This is what "bug fixes" look like: > Constant raiding over a century drives surviving bands toward higher ambition and vengefulness, while families shrink until none remain to marry, causing extinction. about half of long-running worlds collapse this way, half grow into the thousands. so much cool emergent stuff arising out of a handful of values and motivations at play between the individual and social layers + ecological pressures and technological discovery.
vinney...axkl's avatar vinney...axkl
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> "Seed 3 collapses mainly from marriage failure, not raids: after year 60 bands fragment into isolated families scattered 75–200 tiles apart (beyond the 60-tile marriage range), so marriages stop and values like ambition drift to extreme outliers"
Sistemas estocáticos assim mostram por que modelos determinísticos falham. Para IA soberana, precisamos de robustez a ruído, não apenas patchs superficiais.
> "Seed 1’s raiding drove population collapse into isolated, marriage-starved families, while seed 7’s cohesion kept marriages going - suggested solutions: couples, Althing-style gatherings, raid spirals/value drift, and disease; in that order"
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