I'm really excited by this development. Microbiology is crucial to evolution and I'm looking forward to seeing how it affects the bibites. I wish I had a PC so I could run this. All good things in time. Keep up the awesome work.
I think im going to try to recreate this for an end of year project for school cuz this is the coolest thing ive seen in a while. Amazing concept and execution
Are you still working on this? I just downloaded the demo and this is amazing. I left it to go for four hours, came back to green and aqua blue bibites with orange pheromones they use when they get close to each other. I think they learned that other bibites being near them isn't good because they can steal their food so they use the pheromones to make each other go away. Every now and then a few bibites are born who are always using these pheromones, I think this is because if they need them at all then why not always send them out? This is such a great project and I really hope it's still alive.
Yep it is! I'm not very active on RU-vid for now and I focused on Patreon (more recent version uploaded regularly). I just quit my job tho so I'm going to be uploading again on here shortly 😁
Possible suggestion: Bits of food can get contaminated and infect bibites that eat contaminated food, but they will be able to sense if a bit of food is contaminated so maybe they can learn to not eat it. Just an idea though
could it be a good idea to stop having spontaneously spawning food, and instead have a few source nodes that generate more food? the bibites might evolve to form communities around them.
Great video, looking forward to seeing another one, mainly the virus in action, it will be interresting to see the bibites interract with that kind of situation. Also, do the bibites produce some feromones to warn other bibites of the virus, and can bibites get infected if they eat meat from dead bibite that had the virus ?
Oh, that would be a nice system, producing pheromones when feeling sick (or healthy) and detecting that. Maybe multiple pheromones could be involved. This then combined with some swarm behaviour?
In order to make a UI that is usable, I’d take a page from city builders and add different ”map modes” (like how you can use a map that shows iron ores and another one that shows trees) in order to display information. Perhaps you can have a species map mode that shows species using colours, and another map mode that shows what actual colors each individuals have. This way, the screen doesn’t get cluttered with viruses, even if they stillexist in the background. Although I’ve barely watched any of these videos yet so you might already be ahead of me.
you should make the viruses modify the neural net of the bibit, adding a small subnet dictated by the virus' genes. Since the virus' have small genomes, the subnet would be small and have a better effect on specific species over others. This could cause both viruses to differentiate and infect specific species, and create selection pressure on the bibits to change their neural net structure if they are prone to infection
Im pretty sure at this point, that RU-vid just automaticaly generates some sort of like to dislike ratio because like, If this was some sort of video on controversial topic or some review of a game or something, there would be people that disagree with the video so they would give it dislike, I get that, but who the hell would go to a video about a topic that pretty much only people interrested in that topic would go watch just to give it dislike, I doubt you would find one person like that much less three.
I was under the assumption that The Algorithm will take into account personal likes and dislikes and recommend videos accordingly. If that is the case, some people may use the dislike button to curate their own experience on RU-vid. In this case, someone who isn't interested computer science, virtualized creatures, or even any educational content, they may use the dislike button to train The Algorithm to not suggest videos of this type to themselves, personally. Note: No, it wasn't me. I have been following the Bibites from the beginning.
@@baronofclubs Well, that makes sence, but Im not quite sure if the algorithm works like that, I though that it recomends you videos more by what type of videos you watched / clicked on, more than what videos you gave like or dislike to. Plus there is also function that allows you to select '' Im not interrested '' when selecting the video, that is how I regulate my recomended videos.
@@milokojjones It absolutely does take into account clicks, watch time, interaction, comments, subscriptions, playlist interactions, likes and dislikes, etc. In fact, most measurable metrics are taken into account. At what weights each of these interactions are measured is quite the mystery, though, due to Goodhart's Law. My point was not that disliking is or should be the best mechanism for influencing The Algorithm's recommendations, but that some may use it as such.
Je viens de découvrir ton canel et je suis étonné de ce que tu as fait. Tu as demandé ce que tu faites de ta vie, la réponse est que tu apportes des connaissances et du divertissement à des milliers de personnes. Lâche pas!
what if the viruses could have some effect on the brain, adding new neurons that could influence bibites to bump in to others when they normally wouldn't for example. obviously it would have to have some balance - otherwise the virus could just turn off the bibites immune system
To what degree will the viruses evolve? Do they have a set of simple genes/rules? Or does each virus have its own small neural net? Can't wait for the video!
You could let them be able to sense in nearby bibites are infected, or have dead bibites who were infected leave a "deseased" meat. This would allow them to exclude the infected from a herd.
Maybe this will solve the op herbivores issue? Herbivores under the virus have a debuff and are a tidbit slower. If the creature can survive a certain time with it they come out alive most times.
je sais que je suis en retard pour le party, je ne fais qu'alimenter le monstre qu'est l'algorithme youtube. j'adore ton concept, continue comme ca,c'est hot en asti!
(i havent finished watching the vid yet but) viruses (and other diseases such as bacteria, parasites and prions) are all very important to an ecosystem's ecology! they all modify the behaviors of individuals as well as groups as a whole! after all, MANY of the animals caught by predators are sickened by a disease, and this help keep populations stable!
how about a forth option for the viruses, Symbiosis? it works via optimizing a Bibit's internal abilities, allowing viruses to compete for how they use Bibet cells it would also make positive co-evolution possible
um, you have possible inputs and outputs, and those are totally free to interpret the input and outputs as the evolution algorithm gets them to, but the actual values given/acted on the nodes can be whatever, but main evolution logic should be totally dynamic
it would be interesting in the future, You make meat eater bibites, that got infected for the virus, if they manage to cure themselves of the disease, find a way to use the disease as a way to kill their prey, biting them, and letting the virus work its way through the prey body as the predators with the infect bite slowly follows them, until the prey dies from the virus, What also could be interesting for the predator, could lose characteristics such as running and accelerated metabolism, since it will take some time for the prey to die, and the predator would have to wait, since everything would depend on how the prey's immune system, would do well or nota in the fight against the virus Take the Comodo Dragons as an example.
how about adding impassable environments to your bibit world. Like a marine environment that damages the terrestrial bibites interacting it long enough or getting into it's inner areas and sloving them down while making a good livivng environment for marine bibites and a terrestrial environment functioning same way. so that you can separate diffrent terrestrial and marine environments with land and water masses.
I'm not done with this video yet, but I already see that your attempt at virus simulation simplifies the things up (which is obvious because it's simulation) and does not take into account _how_ and _why_ viruses infect species. I mean, all those S-proteins work because there's something in our bodies that has "locks" matching those spike-"keys". It would be awesome to have viruses that evolve to get attached to their host on different aspects - say, specimen is vulnerable to virus if it has some specific genes, e.g. having link between 3 specific sensors or having more than 5 hidden neurons. In that case species would have to evolve around those threats while viruses would have to evolve their tactics. That also means that there should probably be somewhat extensive immune system in your species, though.
@@KingHobson1 in order to simulate exactly an entire universe, you would have to simulate every atom. Quantum mechanics are already complicated and weird, and (probably) quadrillions of them in each solar system alone would be impossible to handle. You could make approximations and use classical mechanics with the smallest things being atoms instead, but that would still be extremely difficult, and atoms higher than the ones we have on the periodic table now would be impossible to simulate since they would be not coded in at all. Maybe you could instead simulate all the important molecules, again difficult and could restrict things even more. There’s a reason simulated universes aren’t on the internet already, it’s not like the creator of this video can make one. Also even if one was made humans would be unlikely to arise.
@The Bibites I wrote a long ass comment, then decided to make it short. Suggestion: for every mechanic you add into the project, consider making it emergent from the DNA, evolution and energy costs. There are plethora of ways, not saying it will always be easy or viable though. Not saying you should end up designing entire mechanics around this principle. Then I decided to make it long again: I don't assume you are unfamiliar with the thought process like below, but some of the ideas you might have not had yet and then it could be informative or inspirational, and even if not, it can surely be such to a portion of interested readers in the comments. By the way, what I write below, you may find bad or good insight, but in case you find it a good insight that takes away from your fun, consider being spoiler-warned. Without much insight, I can categorize traits into three types on the scale from deus ex machina to emergent: 1. fixed traits - certain bibite or virus has a trait X=50 2. pseudo-emergent - bibites have a set of genes plus there is an algorithm that calculates every trait from this DNA, so X is a more complex function of DNA 3. emergent - DNA in bibites encodes things like their structure, their growth and/or behavior. Any trait bibites have is just a result of simulating this structure and behavior. Case 1 works for traits that have twofold impact on the bibites survival, for example they may affect things like simulated combat, but also increase basal metabolism or cost to procreate. Purely fixed-traits based evolution is an exercise in optimizing levels of certain traits. Case 2 is a bit more interesting, although it's close to 1, far from 3. You can come up with all sorts of crazy schemes for how that should work, like fe. having a sequential DNA wherein every sub-sequence has a chance of triggering a phenotype change. For example imagine you use four character set for DNA, ACGT (for flavor) and every occurrence of ATTAATTA adds +10 to the bibites attack. Perhaps it also removes from another trait, perhaps not. This approach would add an interesting of itself, but kind of separated from the goal of the whole project situation, where we are trying to "get the best gear for the buck", because perhaps some DNA patterns achieve strictly better results than others, depending on the systems' design. But it also opens up a very interesting part of evolution, which is, how shall I put it.. DNA meta-structure evolution. Depending on the system, this poses a question for the DNA of a bibite - given several DNA's encoding mostly similar phenotypes, which one is best suitable in context of being subject to recombination in sexual reproduction? Should we accept a small percentage of lethal offspring, or maybe we need a bit more robust DNA that gives a margin of subpar, but viable phenotypes? We could manage various evolution and population's gene pool related dilemmas, if the same phenotypic results are possible with a multitude of DNA's. | Regarding population, imagine you already have a enforced, meta-enforced are just evolved DNA structure that allows for DNA bits clusters to act as flags or flairs - like the genes that encode a trait 1:1, in it's most transparent and uncomplicated variant - you can have a population evolve a distribution of traits. Given large enough resources for evolution, you might find that certain species benefit from internal managed diversity. That competition is reduced or completely removed or maybe even replaced by full cooperation between units of a specie that have different variants of phenotypes. Just imagine that your bibites are doing a cooperated combat, and the mechanics of the game give them a huge benefit if they each specialize like characters in cRPG and mmoRPG - with attributes and skills sets fitting a role they have in combat. One way this can be achieved is of course with some lucky symbiosis. But another is to find a way to ensure your own specie produces multiple phenotypes. In the latter case, some kind of mechanism that works like in ants is a radical option. Meddling in the growth of young bibites could also work, if you created some nice mechanics for that. But what could also work is just DNA structuring. A very interesting mechanic to allow for that could be abstract, conditional or expression-controlling mechanism. Imagine your DNA is capable of something akin to setting intermediary variables of it's own, which other parts of DNA can refer to. One gene could set X to 1, another gene could then add 20*X to attack. Several genes relying on a single variable, and wham - you can have a population wherein a few genes determine your "class", while others ensure that class is properly developed. You could also have mechanics that offer, in the end, mostly similar power to your evolution - for example genes that turn off or turn back on other genes. Not dynamically, during bibite lifetime, just when translating DNA to phenotype, you reach a sequence that translates as "actually use the sequence of the following identity:" where identity is some good system for ensuring ever-evolving DNA doesn't break all references every now and then, making it impossible for species that use this mechanic to really progress. Some radical strategies for intra-species specialization can create a clear cut intra-species roles/classes. Cooperation of those roles would also require developing a mutuality, because while the species can be empowered by diversity, without them developing any kind of solidarity they will surely see most of roles fall behind on resources and be evolved out, to the final detriment of the species as a whole. But again, this problem should be solved be the bibites without too much of a helping hand, just giving them a simulation design that makes it possible. On the other hand a system that creates a spectrum-diversity could work quite nice. If you have alleles, you already have all it takes to ensure that there is a range to a trait in your specie. That for example the bibites within a specie have an average 20 attack, but there is a standard deviation of say 5. This doesn't really require solidarity (it's not necessary, but it's still an option for the species of course) and even if the behavior of bibites doesn't take advantage of intra-species specializaton, the species already can have quite important benefits. The spread within traits means that, probably, more bibites will survive an ecological catastrophe, like a new highly specialized predator. At the very least, they will have some more time and resources to adapt. And if there is enough of the genes with variations, it is likely that no or little alleles will be lost to this new circumstance. Assuming the new circumstance is mostly or completely reversing itself (like a cancerous-like predator having unsustainable strategy, deprives itself of abundance of it's own prey and perhaps goes extinct in a blink), the prior gene pool may be quite likely to re-emerge much faster, than it took it to develop in the first place. Many of the processes would be there, and they would just be waiting for best fitting specimen, with the right DNA structure already there and all the alleles available in the gene pool. All brutally squashed intra-species niches, roles or just the average speciman will be restored fast. Finally the fully emergent approach. I wrote so much that I will try to be concise here. For some mechanics it's pretty obvious. You can have HP, but you can also have damage be structural. Make the bibites evolve their body structures in such a way, that they can protect vital parts and regenerate the ones meant for taking damage. Not every mechanic should be made into an emergent one (it might even be said it's impossible, because every new mechanics layer depends on some model which could be made more emergent). If you even made everything emergent that kind of makes sense, you'd already probably be losing because of extreme performance and losing focus of the project Still, let's take the viruses. Make the bibites and viruses handle energy in a more sophisticated way, like transfer it and use up in various way, store. Make storing energy a non-emergent but complex mechanic, where there are various modes of storage possible, that waste more or less of it over time, etc. doesn't matter. Just make them all have to handle energy in an evolutionarily designed manner. And then, wham, make the viruses able to use energy to modify the bibites in various ways. Given proper mechanics with non trivial meta, you could see a very interesting arms race there. This categorization is a spontaneous analysis, it is probably far from perfect. These approaches can obviously be easily mixed, for example if we need to have a variable trait for some kind of balance, but we really don't find this trait especially interesting otherwise, it's easiest to just have it be a fixed, non-emergent kind.
You obviously know about your stuff! And you pinpointed my general philosophy quite well. This is a project I started a long time ago and I'm suffering from a lot of design choices I made when I was learning and playing around and did not have in mind the present scope of the project. But as soon as I started taking this seriously and seeing the potential, I saw pretty clearly that I had to prioritise developing system and possibilities that would allow for what I had in mind instead what I wanted to see happen. Even now, the project is not at all where I want to take it, and I'm playing on redrawing the entire core so that it allows for a true emergent and "infinitely" scalable evolution. Now I don't know if actual genetic code is useful in that manner 🤔 I figure we can keep a layer of abstraction and still preserve many if not most of the benefits that it would create. Different classes within one species is something I would love to see at some point and that being possible has to be at the core of everything I do going forward. That and allowing for complex interactions with the environment. Thanks a lot for your message! It's always awesome to have people share deep interest in the project and try to help me in shaping my thinking about it and the way forward! Hope to see you around and on other platforms 😀
Need to change the name to "Bibits" (drop the 'e') - it'll make anglos manage the French Canadian pronunciation of this word better. As it stands 99% of the planet will pronounce it "B-BYTES". Plus there's a good metaphor in "Bits" as in "digital".
Don't worry, still standing and still working on the project 👍 Although I admit slower lately since work has been ectic... I'll be back with more content in not too long 😁
“wa-guh-guh” is a funny way to pronounce that, given that double consonants are usually either one sound, or two different ones, rather then a doubling of one sound.
if you want a dumb idea thats kinda neat and definitely too much work for one human lifetime then listen up. what if each pixel was a cell and the creatures were generated generically so you can have gross deformitys. and then pixels can be diffrent types of cells like sensors or BONE
Im not up to date with developing Bibites but is there an option to randomize genes when starting simulation? This could be interesting, also waiting for someone to implement it using C or C++ for better performence, maybe more bibites means quicker and better evolving
Ça pourrait être intéressant si les virus pouvaient développer des effets positifs pour leur hôte : par exemple, ils affectent négativement la santé, mais ils améliorent l'énergie. Les bibites infectées par un virus plutôt bénéfique pourraient s'adapter pour le garder et former une relation symbiotique. Par exemple, dans le monde réel, la flore intestinale est constituée de bactéries qui nous aident à digérer la nourriture. Et certains animaux la transmette volontairement à leur progéniture, à l'instar du koala. Dans le monde réel, les virus cherchent aussi à faire le moins de tort possible à leur hôte, afin de continuer de se produire le plus longtemps possible. Des virus autrefois mortels comme la grippe et la varicelle ont évolué pour devenir bénins.
@@TheBibitesDigitalLife I thought maybe your videos were like an animation showing how it’s possible to create life like that and the implications kinda like the future is wild or alien planet not exactly making it real
dude, its been 2 freaking years, the neural editor is WAY over due. Its basically just a gold fish simulator without it. and there are WAY better gold fish sims out there that Id rather spend my time and processing power on.
I have requested a bit map that bibites could evolve to read and write for a brain simulation. The size of the bit map would be evolved by the bibites and hopefully natural selection will make them use the map to store memories