Date post: | 03-Jul-2015 |
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CREATURES
Dania DaghstaniEsraa saady
Our lovely game
INSIDE THE CREATURES
• Neural Network:
responsible for the sensory-motor control and
learning.
• Biochemistry:
responsible for energy metabolism and hormonal
regulation of behavior.
CREATURES BIOCHEMISTRY
• Chemicals
• Emitters
• Reactions
• Receptors
CHEMICALS
• These are just arbitrary numeric labels in the range 0 to 255, each
representing a different chemical and each associated with a numeric
value representing its current concentration.
EMITTERS
• These chemicals are produced by chemo-emitter objects.
RECEPTORS
• Many parts of the brain and body can have receptors attached, and thus can become responsive to chemical changes.
REACTIONS
• Chemicals undergo transformations as defined by Reaction objects.
• Example:
A + B => C + D Normal reaction with two products
A + B => C ‘fusion’
A => nothing exponential decay
CREATURE’S BRAIN
LOBE 0 - DRIVE
• This lobe holds the current state of the creatures drives (such as
hunger, pain, etc).
• It has 18 cells.
• Example: Hungry afraid
0 : pain
2 : Hunger
9 : Fear
Drive perception
LOBE 1 - GENERAL SENSORY
• The cells in this lobe define what the norn can currently sense in the
environment.
• It has 32 cells.
• Example:
5 : user has spoken
21 : it has hit me.
General Perception
LOBE 2 - VERB
• The Verb lobe is another lobe that is controlled directly by the
Creatures executable. Whenever a verb is entered by the user in the
speech box of Creatures then the cell associated with this verb will
be fired in this lobe.
• It has 16 cells.
• Example:
1 : push
7 : drop
Verb Perception
LOBE 3 - PERCEPTION
• Perception lobe, which combines several groups of sensory inputs into one place.
• It has 112 cells.
• Example:
I am near a Grendel General sensory
it is hitting me verb lobe
I am in pain Drive lobe
Verb lobe
General Sensory
Drive lobe
Perception
lobe
LOBE 4 - STIMULUS SOURCE
• Cells in this lobe are activated directly by the Creatures executable.
• The lobe has 40 cells - one for each object classification in Creatures.
• Example:
0 : current norn
1 : hand
5 : egg
Stimulus attention
LOBE 5 - NOUN
• It is another lobe controlled directly by the Creatures executable.
• The noun lobe will also fire if the user moves the hand over an object
and types the command 'look‘, This causes the cell for that particular
object to fire in the noun lobe.
• It has 40 cells.
Noun Attention
LOBE 6 - ATTENTION
• Each cell in the attention lobe relates to a particular object.
• It has 40 cells.
LOBE 7 - CONCEPT
• The Concept lobe is the biggest lobe in a Norn's brain.
• it has 640 cells.
Perception concept Decision
LOBE 8 - DECISION
• Each cell in the decision lobe relates to a particular action that the
norn can perform. These actions are the same as the verbs in the
verb lobe.
• It has 16 cells.
concept Decision
PARAMETERS OF A NEURON
• Input types
• Input gain
• Rest State
• State
PARAMETERS OF A NEURON
• Threshold
• Relaxation Rate
• SVRule(State-Variable Rule)
STATE VARIABLE RULES
• Random : 0 : chem 5 : plus : state : end. (Stimulus source lobe)
• State : end. (General sensory lobe)
• State : plus : type0 : plus : type1 : end. (attention lobe).
• State : plus :type0 :minus :type1: end. (decision lobe).
SOME SVRULES PARAMETERS
• Type0
• Type1
• STW: Short-term weight, used to modulate input signals.
• LTW: Long-term weight. Acts as rest state for STW and provides statistical response
to reinforcement.
• STW relaxation rate: rate at which STW relaxes back towards LTW.
• LTW relaxation rate: rate at which LTW rises towards STW.
• Susceptibility: current susceptibility to reinforcement.
• Susceptibility relaxation rate: half-life of Susceptibility parameter.
• Strength: controls dendrite migration.
SOME SVRULES PARAMETERS
• Reinforcement SVRule: expression to compute changes in STW.
• Susceptibility SVRule: Expression to compute changes in sensitivity to reinforcement.
• Strength gain SVRule: Expression to compute Strength increase.
• Strength loss SVRule: Expression to compute atrophy.
GENERALIZATIONS
CREATURE LEARNING
• By their parents at birth time.
• Learning changes in environment by self-observation.
• Interaction with its peers of same group.
REPRODUCTION
GENETICS
• The details of creatures in game such as their brains, biochemistry and appearance.
• It dictated by virtual genetics using a simulated genome often called Digital DNA.
GENOMES CONTENT
• brain information (lobes, and the dendrites and neurons they contain)
• chemical reactions and half-lives (norns can become immortal and such things when these mutate)
• concentrations of chemicals in the bloodstream at birth
• biochemistry workings (receptors, emitters)
• creature appearance, pigments and gait, among other things.
LIFE STAGE
Thank you