Simulating an Ecosystem

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Examensarbete på kandidatnivå
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Publicerad
2021
Författare
Heinl, Mattias
Holm, Sebastian
Holst, Edwin
Johansson, Albin
Karmetun, Oliver
Öqvist, Karl
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Sammanfattning
Many modern video games feature large virtual ecosystems inhabited by diverse animals with realistic behaviours. This project utilises the Unity game engine to simulate different configurations of virtual ecosystems, allowing the user to analyse the results in real-time as well as through visualisations of compiled simulation data. The simulated animals feature genome with genes that support mutation which affect different traits and behaviours, such as speed and vision. Ecological aspects such as evolution and carrying capacity along with miscellaneous trends in gene values are investigated in simulation results. Performance aspects are also discussed, e.g. through experimentation with data-oriented solutions such as ECS (Entity Component System) architecture. The results from numerous simulation iterations showed that simulated ecosystems are complex and hard to assess. Whilst some results presented in the report mimic aspects of real world ecosystems, it is difficult to draw conclusions from the results due to the many contributing factors. Overall, the final application serves as a simple means of investigating the effects of genomes and different initial conditions on the longevity and balance of small ecosystems over time.
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simulation, ecosystem, evolution, ecology, real-time, visualisation, unity
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