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<H1>[MUD-Dev] Re: MURKLE: Wot it is</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: MURKLE: Wot it is</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Fri, 15 May 98 19:27:34 MST</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
[J C Lawrence:]

:Translation:  It took about 30 minutes for the first TC population
:explosion to occur.  20 minutes later they all died of starvation.
:Within a couple days the entire world was knee deep in TC spores.  
:
:TC's need an effective predator which has its own cyclic population
:behaviour (needs to be dependant on TC population, but enough
:out-of-step to prevent steady-states from occuring).  

Sounds similar to the old "sharks and fish" simulation. It was in the
Mathematical Games section of Scientific American some years ago. I recall
from playing that a friend and I did that you can tune the various parameters
to keep things going for quite a long time.

For those who don't recall it, it was something like this:

- a steady supply of plankton falls from the sky. This is implemented as
    food dots appearing randomly over the display area.

- fish swim around randomly, and eat food dots they encounter. If they go
    over a certain length of time without food, they die of starvation. If
    they are over a certain age, and the amount of food eaten recently is
    over another tunable value, they reproduce - yielding one new fish. If
    a fish detects a shark in one of 8 immediately neighbouring cells, it
    will try to move away from it (not always possible, but the world is
    the usual rectangular torus thingy).

- sharks are a lot like fish, except that they have separate parameters for
    their starvation, maturity and reproduction values. If they see a fish
    in one of the neighbouring cells, they will move to that cell on their
    next turn. If they enter a cell with a fish, they eat it.

(I may have some details wrong - its been a while.)

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA


-- 
MUD-Dev: Advancing an unrealised future.

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<li><strong><A NAME="00709" HREF="msg00709.html">[MUD-Dev] Re: MURKLE: Wot it is</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: OT: Java multithreading performance</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00667" HREF="msg00667.html">[MUD-Dev] Re: OT: Java multithreading performance</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 18 May 1998, 17:17 GMT
<UL>
<LI><strong><A NAME="00685" HREF="msg00685.html">[MUD-Dev] Re: OT: Java multithreading performance</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Tue 19 May 1998, 03:50 GMT
<UL>
<LI><strong><A NAME="00688" HREF="msg00688.html">[MUD-Dev] Re: OT: Java multithreading performance</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 19 May 1998, 05:32 GMT
</LI>
</UL>
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<LI><strong><A NAME="00727" HREF="msg00727.html">[MUD-Dev] Re: OT: Java multithreading performance</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 20 May 1998, 13:49 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00627" HREF="msg00627.html">[MUD-Dev] Re: MURKLE: Wot it is</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 16 May 1998, 06:02 GMT
<UL>
<LI><strong><A NAME="00709" HREF="msg00709.html">[MUD-Dev] Re: MURKLE: Wot it is</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 19 May 1998, 19:33 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00643" HREF="msg00643.html">[MUD-Dev] Re: MURKLE: Wot it is</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Sun 17 May 1998, 21:16 GMT
<UL>
<LI><strong><A NAME="00645" HREF="msg00645.html">[MUD-Dev] Re: MURKLE: Wot it is</A></strong>, 
Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Sun 17 May 1998, 21:42 GMT
<UL>
<LI><strong><A NAME="00652" HREF="msg00652.html">[MUD-Dev] Titanic's demise (was Re: MURKLE: Wot it is)</A></strong>, 
Mike Sellers <a href="mailto:mike#bignetwork,com">mike#bignetwork,com</a>, Sun 17 May 1998, 21:21 GMT
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</UL>
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</UL>
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</UL></BLOCKQUOTE>

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