[MUD-Dev] RE: Realistic Ecological Models
Sasha Hart
Sasha.Hart at directory.reed.edu
Sat Apr 27 00:27:47 CEST 2002
[Dave Held]
> But I certainly welcome any insights gained from actual attempts
> to introduce ecology.
Here: a dump of thoughts on how to model population sizes .
Conspicuously absent are comments on how they are/can be/should be
used.
-- No matter what your level of detail, you are going to reinvent
the wheel. Even if you think you are doing something radically
simplified, or unrealistic, you can probably learn something from
what people wrote. (Learned the hard way).
-- Growth is easy and absolutely essential. For typical
assumptions it is exponential. This means that even if you change
parameters (birth rate, initial population), you are going to end
up with an absolutely vast number of critters quickly. Even if you
are not instantiating each critter you need some assurance that
your values aren't going to get bigger than the space you have to
hold them. (Also, infinitely increasing populations are not too
interesting or useful.)
-- Population control I: carrying capacity. This is useful for
putting an upper bound on population growth and for simulating
starvation due to food shortages. A simple example: as population
increases above the available supplies for being alive
(e.g. food), you kill an amount of critters proportional to the
difference. (As it turns out, this essentially duplicates the
logistic equation. The caps on population can be as hard as you
want 'em). This is the way to go if you are worried about
population sizes getting out of control. It is also the way to go
if you want decent control for population sizes with a somewhat
natural rationale ("an algal bloom has caused the jupiter muskrats
to breed out of control!")
-- Population control II: predation. Don't use these to control
population. I know, I know, this is what the natural world uses a
lot of the time. I don't care. God has the deck stacked on his
side; save yourself the heartache and use carrying capacity or
other population cap strategies if what you need is a guarantee
that population won't get above a certain level (max or
avg). (Learned the hard way).
Since predation can regulate population, it can give you the
impression that carrying capacity doesn't matter. It does matter
if someone kills your predators. If no one can kill your predators
why are they there? So don't forget carrying capacity even if it
seems redundant.
-- Dynamics need to be played out at the right rate. Not hard to
engineer this, but it's important - if you want players to
interact with it rather than just be affected by it, if you want
them to be able to see signs, predict events and control them to
any extent, they have to be able to see it, and they have to be
able to keep up. Birth rate and more concrete instantiations
(gestation time) are perfect.
Things I have a hunch about.
-- Food webs need diversity to be stable.
-- Diversity can be pretty tough to get and maintain.
-- Dealing with this problem may entail speciation or other
abstractions on genetics or at least variation in phenotype
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