Nothing new, but maybe a little unusual: Using boids as alternative to Lloyd relaxation and/or Poisson-disk sampling. The boids here are using only two behaviors: local separation, plus a randomized attractor to create global disturbances. Cell density could also be varied by spatially adjusting the separation distance between boids. Overall convergence/relaxation can be much faster than shown here...
in this work, we explored the importance of the multiple re-acceleration by shocks in the intracluster medium, as a general mechanism to explain why many clusters of galaxies light up with radio emission in spite of the fact that the shocks
they contain are weak.
Pretty even-handed assessment of the success and failure of the EU-funded Human Brain Project, which is ending. Probably the most impressive thing is that, given its troubled inception, it produced some meaningful, if rather ad hoc, brain science. #HBP#brain#simulation#neuroscience
This #videogame#simulation is freely available in the #Steam store and I found out today there’s a web version. 👍🏻 Haven’t played it at all yet but will now after hearing about it on a #ecosocialism video I watched this morning.
“Try your hand as a global planner of a future society. Play with a wide range of technologies and policies spanning different fields and ideologies. Will you lead the world to ecological utopia or planetary ruin?”
New! preprint coauthored with Charles Hulme: "When alternative analyses of the same data come to different conclusions: A tutorial using DeclareDesign with a worked real-world example".
We use DeclareDesign to compare 2 analyses of a RCT of Graphogame intervention that came to different conclusions https://osf.io/preprints/psyarxiv/vzg3e #intervention#analysis#simulation#literacy
Another shout out for our new preprint, https://osf.io/preprints/psyarxiv/vzg3e
which we think is interesting for 3 reasons:
a) Acts as a tutorial to introduce DeclareDesign, an excellent #simulation package in R
b) Uses it to compare 2 competing analyses of a RCT run by EEF on GraphoGame
c) Argues for simulation as way forward in the 'multiple analysts' problem
Cognition like inner speech and motor imagery can be seen as a #simulation, like Hesslow (2002, 2012) has shown, or as a hallucination/illusion as they reactivate sensorimotor networks but don't correspond one-to-one to direct stimuli from physical reality. That doesn't mean all of perception fits into illusion metaphors: the fidelity of sensory neurons is pretty faithful to the physical qualities they transduce, even if upsampled, mixed together, and modulated downstream.
If this distinction was public knowledge, maybe there would be less people thinking nihilistically that nothing is real and therefore meaningless. Instead ideas that the reality we experience is all a hallucination gets sensationalized in news stories and TED talks
Been slacking posting more art here, so time for a teensy selection of an old generative/evolutionary system from 2014 (then used for my HOLO 2 magazine guest design). Originally written in Clojure, meanwhile ported to TypeScript & Zig, I've kept working on & experimenting with it ever since... 1000s of screenshots and 100s of versions to sift through. Loosely based on research done by Barricelli[1] since the early 1950s, conceptually and aesthetically it sits nicely between my C-SCAPE and De/Frag and has a similarly huge design space to explore (in some versions coupled with genetic programming to evolve cell replication rules)... There's a 1500 word draft blog post from back then too, which goes into more detail and history of this approach. Maybe its time to publish that one too at last... :)
Re-added/ported more agent behavior building blocks today, incl. path following and path attraction (both for open/closed geometries). In total there're now 7 freely combinable behaviors, each weighted and so usable as soft/hard constraint.
Here's an example of path following (here a Hilbert curve) and separation only...
This is a game where you are the operating system of a computer. As such, you have to manage processes, memory and I/O events. Make sure not to leave processes idling for too long, or the user will get really impatient and reboot you!
Passively participating in #Genuary2024 — Day 9 ASCII. In summer 2022 I released ASCII-SCAPE, a textmode remix of my earlier C-SCAPE co-evolving multi-cellular automata simulation piece. Technially, it should been called UTF-SCAPE, but hey (some variations actually are strictly ASCII only).
The piece uses 1200+ handpicked rule combinations (based on custom rules & neighborhood configurations I generated/searched/collected/curated with my own tools over the past 20+ years), 32 character sets, 40 color themes, all creating literally billions of possible combinations... The piece also allows recording & exporting chunks of the simulation as plain text files (just press X to start/end recording)
Dust Racing 2D (github.com)
Dust Racing 2D is a traditional top-down car racing game including a level editor.
You're the OS! (plbrault.github.io)
This is a game where you are the operating system of a computer. As such, you have to manage processes, memory and I/O events. Make sure not to leave processes idling for too long, or the user will get really impatient and reboot you!