Simulating an Ecosystem
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Typ
Examensarbete på kandidatnivå
Program
Publicerad
2021
Författare
Heinl, Mattias
Holm, Sebastian
Holst, Edwin
Johansson, Albin
Karmetun, Oliver
Öqvist, Karl
Modellbyggare
Tidskriftstitel
ISSN
Volymtitel
Utgivare
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.
Beskrivning
Ämne/nyckelord
simulation , ecosystem , evolution , ecology , real-time , visualisation , unity