An artificial ecology
Nobody is in charge.
Forty foragers, patches of food, and a world with no edges. Run it and watch the population find its limits.
FoodForagers80 × 50 cells · edges wrap
Exactly what is built into the rules
- Initially, each of 4,000 cells has a 20% chance of holding 0.6 food units. Capacity is 1 unit per cell. Regrowth fills a fixed fraction of each cell’s empty capacity every tick.
- Every creature begins with 1.6 energy and moves at 0.45–0.85 cells per tick. Most turns favour food sensed two cells ahead; 15% are wandering turns. Creatures do not sense or help one another.
- A creature eats up to 0.1 food units per tick, converting food to energy at 80%. Moving costs 0.01 + 0.02 × speed² energy per tick.
- Above 3.2 energy, a creature pays 0.15 and splits the remainder with one offspring. Offspring inherit speed with a small random change, bounded to 0.3–1.0.
- Zero energy or age 900 ticks causes death. The field wraps horizontally and vertically. Feeding is processed in array order, which can affect competition.
- A computational cap of 800 can postpone births. The census records those blocked birth attempts. It is an implementation limit, not an ecological result.
- No predators, species, cooperation, or group roles are programmed. Clusters, if seen, can reflect shared food conditions. This toy model does not establish how a real ecosystem behaves.
What happened in the runs made for this collection
Computed locally with the same rules. Three seeds per setting, 4,000 ticks per run. These are examples, not a statistical estimate. Reset seed 42 to reproduce a row.
| Regrowth | Seed | Peak alive | Alive at 4,000 | First extinction tick | Blocked births |
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