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Life Simulation Games

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Category:Biological simulation video games. These computer and video games base their gameplay on simulating biological aspects of life, such as survival, genetics or ecosystems. Subcategories This category has the following 2 subcategories, out of 2 total. Pages in category "Biological simulation video games" The following 34 pages are in this category, out of 34 total. This list may not reflect recent changes (learn more). Development of Spore. SimLife. SimLife: The Genetic Playground is a computer game produced by Maxis in 1992. The concept of the game is to simulate an ecosystem; players may modify the genetics of the plants and animals that inhabit the virtual world. The point of this game is to experiment and create a self-sustaining ecosystem. Production[edit] The producers of SimLife refer to it as "The Genetic Playground".

The game allows users to explore the interaction of life-forms and environments. Users can manipulate the genetics of both plants and animals to determine whether these new species could survive in the Earth's various environments. SimLife gives players the power to Create and modify worlds;Create and modify plants and animals at the genetic level;Design environments and ecosystems;Study genetics in action;Simulate and control evolution;Change the physics of the universe in your computer. Animals[edit] Reception[edit] See also[edit] External links[edit] SimLife at MobyGames. SimEarth. Overview[edit] In SimEarth, the player can vary a planet's atmosphere, temperature, landmasses, etc., then place various forms of life on the planet and watch them evolve.

Since it is a software toy, the game does not have any required goals. The big (and difficult) challenge is to evolve sentient life and an advanced civilization. The development stages of the planet can be restored and repeated, until the planet "dies" ten billion years after its creation, the estimated time when the Sun will become a red giant and kill off all of the planet's life. The game models the Gaia hypothesis of James Lovelock (who assisted with the design and wrote an introduction to the manual), and one of the options available to the player is the simplified "Daisyworld" model.

All player-triggered actions have a cost specified in "energy units" or "omega (Ω) units"; for example, 50 energy units are required to lay down a single terrain square, while 500 units are required to lay down a terraforming device. Self-replicating machine. A simple form of machine self-replication A self-replicating machine is a construct that can autonomously reproduce itself from raw environmental materials, thus exhibiting self-replication in a way analogous to that found in nature. The concept of self-replicating machines has been advanced and examined by Homer Jacobsen, Edward F. Moore, Freeman Dyson, John von Neumann and in more recent times by K. Eric Drexler in his book on nanotechnology, Engines of Creation and by Robert Freitas and Ralph Merkle in their review Kinematic Self-Replicating Machines[1] which provided the first comprehensive analysis of the entire replicator design space.

The future development of this technology has underlain several plans involving the mining of moons and asteroid belts for ore and other materials, the creation of lunar factories, and even the construction of solar power satellites in space. Concept History von Neumann's kinematic model Moore's artificial living plants In 1956 mathematician Edward F. Gaia hypothesis. The study of planetary habitability is partly based upon extrapolation from knowledge of the Earth's conditions, as the Earth is the only planet currently known to harbour life The Gaia hypothesis, also known as Gaia theory or Gaia principle, proposes that organisms interact with their inorganic surroundings on Earth to form a self-regulating, complex system that contributes to maintaining the conditions for life on the planet. Topics of interest include how the biosphere and the evolution of life forms affect the stability of global temperature, ocean salinity, oxygen in the atmosphere and other environmental variables that affect the habitability of Earth.

Introduction[edit] Less accepted versions of the hypothesis claim that changes in the biosphere are brought about through the coordination of living organisms and maintain those conditions through homeostasis. Details[edit] Regulation of the salinity in the oceans[edit] Regulation of oxygen in the atmosphere[edit] Processing of CO2[edit]

Taxon. The idea of a "natural system" of classification goes back to the dawn of scientific nomenclature in the mid-18th century, as indicated by the title of Carolus Linnaeus' 1758 Systema Naturae. Systematists since that time have striven to determine the true classification of the diversity of life, which was at that time thought to reflect the Plan of Creation. Today it is common to define a "good taxon" as one that reflects evolutionary (phylogenetic) relationships. This is not mandatory, as is evident from commonly used words for non-monophyletic entities such as invertebrates, conifers and fish. A taxon may be given a formal scientific name, the application of which is governed by one of the Nomenclature Codes, which set out rules to determine which scientific name is correct for that particular grouping.

Many modern systematists using cladistic methods, including advocates of phylogenetic nomenclature, require taxa to be monophyletic, consisting of all descendants of some ancestor. Life simulation game. Life simulation (or artificial life games)[1] is a subgenre of simulation video games in which the player lives or controls one or more virtual lifeforms. A life simulation game can revolve around "individuals and relationships, or it could be a simulation of an ecosystem".[1] Definition[edit] Life simulation games are about "maintaining and growing a manageable population of organisms",[2] where players are given the power to control the lives of autonomous creatures or people.[1] Artificial life games are related to computer science research in artificial life.

But "because they're intended for entertainment rather than research, commercial A-life games implement only a subset of what A-life research investigates. "[2] This broad genre includes god games which focus on managing tribal worshipers, as well as artificial pets that focus on one or several animals. It also includes genetic artificial life games, where players manages populations of creatures over several generations.[1]