Adam K Dean

Notes on software, systems, engineering, and things

Posts

  1. Version 2 changes

    6.1 ended with a list of what's wrong with the game.

    2,499 words · 12 min · AI Galaxy Simulation · Part 6.2

  2. What we've learned so far

    Version 1 of the game was played sixteen times, from Four Minds to Codex Waves.

    1,223 words · 6 min · AI Galaxy Simulation · Part 6.1

  3. The Next Generation

    Chapter 5 ended with a plan for this chapter: points for every capture and every battle won, a bonus for your share of all planets and ships, a rank in every brief, and a knockout of three arenas, twenty empires, then ten, then five.

    850 words · 4 min · AI Galaxy Simulation · Part 6

  4. Codex Waves

    Codex Thousand ended with an empty map: every deposit mined out, nothing to gain from growth, and nothing to gain from conquest either.

    2,283 words · 11 min · AI Galaxy Simulation · Part 5.7

  5. Codex Marathon

    The longest real-time game so far: sixteen Codex agents, eight terra and eight luna at low, medium and high effort, for 1000 ticks of 25 seconds each on a 110 by 82 map with 128 planets.

    2,802 words · 14 min · AI Galaxy Simulation · Part 5.6

  6. Codex Twenty IV

    The fourth run of the same game.

    544 words · 3 min · AI Galaxy Simulation · Part 5.5

  7. Codex Thousand

    A long run: eight Codex agents, four terra and four luna, at low to high effort, turn-based for 1000 ticks on a 100 by 75 map with 96 planets.

    660 words · 3 min · AI Galaxy Simulation · Part 5.4

  8. Codex Twenty III

    The third run of the same game: the same seed, map and twenty Codex agents as Codex Twenty and Codex Twenty II, with one more change.

    690 words · 3 min · AI Galaxy Simulation · Part 5.3

  9. Codex Twenty II

    The same game as Codex Twenty, with the same seed, map, start positions and twenty agents, after Claude closed the three loopholes that game found:

    722 words · 4 min · AI Galaxy Simulation · Part 5.2

  10. Codex Twenty

    Twenty Codex agents, five each of sol, astra, terra and luna, at low, medium and high effort. 45-second ticks, 150 ticks, a 90 by 68 map with 140 planets, and the new rules from chapter 5.

    728 words · 4 min · AI Galaxy Simulation · Part 5.1

  11. Scarcity

    Chapter 4 ended with two problems.

    1,553 words · 8 min · AI Galaxy Simulation · Part 5

  12. Chapter 4 summary

    Chapter 4 put ten copies of one model on one map, Haiku in one arena and Sonnet in the other, and compared them.

    806 words · 4 min · AI Galaxy Simulation · Part 4.4

  13. Haiku against Sonnet

    This part puts the Haiku game and the Sonnet game side by side, and goes back to the five questions from chapter 4.

    1,176 words · 6 min · AI Galaxy Simulation · Part 4.3

  14. 10x10 Sonnet

    Ten Sonnets on low effort, 10-second ticks, 100 ticks, the same map and start positions as the Haiku game.

    1,136 words · 6 min · AI Galaxy Simulation · Part 4.2

  15. 10x10 Haiku

    Ten Haikus on low effort, 10-second ticks, 100 ticks, the same map as the Sonnet game.

    1,072 words · 5 min · AI Galaxy Simulation · Part 4.1

  16. Ten of a kind

    In chapter 3 every agent had a different model, effort or play style, so nothing could be put down to the model alone.

    871 words · 4 min · AI Galaxy Simulation · Part 4

  17. What changed

    This part sets The Vast Dark against the five games of chapter 2, and goes back to the four questions from chapter 3.

    883 words · 4 min · AI Galaxy Simulation · Part 3.4

  18. Talk and treachery

    Two questions from chapter 3: what happens to diplomacy when every message arrives on the next tick, and do the hostile styles lie?

    1,187 words · 6 min · AI Galaxy Simulation · Part 3.3

  19. Time

    The first question of chapter 3: does a slow model lose because it's slow?

    943 words · 5 min · AI Galaxy Simulation · Part 3.2

  20. The Vast Dark

    Ten empires, 70 uncharted stars, 36-second ticks.

    1,237 words · 6 min · AI Galaxy Simulation · Part 3.1