Let’s back up a step. First of all, what do we want in the user experience?
1. We want an engaging game experience. Draw in the user quickly, and then keep them enthralled. This means things need to evolve rapidly into something interesting.
2. A rich environment. With all we are planning, this should be no problem. I see the main problem being the balance between functionality and complexity. We don’t want to bog the game down to the point that it is slow and uncooperative. I think we can achieve this delicate balance through abstraction, while making it richer at the same time.
3. Evolutionary Computation. We want this to work. We want realism. That’s where the entertainment comes in. We want letters to be floating around in Letter Land, colliding with each other, spawning populations of new letters, mutating, reproducing, overcoming obstacles, eating, living, and fighting for survival as realistically as possible.
Now the details, as I see them. To make all of this work, we need three layers (so far):
1. The Cellular Layer – This is dealing with the letters on a cellular scale. Binary bits “alleles” make up the chromosomes (strings) and ultimately letter genomes (2d arrays). The letter library, the comparator and the schemata all operate at this level, being driven by our Genetic Algorithm. Keep in mind, the body cannot live without its cells. This is where the cells are operating on a micro level. The user can only see this by clicking to view a detailed history of any given genome (probably an XML or text file). This is where we’ve been doing all our work so far, completing Phase I of the project. So far, so good.
2. The Physics Layer – This is dealing with the letters on a population scale. The Physics Layer is special because this is where the abstraction exists. The letters take on a new form as physics bodies governed by physical laws and shapes / geometries instead of genomes full of binary chromosomes. The Physics Layer contains the full map of Letter Land. Herein lies the core of the visible evolutionary processes (Genetic Programming, Neural Networks? ). This is where we are at now (phase II), and this is where the problems crop up.
3. The Window Layer – This is dealing with the letters on a body scale. The window is a “chunk” of the globe of letter land, where the user is zooming in on the action. Essentially, this window or magnifying glass is the user interface to Alphabet Soup. Any user interaction we decide to include (implementing new obstacles or food, for instance) will happen here.

DM = Decision Maker; FFGP = Fitness Function Genetic Program; GA = Genetic Algorithm; EGP = Environmental Genetic Program
With all that in mind, let’s break down our problems, keeping the “functionality versus complexity versus realism” issue at the forefront.
Problem 1: Decision-making. Two letters, a C and an R are about to run into each other. What happens? The sensing organs for both letters realize a collision is imminent, and call on what we’ve proposed as the DGP (Decision-making Genetic Program). Its options are simple: Breed, Flee, or Fight.
- Whenever Breed is chosen, the GA at the Cellular Level is called and run. This has a direct impact on the appearance (therefore, geometry and physics) of the letter at the Physics/Window Layer.
- Whenever Flee is selected, a given amount of thrust is applied to the letter to get it away from the opposing letter.
- When Fight is selected, the letter will use whatever is at its disposal to try to kill (?) the other letter. Think: war over territories.
The DGP is only used for this about-to-collide decision-making procedure. I figured on using the EGP (discussed next) to make any other health/fitness related decisions at the Physics Layer. The reason I chose GP for this decision scenario is because I was thinking of the ant-finding-food problem where its only options were RIGHT, LEFT, FOOD, which could actually just as easily be solved with a GA. Here’s the thing, this “Breed, Flee, Fight” scenario is even simpler than that, which begs the question: Does this step need to involve Genetic Programming at all? It is a simple choice between three options, and it is very localized to the exact moment when the sensing organ calls on it.
So my argument is to do away with the DGP, instead allowing this decision to be completely (wince) random, or something else entirely—such as Fuzzy Logic or Neural Networking—although this would involve a different approach taking into account all of the decision at one time. The only way I see GP being beneficial here is if it were somehow tied into how the decision affects the population as a whole. But here’s my take on that: we do want complexity, yes, but I feel using a GP here is unnecessary and overly complicated, when we could be using EGP instead to be causing the complex, exciting evolution to take place in the Physics Layer.
But I have a better idea yet. One way to keep it from being random but still not requiring too much processing is to give it a set of circumstances, such as: “if R population is greater than 100 and R population is declining, avoid, else attack.” Some simple lines of code like that will cause the about-to-collide letter to make fast, simple, but smart decisions. I think this is the ideal way to do it.
To use the if/then approach, the Decision Maker must have access to information about the current stats of the population, yes, but they do not have to be drawn from the EGP. Instead, I propose we have a pool of stats about the entire population of letters through the use of a number of variables, then the various functions (EGP, Decision-maker, and so on) access the data and use it as they see fit. This object oriented approach modularizes the information and makes the most sense to me.
Any of these ideas would allow these simple, but constantly-taking-place collision decisions to not use so much processing power unnecessarily, thus solving the “too slow” problem. And realism is maintained, by the simple implementation of the if/then statements, and more thoroughly through the use of the EGP (problem 2).
Problem 2: How do we make the Environmental Genetic Program (EGP) function? Well, I think this will play itself out. As long as we keep the pool of variables available to any function, the key to a good EGP will be to assign it a good fitness function determinable by the variables it accesses. This will likely include the physical attributes of the individuals as well as the population as a whole. I think the EGP will be the core to making the game an enjoyable experience, so we need to do it right and think it through. I think we should keep the other facets of EC relatively simple throughout the program, and focus all of the complexity here. And no, we are not there yet.
Problem 3: How are we going to tie the layers together? I saved this one for last because to me it is the most complicated problem to figure out. We have a vague idea for the FFGP (Fitness Function GP), which will work as follows:
Letter ‘C’ has to get around a flying asteroid, but its friction causes it to slow down to the point where the asteroid is going to collide and destroy it. It needs to evolve to be able to evade, so it grows a wall on its right side, thus becoming an ‘O’. This in itself is a problem: How do its genes, being abstractly separate from the physical body, know that the letter is now an ‘O’ and no longer a ‘C’? We’ve proposed using the FFGP to evolve a fitness function at the GA (Cellular) Layer for the GA to evolve to meet the needs of the Physics Layer. This is all still blurry to me.
I think it would be logical that if the C evolves to an O in the Physics realm, this information should be sent to the Cellular Level, matched up to the schemata, and transformed to an O. To me this is still sufficiently complex and realistic, as the EGP at the Physics Level will still be performing the evolution to the different letter, while requiring the GA to “catch up.” The two layers have to work together somehow, otherwise what’s the point of having both layers? Or maybe the Cellular Level can have access to the same data as the Physics Level, and read from the EGP to determine what is going on and how to evolve, but then where is the abstraction—and that all seems too process intensive anyway. This is a point of contention.
The other tie-in between layers is the thread between the Physics Layer and the Window Layer (User Interface). This involves the physics processes constantly going on behind the scenes at the Physics Layer, while using the Window Layer to just focus in on wherever the user wants to look in the population. We will likely not even get to this problem in phase II because we will be starting with a small enough population to watch it play out on a single screen.
These are all good problems because it shows we are making progress. We should start simple at each layer, then add layers of complexity as we get the pieces to work. Next I want to focus on getting a working Physics Layer with Blend and Physics Helper 3. Once we do that, we can deal with the problem combining it all with the Cellular Layer.


