a multiplayer game of parenting and civilization building
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A topic for discussing a possible alternative to gene score. So I can point here instead of going off topic in tangentially related threads.
The goal is to calculate the total effect a player had on their currently living descendants, across all lives.
I will use the words character and soul to distinguish between individual in-game lives, and IRL players that control them.
I'll describe a way to calculate the level of relatedness between a character and a soul.
1. Any Eve character is 100% related to her soul.
2. Suppose Alice is Belle's daughter, and Belle's relatedness to soul S is R.
a. If Alice's soul is not S, then Alice's relatedness is R/2. That is, half that of Belle's.
b. If Alice's soul is S, then Alice's relatedness is 1/2 + R/2. Half of Belle's plus 50%.
In effect this works as if each character had two parents: the mother character and the soul that was born as this daughter character. And the daughter character's "soul composition" is half of each parent.
"Soul score" of soul S is the aggregate relatedness of all living characters to soul S, divided by the number of living characters.
Some interesting properties:
1. Relatedness is a number between 0 and 1.
1 means Eve, 0 means none of the character's ancestors were played by the given soul.
2. For a given character, the total of her relatedness to all souls is always 1.
"Soul composition" is a unit vector of all relatedness values'.
3. For a given soul, the total of it's relatedness to all living characters is always between 0 and the number of living characters.
4. Similarly, soul score is always between 0 and 1.
5. The sum of all soul scores is always exactly 1.
It's kinda sad that maps are always up-to-date. It would be an interesting experience to use a map to navigate to another town, only to find out that it was wholly consumed by wilderness.
I wanted to write my own alternative to gene score: an algorithm for determining the current influence of a player on their descendants.
So there's now a Rust crate for downloading and parsing life logs: https://crates.io/crates/ohol_public_data
It's probably not super intuitive, so if anyone decides to use it, feel free to open an issue. Though the only two functions you'll really need are get and url::build_url.
Is it intentional that lifeLog/ is empty, and all the log files are prefixed with lifeLog_ and curseLog_?
Getting him to spend time on a"cosmetic" item he doesn't want is gonna be real hard
Signs are not cosmetic.
If there were real people in the game, they'd invent sticks with baskets with pieces of paper in them, or some other equivalent of a semi-permanently anchored piece of paper.
Jason repeatedly said that he doesn't want to have a situation like in Minecraft where everything is covered in tons of useless signs. But it seems like premature optimization to me. We don't know if this will ever be a problem (and I don't think it will, given that space is valuable in OHOL and that dismantling signs is possible), but if it will, it can be fixed later.
The best way to learn about the game is to play as a ghost with an open wiki. Takes a ton of time though, simply because there are so many game mechanics to learn.
If your kids survive that is a sign your genes are good, if your kids die your genes are bad. Since men don't reproduce it is based on his sisters' kids.
It should be all relatives, not just kids. The greater the distance between Alice and Bob in the family tree, the less genes they have in common. Exponentially so, even. But also the more other relatives Alice has that are as removed from her as Bob. Also exponentially, I think.
IMO the simplest way to calculate gene score is the sum of all living relatives divided by 2^(distance):
score(Alice) = living_players.map(relative => 1 / 2 ** distance(Alice, relative)).sum()
Edit: except this only accounts for the current life. The same should be calculated for all previous lives too, and summed up. (This does pass the sanity check where the total weight for any other relative is never greater than 1).
At one point I kept getting born to one eve, who was having like 5 kids at once. I was thinking, that's weird, why aren't I spawning as an eve?
Well as it turns out, because I had died so many times through no fault of myself or my mom, my genetic score plummeted (as I'm sure did everyone elses) meaning there were no more eligible eves. That seems like a bit of an issue! I'd like to have another go at being an eve in a situation like that..
Maybe people should be penalized so hard for dying in that very frantic period of time where the are very few civilizations.. or maybe the barrier to being an eve should be lowered if no eligible eves are around.. Or the genetic score could have some kind of lag built in - I'm sure I'll get my score back up, but in the short term that was pretty bad.
Should fitness be relative to that of other players?
Kinrany, when and where did the lingo transition from "pip" to "peep"?
Only in my mind, haha. English-as-a-second-language problems, sorry.
Babies and elderly would still be vulnerable if the bonus peeps are limited by 2x the normal peeps. They can overeat, but not so much that they only need to eat once. And their normal peep limit is low, so the risk of accidentally dying of hunger is higher.
Another idea is to keep babies and elderly people fragile with a completely different mechanic. Have a second (third?) parameter: disease/immunity. It could potentially heavily affect both the city layout (see Oxygen Not Included) and the society (by making it necessary to enforce rules).
Yay, I haven't been this excited since the genetic fitness update! I look forward to being able to travel east and explore the ruins :O
I hope in the future different cities will make different technological decisions based on their local circumstances. This will help with two things: make every life different by making every city unique, and make the ruins visually surprising and different from the player's home city.
How big is R?
I guess ideally the radius is just big enough that it's no longer economical to gather resources outside of it? Though that's naturally achieved by the well mechanics.
In the middle of every grid cell there will be a place for a rogue city with a new well.
Also with some coordination it will be possible to have 4x as many cities as Eves in a grid cell: cities can be placed with interval R instead of 2R.
Are fences really cheaper than arrows?
And I believe that OHOL comes closer to doing this than any other game in existence. It's not like a story, or a movie. It's definitely a game, through and through. But in its best moments, it gives us brief glimpses of the full, unique artistic potential of games.
What are some other games that came close?
Minecraft? EVE Online? Space station 13?
Dodge, there are no family homes because people have no reason to care about family.
Or at least it could be causally linked in that way. How do we know what's causing what?
You're saying that we don't care about family because we have no family homes, but why would we build homes if we don't care about our family?
I think Dodge is saying that homes would indirectly help us find our family members. Home as a place you regularly visit, perhaps to store your personal stuff. A shelter is not enough: a hotel or a bus stop is a shelter, but not a home. If there was a need to have such a place, family members would naturally either share homes or build them close enough to be able to find each other.
Wouldn't make people care about their family, but it would make it easier to actually find them.
Re: figuring out the direction of the causal link, let's formulate a few hypotheses and do an experiment! We have a controlled environment, we can do science
If the survival of my offspring was my 100%, #1 priority, I bet I would play the game differently.
Nitpick, but I think it's virtually impossible to force players to behave like that. We do have something like free will: the ability to ignore external motivation, be it economic pressure, hardwired evolutionary goals, or the rules of the game.
It is no such thing. It creates ugly works which merely reflect the prejudices of the designer.
On the contrary, games are the only art form where it's possible to actually check the designer's ideas.
Like "lies, damned lies, and statistics": you can still lie with statistics, but it's harder that just making stuff up.
So what? That person is playing the game, not you Jason. They get to make the choice, not you Jason. You should respect their choices.
And he does. (And I'm daring to speak for him because I have my own desire to explore human behavior through games.)
He's not preaching that people should be doing something he wants them to do. He's trying to create a situation where they'll do it by choice.
Evolutionary psychology would predict that real mothers care about their grandchildren more than they care about their own children, and that they don't really care about their children living to old age.
As I understand it, genetic fitness is a way to incentivize players to do the correct thing. There's no point in comparing players to each other, right? So I think Elo score is not a good analogy.
Neither are fitness functions from genetic programming. A fitness function measures performance of a single agent, not a gene. That would be similar to measuring performance of a single life in OHOL.
A better analogy for measuring performance over multiple lives would be reward functions from reinforcement learning.
Well, I did something like this with the tool-slot update. It worked pretty well.
But it was a pretty big change...
Oh, right. I guess I suggested you do the thing that inspired the suggestion in the first place! Oops :D
It's interesting that players with hetuw's mod played twice as many lives, proportionally: 7% players, 15% lives.
Does the client protocol change often?
Hey Jason, I have an idea about your development process. You've probably already thought of this, so I'll try to keep it short.
Every time a new update is published, there's a stream of comments and suggestions. I'll assume that some of that discussion is helpful, otherwise this post is irrelevant.
It stands to reason that some of the helpful thoughts are too minor and not worth implementing once the update is shipped. It's kind of a waste.
One way to fix this is to have the discussion first, before the update is implemented, published and deployed. Like the Request for Comments processes used by various Internet task forces and the Rust programming language.
It shouldn't be more work since you write a detailed explanation of each update anyway.
The main downside is that it will double the amount of negative "this update will suck" and "I told you this would suck" comments. It could be a good opportunity to start enforcing rules in important threads though.
Another possible issue is that some players will misunderstand the post and be upset when the update is different from the first description.
Maybe a box or barrel of wheat is coming in the future, but I also hope you can understand that I'm just one guy and it's not a huge priority, in the face of all the other problems the game has. That's one little thing. It's like fixing tomatoes and onions. Yeah, yeah, it needs to be done at some point, but mostly when I find the time to fit in in (and I did fix it finally, when I had the time). I have to pick my current focus. There's a list of 150 little things that need to be fixed in github. I will get through them all eventually.
Regarding backpacks, what I saw was a huge cache of EMPTY backpacks. Maybe they were intended to be used as "better storage baskets", but I didn't get that impression when I saw them. And yeah, it would be 16 small things stored in a box instead of 12, but for small things, the slot box holds 10, and is way more convenient.
Reminds me of "The Goal": a book about management that argues that virtually every enterprise (in-game civilization/game development) has a bottleneck that limits everything else. There could be hundreds of different little things to work on, but doing some of them would widen the bottleneck and therefore affect the whole system's output. The rest can pretty much be ignored forever.
Though there's also something fundamentally unsatisfying (for most people) about the premise. You only live an hour and say goodbye to your projects at the end of your hour. That is much less likely to "hook" people than a game you can play all night, working on the same project. Many of the players that have become hooked on OHOL have done so by routing around this limitation, either by playing on empty servers, using (now blocked) coordinate exploits, or (now) simply knowing their way around the rift.
Is this different from games where everything resets between rounds?
Yay, this is interesting!
It'd be cool if the restriction was less artificial. It's true that one can learn only so many skills in a lifetime, but only because our time is limited. Over time humans got dramatically better at teaching each other. It'd feel better if learning was limited by time and resources.
I love that games like OHOL allow us to learn about real society, but there are two dangers:
1. Inconsistent rules and hardcoded, non-emergent outcomes that turn the game into a just-so story.
2. Consistent, but unrealistic rules that turn the game into a rigged thought experiment.
Another thing: I wonder if recipes would be a better unit of learning instead of items. For example, you could learn a random recipe associated with the tool every time you try to use a recipe you don't know.
jasonrohrer wrote:Nothing in this game should be worthless.
That's probably impossible without super hardcore economic modeling.
Seriously though. Remember Friedman's pencil? It's super cheap, you can always buy more, and that's interesting!
A higher tech alternative to baskets and backpacks is a perfect candidate for bulk production. There's no such thing as too much storage space. And complex production lines are a perfect activity for large towns.
Nothing in this game should be worthless.
That's probably impossible without super hardcore economic modeling.
Some people don't like it when thei in-game biology doesn't match the traditional gender assignment of their in-game name.
But some people do like it. Neither can choose, but both can try to enforce their choice inside the game if they feel it's important.
It's also similar to the tutorial lands, the Doomed City book, and the superstructure in Pushing Ice.
I think it's super cool to shape the civilization by literally shaping the environment they live in.
The question is, what should the civilization be like in the game, and what shape would make people naturally follow that plan?
This is basically playing God, yay. Though so is the rest of game design, I guess?