Interactive Evolution Simulator

Gen: 0
Pop: 200
Survival: 0%
Step: 0
200
0.5%
1.5
8
2

About This Simulation

This interactive application is a simplified model of evolution by natural selection, inspired by the video "I programmed some creatures. They Evolved." by David Randall Miller. You are observing a population of simple digital creatures, each with a unique genetic code (a genome) that defines the wiring of its simple neural network brain. The brain processes sensory information (inputs) to decide on actions (outputs), allowing the creature to navigate its world.

The core loop of the simulation demonstrates the fundamental principles of evolution:

Over many generations, you can witness the population adapting to its environment. Successful traits are passed on and refined, while unsuccessful ones are filtered out, leading to the emergence of complex and efficient strategies from very simple rules.

Core Concepts Explained

Inputs (The Creature's Senses)

Each creature's brain receives 5 distinct pieces of information from the environment on every step. These are the only things it "knows" about its world.

Outputs (The Creature's Actions)

Based on its sensory inputs and the connections in its brain, a creature can perform 4 types of actions.

Why the 300-Step Limit?

The 300-step limit for each generation acts as a simulated lifespan. This is a crucial element of the selection pressure. Without a time limit, a creature could wander randomly and eventually find the goal by pure luck. By forcing them to succeed within a fixed timeframe, the simulation selects for efficiency. Creatures that develop brains capable of moving directly and purposefully towards the goal are far more likely to reproduce than those that meander aimlessly. This mimics the pressures in nature where organisms must find food, shelter, or mates within a limited time and with limited energy.

How to Use

Future Directions

This simulation is a starting point. Many features could be added to make it more complex and interesting, allowing for the evolution of even more sophisticated behaviors: