem2+6chem35-->1chem6+6chem36 (rate=65)
46> [ 3 36 0 bab -DelDupMut 128 0] 8chem2+6chem35-->1chem6+6chem37 (rate=65) //pyruvate to fatty acid reaction mutated to drain ADP from the ATP-ADP cycle to nothing...with possibly fatal result in the long run
89< [ 5 45 0 bab -DelDupMut 128 0] 2chem13+1chem0-->1chem3+1chem26 (rate=47)
89> [ 5 45 0 bab -DelDupMut 128 0] 2chem13+0chem0-->1chem3+1chem26 (rate=47) //neutral mutation in the Amino acid to glucose...possibly no effect(what will 0chem0 do anyway? inhibit the reaction or nothing?)
269< [16 56 0 bab -DelDupMut 128 0] 1chem157+1chem0-->1chem140+1chem0 (rate=18)
268> [16 56 0 bab -DelDupMut 128 0] 1chem157+1chem0-->1chem140+1chem0(rate=19) //made the creature less sensitive to crowdness by incresing backup rate it seems
280< [17 65 0 bab -DelDupMut 128 0] 1chem152+1chem0-->1chem135+1chem0 (rate=18)
279> [17 65 0 bab -DelDupMut 128 0] 1chem152+1chem0-->1chem135+0chem0 (rate=18) //another 0chem0 mutation...same as one of above
342< [19 79 0 bab -DelDupMut 128 0] 1chem70+1chem97-->1chem0+1chem0 (rate=31)
341> [19 79 0 bab -DelDupMut 128 0] 1chem71+1chem97-->1chem0+1chem0 (rate=31) //this mutation would make Arnica incapable of combating Glycotoxin...making Glycotoxin poisoning untreatable (mutated to combat sleep toxin...Great:( )
250< [15103 0 bab -DelDupMut 128 0] 1chem138+1chem0-->1chem154+1chem138 (rate=63)
249> [15103 0 bab -DelDupMut 128 1] 1chem138+1chem0-->1chem154+1chem138 (rate=63) //another neutral Variant mutation...similar to the one occured above somewhere
--------------- hflife --------------------- //no Highlander mutations or something other that would cause erratic behavior...yeah:)
--------------- conc ---------------------
195< [11 12 0 bab -DelDupMut 128 0] chem125: 255
194> [11 12 0 bab -DelDupMut 128 0] chem125: 254 //this mutation makes the creature lives a bit shorter...by lowering initial Life concentration a little...
--------------- nuemtr --------------------- //since there's only 1 gene of this type...no mutation has occured yet...
--------------- stimls ---------------------
388< [19 1 0 bab -DelDupMut 128 0]
387> [19 1 0 kid -DelDupMut 128 0] //now the creature is free from disappoinent before born...should have no effect since creatures in egg is pretty free from them anyway:)
408< [19 22 0 bab -DelDupMut 128 0]
407> [19 22 0 bab -DelDupMut 128 0] //some minor unnoticeable mutations...
412< [19 24 0 you -DelDupMut 128 0]
411> [19 24 0 you -DelDupMut 129 0] //make the "I've mated" stimulus gene a bit more unstable...nothing else
518< [21 48 0 bab -DelDupMut 128 0]
517> [21 48 0 bab -DelDupMut 128 0] //also nothing different...no idea...maybe some values are unlisted
527< [21 56 0 bab -DelDupMut 128 0]
526> [21 56 0 bab -DelDupMut 128 0] //same as above
529< [21 58 0 bab -DelDupMut 128 0]
528> [21 58 0 bab -DelDupMut 129 0] //also a bit of destablizing...
--------------- genus ---------------------
0< [ 0 1 0 bab ---------- 128 0]
0> [ 0 1 0 bab ---------- 128 0] //expected since this creature has got parents...
--------------- appear --------------------- //at least this norn doesn't have a C1 grendel head as I once seen some time ago...
--------------- pose ---------------------
550< [21 20 0 kid -DelDupMut 128 0]
549> [21 20 0 kid -DelDupMut 128 0] //change in Pose string...no idea what that meant...slight change in display?
568< [21 37 0 bab -DelDupMut 128 0]
567> [21 37 0 bab -DelDupMut 128 0] //same as above
616< [21 87 0 bab -DelDupMut 128 0]
615> [21 87 0 bab -DelDupMut 128 0] //same as above
641< [21111 0 ado -DelDupMut 128 0]
640> [21111 0 ado -DelDupMut 128 0] //same as above
648< [21118 0 bab -DelDupMut 128 0]
647> [21118 0 bab -DelDupMut 128 0] //same as above
672< [21141 0 bab FDelDupMut 128 0]
671> [21141 0 bab FDelDupMut 128 0] //same as above
674< [21146 0 bab -DelDupMut 128 0]
673> [21146 0 bab -DelDupMut 128 0] //same as above
748< [21217 0 kid -DelDupMut 128 0]
747> [21217 0 kid -DelDupMut 128 0] //same as above...how boring it is huh?
--------------- gait --------------------- //no gait mutation...good:)
--------------- insnct --------------------- //no instinct mutation...so no funny behaviors...if only this creature could sleep...
--------------- pigmnt ---------------------
366< [19 1 0 bab -DelDupMut 255 0]
365> [19 1 0 bab -DelDupMut 254 0]
367< [19 2 0 bab -DelDupMut 255 0]
366> [19 2 0 kid -DelDupMut 254 0]
368< [19 3 0 bab -DelDupMut 255 0]
367> [19 3 0 bab -DelDupMut 254 0]
372< [19 4 0 ado FDelDupMut 255 0]
371> [19 4 0 ado FDelDupMut 254 0]
369< [19 5 0 bab -DelDupMut 255 0]
368> [19 5 0 kid -DelDupMut 255 0]
371< [19 6 0 bab -DelDupMut 255 0]
370> [19 6 0 bab -DelDupMut 254 0]
370< [19 7 0 ado MDelDupMut 255 0]
369> [19 7 0 ado MDelDupMut 255 1]
373< [19 8 0 bab -DelDupMut 255 0]
372> [19 8 0 bab -DelDupMut 255 1]
375< [19 10 0 bab -DelDupMut 255 0]
374> [19 10 0 kid -DelDupMut 255 0]
376< [19 11 0 bab -DelDupMut 255 0]
375> [19 11 0 kid -DelDupMut 255 0]
377< [19 12 0 bab -DelDupMut 255 0]
376> [19 12 0 bab -DelDupMut 254 1]
378< [19 13 0 bab -DelDupMut 255 0]
377> [19 13 0 bab -DelDupMut 255 0] //pigment genes mutation...changes color by a mostly unnoticeable bit it seems
--------------- pbleed ---------------------
379< [19 1 0 bab -DelDupMut 255 0]
378> [19 1 0 bab -DelDupMut 255 1]
380< [19 2 0 bab -DelDupMut 255 0]
379> [19 2 0 kid -DelDupMut 255 0]
381< [19 3 0 bab -DelDupMut 255 0]
380> [19 3 0 kid -DelDupMut 255 0]
382< [19 4 0 ado FDelDupMut 255 0]
381> [19 4 0 you FDelDupMut 254 1]
383< [19 5 0 ado FDelDupMut 255 0]
382> [19 5 0 you FDelDupMut 255 0]
385< [19 7 0 ado MDelDupMut 255 0]
384> [19 7 0 ado MDelDupMut 254 0]
386< [19 8 0 ado MDelDupMut 255 0]
385> [19 8 0 ado MDelDupMut 254 0] //same as above
--------------- facexp --------------------- //empty placeholder catagory it seems...
--------------- organ ---------------------
180< [10 29 0 bab -DelDupMut 128 0]
179> [10 29 0 bab -DelDupMut 128 0] //possibly just a small value change without noticeable result...
289< [18 37 0 bab -DelDupMut 128 0]
288> [18 37 0 bab -DelDupMut 128 1] //possibly just a Variant mutation...nothing more...
820 unique IDs checked, 54 differences //quite a lot of mutations...it's only 12 generations...


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Malkin

Malkin

Manager


 visit Malkin's website: Malkin's page at CWiki
  3/30/2010

I'm finding it hard to interpret your results, but quite often for feral run norns, they aren't under pressure to survive as their 'fat reserves' are copious, they aren't under pressure to find a mate due to cramped living conditions, and so they end up breeding before they need to survive. Then they drop dead in some spectacularly thicko way and their children hatch, grow up quickly, and repeat the cycle.

It might be interesting to repeat the experiment with a genetic breed such as the CFEs.


My TCR Norns
 
NoctisVampire

NoctisVampire



  3/30/2010

Thanks! This is just what I need! Should have found that place earlier:)
Now is the time repeat the experiment with CFE(m) norns with a larger metaroom like C12DS or Norn Terrarium(or maybe, entire C3 starship)...
Should be a lot of fun examing and experimenting with the genome of those CFE(m) norns and learn something in the progress!
Still have no idea how to keep the population and genetic pool relatively stable during long feral and wolfling runs...last time as wrote above...I ended up with 7 males generally playing plant in 28.5 hours at generation 15...Just as Malkin pointed out...some pressure on surviving might be good and healthy:)...


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