david-andrew / simulacra

experiments in high fidelity simulations of NPCs for video games

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Simulacra

Simulations of human behavior. The goal is to create efficient, high fidelity simulations of humans in various environments and replicate known behavioral phenomena. This work aims to provide a solid base system for managing NPC actions in video games.

My other goal for this project is to build experience in rust.

Prerequisites

  • Rust/Cargo

Running the Demo

$ cargo run

demo

Simulation Features

  • world
    • real-vector position in finite a 2D plane
    • resources
    • terrain
    • elements/effects
    • TBD
  • actors
    • hunger
    • thirst
    • energy/fatigue
    • injuries
      • human armature that simulates reachable workspace, and is effected by injuries
    • age/growth
    • planning
      • Goal Oriented Action Planning (GOAP). What about planning with uncertainty? -> expected outcomes?
    • collaboration
    • communication
    • tools/fabrication
  • Information/Knowledge flow
    • all information consists of logical propositions. some examples:
      • there is a town 1 mile north of here
      • character A was alive yesterday
      • character B is a friend of character A
      • etc.
    • all propositions are stored in a central location. Actors can have pointers to particular pieces of knowledge
    • actors create new propositions, meaning new knowledge is created. A proposition is delete when no actors have a reference to it.
    • actors can transfer knowledge to other actors (depending on things like trust, deception, plausibility, confirmation bias match, etc.)
    • GOAP makes use of knowledge. should have probabilistic approach for when knowledge conflicts?

Display Features

  • 2D ascii terminal display
    • simple text grid
    • color

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experiments in high fidelity simulations of NPCs for video games


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Language:Rust 100.0%