Posts Tagged ‘evolution’

Games I Have Been Playing Recently

Tuesday, September 23rd, 2008

There’s a couple of computer games I’ve played recently that I thought I’d share with you so that you, too, can go play them and waste all your free time (hopefully you’ve got more free time than I do to be wasted!).

RUCKINGENUR II

Free (as in beer) to download and play - download it here. Windows only (requires the .NET framework), although there’s talk of a Linux port using Mono.

A self-confessed “game for engineers.” If you ever played Uplink and thought “Hmm, this is good, but I’d rather be hacking hardware, not software,” then you really ought to give it a try. Ruckingenur II is a hardware hacking simulator: in it’s four missions you’ll be determining the code of an electronic door lock, reprogramming a thumbprint scanner to accept your print, breaking the code of a (rather trivial) radio scrambling system, and defusing a tamper-proof bomb. It’s all about interpreting the circuitry and analysing signals, rather than simply bridging circuits, as would be so much easier in so many of the missions. Presumably your boss spent all of the money on the universal combined multi-meter/serial port analyser/debugger and didn’t have any budget left to get you a soldering iron and a half-dozen lengths of wire. Ah well.

It’s only short. I got through all four missions in about 20 minutes, and I could probably have done it quicker if I hadn’t kept detonating the bomb at the end: the very first thing I did was to examine the circuit (while the clock is ticking), correctly analyse which wire carried the signal to the expolosive, and send a quick pulse down that line, confirming my suspicions by blowing my face off.

Give it a go and let me know how you get on, fellow geeks.

SPORE

The other game that’s consumed any of my time of late - by which I mean, of course, all of the free time I can find - is Maxis’s hot new title Spore.

In case you’ve been living in a cave for the last few years, Spore is the result of a collaboration between Will Wright (co-founder of Maxis, inventor of SimCity, The Sims, etc.) and Soren Johnson (right-hand man to Sid Meier during the development of Civilization III and Civilization IV), it’s has been described as “the ultimate God game,” and as “SimEverything.”

During the game, you’ll help a species progress from being a tiny plankton-like creature living in a drop of water all the way up to being a galactic empire spanning many star systems. The concept of “evolution” touted in the game isn’t really accurate, though, and what you’re actually doing - tweaking your species a little each generation towards your own goals, rather than having the most successful genetic code reflected in the next generation - is closer to intelligent design than anything that any evolutionist would approve of.

Unfortunately, as its Zero Puncuation review gives away, most of the fun of the game is shunted towards the Space Phase, the last of the five phases of the game (the others being Cell, Creature, Tribal, and Civilization), and it makes the rest of the game seem a little short by comparison (note that I disagree with the statement in the Zero Puncuation review about carnivore-superiority: my first space-faring race had no problem with befriending and converting other creatures, tribes and civilizations all the way). The Space stage, however, really shines.

Spore is an amazing achievement, and it’s continues to be fresh and surprising to play (thanks, in part, to the enormous scope of it’s in-game galaxy, but more thanks to the fact that Spore “swaps” your creatures and other content with other players around the world), so I’d recommend you give it a go if you haven’t already. It’s a real shame that the DRM is so fucked-up, because Maxis have just set themselves up for Spore to be the most-pirated game in history (after all, the pirated copy is now better than the legitimate one). Nonetheless, it’s worth getting hold of a copy by one means or another just so you can see what the fuss is all about.

Oh, and here’s one of my species, a Gliblander, stood next to the species’ interstellar spacecraft, the Dirty Beast.

The Evolution Of Socks

Thursday, July 3rd, 2008

There’s an evolutionary process occuring in my wardrobe.

I have an approximately equal number of dark-coloured and light-coloured socks, but since we moved to The Cottage in the summer of 2006, I’ve been keeping my socks not in drawers but in a compartment in my unlit wardrobe. As a result, I can only really see the light-coloured ones when getting dressed on a morning (and turning on the light would wake The Morning Beast). I seem to get through clothes generally, and socks in particular, at quite a rate, and as a result I wear holes in and have to dispose of light-coloured socks far more frequently than dark-coloured ones.

But when I buy new socks, they often come in mixed packs of light and dark colours. So the dark ones become more numerous, while the light population fluctuates. Okay, so it’s not really like evolution, because the creation of new socks is not based on parentage, but there’s a real survival-of-the-fittest thing going on there, with those that are less-able to be seen in the dark outliving their more-visible brethren, like those studies on peppered moths.

Getting dressed this morning, I couldn’t help but be reminded of Lovelock’s Daisyworld:

In the early 1980s, James Lovelock built a computer simulation known as Daisyworld which was designed to demonstrate the feasability of his Gaia hypothesis, a controversial theory that suggests that planetary life, through it’s interaction with it’s environment, unconciously attempts to create an environmental equilibrium that is particularly suitable for the continuation of life. The theory has been more recently undermined by hippy-types taking it on board as if it were some kind of neo-Pagan religion (contributed to, perhaps, by the unfortunate choice of name).

In any case; I mention Daisyworld because of the great recreation of the simulation that I am most familiar with - the one that came packaged with SimEarth in 1990. Daisyworld is an Earth-like planet orbiting a star which is slowly expanding into a red giant. The dominant life form on Daisyworld is a variety of flower which comes in a variety of lighter and darker shades (like socks - see; I can make a point eventually). Early on in the star’s development, when the planet is cool, dark-coloured daisies are most common, and lighter-coloured ones are rarer. As the star expands and throws more radiation at the planet, being able to reflect light becomes a desirable trait, and the genes for lighter-coloured petals lead to a greater survival rate, shaping the evolution of the daisies. Early in the simulation, almost all daisies are dark, and towards the end - right before the star engulfs the planet and kills all of the daisies, anyway - virtually all of the daisies are light.

Lovelock expands on this to demonstrate that the colour change also helps to keep the overall planetary atmospheric temperature down as evidence for his “living earth” theories, but that’s not the bit that interests me. I’m pretty sure that my socks aren’t trying - even accidentally - to maintain “wardrobe homeostasis.”

In any case, I was probably a little too young when I first played SimEarth to really appreciate the simplistic beauty of the models it demonstrated. I understood evolution and why it worked, sure, but it still only took so long before I decided to see what would happen if I introduced dinosaurs to Daisyworld or something. As it happens, they over-populate, eat all the daisies, and then die out from lack of food. Stupid dinosaurs. But they did do a good job of demonstrating how a particularly successful species can really fuck over the biodiversity of a planet: they always seemed to prefer to eat the lighter-coloured ones.

Maybe that’s where all my socks keep disappearing to.