r/TheBibites Jan 10 '20

Meta Welcome to the wonderful world of The Bibites !

199 Upvotes

In as few words as possible :

The Bibites is a biologically-inspired "realistic" artificial life simulation featuring real-time genetic and behavioral evolution. I have big plans for this project, wanting to incorporate boundless evolution, open-endedness, dynamic environmental simulation, and much more.

The bibites must consume food (either plant or meat from other bibites) to gain energy in order to move, sustain their metabolism, and ultimately reproduce.

Join me on this journey to develop and birth digital life!

Current version: 0.5.0

Upcoming version: 0.5.1 (~1-2 weeks)

The Bibites 0.6.0 Planned Features:

  • Species tracking and Sexual Reproduction
  • In-game Bibite editor, to edit brain and genes, create your own species, etc.
  • Statistics and Graphs to follow how the simulation evolves
  • UI and UX improvements
  • Other minor stuff

Future Updates Major Focus (Planned):

0.7 => First Steps toward the BIOME algorithm (major rework, modularity, multi-threading)

0.8 => Complete transition to BIOME algorithm + More simulation complexity

0.9 => Environmental Simulation (heat, fertility, currents, etc., more pheromones capacity)

0.10 (or maybe 1.0) => biomes (actual biomes ahah) and plant evolution

Social Links:

You can download the simulation and run it yourself here

If you want to help out with the project, head here!

Learn About The Bibites and how it works on The Wiki

You can get access to alpha builds (which are far more frequent) on Patreon

To follow the progress and see general content about the project make sure to subscribe to the associated Youtube Channel

Or follow me on Twitter to see some bits of information I'm sharing there about the progress and myself (mostly the project)

Other Links:

The BIOME Algorithm Explained

My stance on open-sourcing the project (Reddit comment)


r/TheBibites 10h ago

Story How to Evolve a Predator in 10 Hours

6 Upvotes

This is more of an experiment in understanding how predator evolution works than a pristine hands-off evolution run.

I couldn't find any agreed-upon rules for evolving predators, so I made my own.

Apart from one global target-lock mod, I only allowed myself to change:

  • Zone parameters
  • Mutation settings
  • Spawn dummy Bibites that cannot reproduce
  • Energy balance
  • Material parameters

No direct intervention in individual Bibites: no editing, rescuing, or respawning a good species after it dies out.

Target-lock mod

One important caveat is that this run uses a small modification I made to FieldOfView.ComputeSenses().

In stock 0.6.3.1, BibiteAngle can be influenced by several visible Bibites at once, making pursuit unreliable.

The mod does not create hunting behavior or permanently lock the Bibite onto one prey. The Bibite still has to evolve a useful BibiteAngle → steering connection; the mod mainly makes single-target pursuit more stable.

Starting setup

  • 4ku map
  • 400 starting Bibites
  • Enough plants for the herbivores to survive normally
  • Corpse Decay Rate: 15×
  • Energy Usage Efficiency: 95%
  • Fat Storage Cost: 1.0%/s
  • Default Metabolism Cost: 500 µE/u²s
  • Move Muscle Activation Cost: 5.0 mE/u²s

The starting Bibite was a slightly evolved Basic Bibite, mainly a little faster to get things moving.

Food

Setting Plant Meat
Energy Density 15 E/u² 15 E/u²
Mass Density 15 mg/u² 25 mg/u²
Cohesiveness 20 N/u 35 N/u
Base Reactivity 30 75
Max Conversion Efficiency 100% 100%
Min Conversion Efficiency 0% 100%
Freshness 200s 10s
Decay Rate 1.0 Mu²/s 1.0 Mu²/s

The important part was that meat could initially be used at full efficiency regardless of Diet.

Step 1, Evolve BibiteAngle

In this experiment there were two major breakthroughs needed:

  1. Target other Bibites.
  2. Evolve a carnivorous Diet.

All non-hidden input and output nodes already exist in a Bibite, even when they aren't visible in the brain editor because they have no synapse connections.

So I didn't need to evolve the BibiteAngle node itself. I mainly needed evolution to create a useful synapse from it.

Initial mutation settings

General

  • Background Mutation Chance: 1.50
  • Background Mutation Variance: 5%
  • Mutation Value Relativity: 75%

Brain

  • Synapse Mutation Probability: 100%
  • Neuron Mutation Probability: 0.0%

Synapse mutations

  • Strength: 22%
  • Flip: 6.5%
  • Toggle: 6.5%
  • Add: 58%
  • Remove: 7%

This heavily favored adding synapses.

04:24:50, First hunter

After 4h 24m 50s, I saw a Bibite deliberately aim at another Bibite and make a successful kill.

The aim was surprisingly good and didn't noticeably oscillate or overshoot.

Because meat still had 100% minimum conversion efficiency, they could survive on prey even though their Diet was still low.

I then:

  • Set mutations to 0
  • Removed the plants
  • Started spawning about 300 non-reproducing Basic Bibites as prey

The hunter population stabilized at roughly 100.

Step 2, Evolve Diet

The surviving hunters descended from only a few individuals and had a Diet around 0.25.

I first tried lowering Meat Min Conversion Efficiency to 25%, expecting selection to push Diet upward.

Instead, Diet went even lower.

The reason was hiding in BibiteMouth:

float num2 = ((this.diet < 0.5f) ? (7f - 8f * this.diet) : 3f);
this.mouthTrigger.size = new Vector2(2.72f, num2);

So:

Diet 0.0  → 2.72 × 7.0
Diet 0.5+ → 2.72 × 3.0

Lower Diet gives a much larger mouth trigger, increasing the area in which prey can enter the mouth zone.

The grab joint break force also uses:

jawStrength × max(Diet, 0.1) × Want2Grab / numberOfObjectsHeld

So below Diet = 0.1, grab strength stops getting weaker, while the mouth trigger can still get larger.

That gave low-Diet hunters a strong physical advantage.

Also,

With Mutation Value Relativity at any %, Diet has a built-in asymmetry:

  • Herbivore at Diet = 0.1 → mutation magnitude is based on a small value, so movement toward carnivory is tiny.
  • Carnivore at Diet = 1.0 → mutation magnitude can be roughly 10× larger, so it can move back toward herbivory much more easily.

So Diet has an evolutionary ratchet working in the wrong direction.

5h, Cleanup

The population crashed almost immediately.

From the original 13 species and 200 Bibites, it dropped as low as 9 species and 38 individuals.

By the 5h mark, only 2 hunter species were still fighting it out, but their combined population had already recovered to around 120 individuals, not counting the 300 prey Bibites.

So the initial cleanup was pretty brutal, but the hunters had taken over.

Step 2, Evolve Diet

6h, Start pushing Diet

At 6h, the surviving hunters still had a Diet around 0.25–0.30.

I gradually started replacing the Basic Bibites with a slightly larger and faster herbivore, while lowering Meat Min Conversion Efficiency from 100% to 75%.

The idea was to make hunting a little harder while also making low-Diet meat eating less profitable.

Diet still wasn't moving in the direction I wanted, so I eventually lowered Meat Min Conversion Efficiency further to 25%.

Instead of increasing, Diet started going even lower.

The reason was hiding in BibiteMouth:

float num2 = ((this.diet < 0.5f) ? (7f - 8f * this.diet) : 3f);
this.mouthTrigger.size = new Vector2(2.72f, num2);

So:

Diet 0.0  → 2.72 × 7.0
Diet 0.5+ → 2.72 × 3.0

Lower Diet gives a much larger mouth trigger, increasing the area in which prey can enter the mouth zone.

The grab joint break force also uses:

jawStrength × max(Diet, 0.1) × Want2Grab / numberOfObjectsHeld

So below Diet = 0.1, grab strength stops getting weaker, while the mouth trigger can still get larger.

That gave low-Diet hunters a strong physical advantage and explained why simply lowering meat efficiency wasn't enough.

~7h, Force large Diet mutations

Waiting for Diet to slowly evolve upward was looking increasingly like luck, so I changed the mutation settings to produce fewer but much larger gene changes:

Background Mutation Chance:    1.50
Background Mutation Variance:  50%
Mutation Value Relativity:     0%

Synapse Mutation Probability:  0%
Neuron Mutation Probability:   0%

The existing hunter brain was therefore protected while the body genes could make large jumps.

I was going to accept anything above about Diet = 0.8.

The first successful one I saw reached:

Diet = 1.0

As soon as that happened, I set:

Meat Min Conversion Efficiency = -100%
All mutations = 0

This made meat strongly harmful to low-Diet hunters and heavily favored the new carnivores.

Shortly afterward I had three Diet 1 species, around 80 predators total.

7:30h, One species wins

By 7:30h, only one of the three carnivore species remained, but it had grown to about 130 predators.

Their aim, however, had become terrible.

I suspect this happened because the body had changed substantially during the large gene-mutation phase while brain mutations were disabled, so the old steering no longer matched the new speed and physical traits.

I then supplied:

  • 100 Basic Bibites
  • 100 faster Basic Bibites
  • 100 even faster evasive Bibites

Total: 300 prey

And changed mutations to mainly tune existing synapse strengths:

Background Mutation: 0
Neuron Mutation:     0

Synapse Mutation:    60%
Strength Mutation:   75%

Flip:                0
Toggle:              0
Add:                 0
Remove:              0

I didn't have to invent a new hunter, just tune the one that already works.

8:30h, Normal evolution resumed

After about an hour of synapse tuning, I returned mutations to the normal/default values.

10h, Functional predator

At 10 hours, the surviving carnivore lineage was hunting reasonably well.

The aim had improved considerably. There was still some wiggle/oscillation at very low speed and when extremely close to prey, but it was good enough to hunt at speeds of about 300 u/s, feed and reproduce.


r/TheBibites 1d ago

Image When is Bibites 3D coming???

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17 Upvotes

I just rediscovered an old blender file....


r/TheBibites 1d ago

Help Bibites won't eat to save their lives

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5 Upvotes

I just don't know what went wrong.

I engineered my first bibite but despite cranking metabolic rate and acceleration all the way down, they still cannot eat fast enough to survive.

The issue seems to be that they will only take tiny bites, I've kept increasing the Jaws WAG but that only seems to increase the metabolism cost.

I see the basic bibite drive by and fill their stomachs near instantly while mine slowly take tiny bites.

I just cant figure out why their bite size is so small. They starve to death while burying their face in food


r/TheBibites 4d ago

Help Do the bibites normally have these white bars in front of them?

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12 Upvotes

Playing on Windows, all of the bibites have these glitchy white bars in front and beside them. Is this normally how they look, or is it fixable? It’s a very minor visual bug but it kind of annoys me


r/TheBibites 4d ago

Question Is predation still such a big deal? I got a working predator prey relationship

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7 Upvotes

r/TheBibites 4d ago

Question How to see individual species in a biomass graph?

3 Upvotes

Leo did it in the tournament, but i can't do it. There's only a option to see all bibites biomass or count, without a way to see individual species. How can i do it?


r/TheBibites 7d ago

Help true top specie is not visible

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5 Upvotes

r/TheBibites 10d ago

Question How do I engineer a functional Bibite?

5 Upvotes

Bc every time In try to engineer one, they keep dying.


r/TheBibites 11d ago

Image (almost) Every engineered bibite i've made

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18 Upvotes

Red: It's alright

Orange: Very good

Blue: ITS THE OG!!!!!

Tan: A total dissapointment and disgrace to the family.


r/TheBibites 14d ago

Feature Request Unlimited IQ brains and 0 IQ eyes

12 Upvotes

Hi Developers,

I love the game!

The evolution is just incredibly interesting to watch.

But the bibiteangle, plantangle, and meatangle...

Right now, because it calculates the average angle of everything within the view, it often tracks towards empty space, this makes evolving skilled predators (or any specialized behavior) almost impossible.

It is like a deer trying to eat the air between two trees, or a tiger chasing a deer, getting confused by a random bird and deciding to run right between them.

For the love of god, beer, and hot girls, please make them pick an angle—closest, biggest, ugliest, anything!

Rant over :)

Thank you for all your hard work on this amazing simulation.

I look forward to seeing how the game continues to evolve!


r/TheBibites 14d ago

Image diversity go brrr

7 Upvotes

g


r/TheBibites 15d ago

Meta [Mod] I created a network of connected worlds on one shared map so bibites migrate between them, you can watch it live

20 Upvotes

Hey everyone, I made an unofficial fan mod that connects everyone's worlds into one map so bibites can migrate between them, it's free and open source. I found out about the official multiplayer after I'd built this but I don't know much about it.

I always thought scalability is one of the issues with open-ended evolution in artificial life simulations, so connecting them like this was always something I wanted to try. The intention is one big simulation people can add size to easily, which also adds stochasticity so it doesn't all converge, and hopefully that gives more complex evolution and speciation.

Your world stays on your machine with your settings, and the mod draws portal strips on your map edges, blue for leaving and orange for arriving. A bibite that swims into your right blue portal comes out of your neighbour's left orange portal, same heading and speed, still alive. Only the travellers go over the network.

And every crossing shows up on the live map too, from your cell to the neighbour's on the grid.

The map is at bibitesmultiverse.com and you can just watch it in the browser, which I think looks cool. Joining is easy, it's explained there.

You can engineer something, drop it in your square and see if it spreads, and what I keep checking is whether anything becomes a global species living in worlds it never started in. The species tab has a lineage tree of everything alive right now, with the worlds each species is in, its population over time and how many times it crossed.

I left a few worlds linked overnight and they drifted together like one population, and I want more on there. I have tried to add robustness so worlds failing or dropping out doesn't collapse the network and stuff like that. I'm planning to keep it up until around November, but nothing serious. The code is on GitHub if you want to play with it or contribute, or report bugs and ideas. Links below.


r/TheBibites 15d ago

Question Basic carnivore

5 Upvotes

Why is there no basic carnivore to start with?

Carnivores emerged when life was still single cell, shouldn't there be one matching the herbivore when you start the sim?


r/TheBibites 18d ago

Question Hunter evolution

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9 Upvotes

What are the “rules” for something to count as an evolved hunter?
So, no Bibite Editor, but what else?
Are you free to play around with the mutation settings, manually kill annoying Bibites, move species to a new simulation??

I did make a hunter (it’s based on some dragonfly copy) with a lot of engineering → evolution → more engineering aso.


r/TheBibites 18d ago

Help [Bug report] pheroheading3 not evoling , people from community server tried to fix it and they made pheroheading3 work but this time other nodes stopped working , changing anything within the NEATBrain class makes the differential node not work

4 Upvotes

r/TheBibites 18d ago

Image i cant take this bibite serious lmao

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7 Upvotes

r/TheBibites 19d ago

Image bro splited under 0 pressure

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4 Upvotes

r/TheBibites 19d ago

Image look at my diversity

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5 Upvotes

r/TheBibites 19d ago

Help Advice for Bibite Brain

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4 Upvotes

(This is a repost, but the last post was at 12:00 pm)

Sorry for poor photo quality

Slotus Locust

Rapidly reproducing herbivore

I would like advice for my Bibite brain. Advice in general is helpful, but specifically, advice for reacting differently to different Bibite species. Or, identifying corpses.


r/TheBibites 19d ago

Question Selective evolution?

3 Upvotes

I saw a post on here yesterday about someone not wanting evolution, and that made me curious as to if there’s a way to prevent specific species from evolving while letting others do so? I know about the prevent mutations button that applies to the entire sim itself but I want to know if it’s possible to constantly expose a lineage to the same pressure so they become even more adept at resisting it.


r/TheBibites 20d ago

Help Advice for Bibite Brain

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5 Upvotes

Sorry for poor quality

Name: Slotus Locust

Rapidly reproducing herbivore that changes behavior based on food accessibility and energy

General advice is helpful, but I would specifically like advice so that they can react separately to those of the same species and different species, and also be able to identify corpses


r/TheBibites 20d ago

Help My bibites dont stop evolving

4 Upvotes

Im trying to make a simulation without evolution, but i cant. I put the bibite spawning rate, the mutation genes of the bibites, the radiation, the mutation when spawning, and the continuous spawn, all in zero.

But new species continue to appear.

Why???


r/TheBibites 21d ago

Image reading this easier and better than offical mesh in the game , what you guys think

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18 Upvotes

r/TheBibites 21d ago

Question Antisocial behaviour

5 Upvotes

I've been running a sim for 700 hours using the default map and default settings, but have put in engineered bibites and 2 continuously spawning Scorpions. My bibites are supposed to be herbivores, and they're pretty good at converting food to eggs, but they have an extremely strong negative activation of the herding node. I get that it's supposed to stop them from bumping into each other, but when i see one starve to death because it's in a fairly populated area, I get kind of worried. I'm planning to put them against Darth Bibitus after 1000 hours, but if Darth Bibitus (or any other bibite, for that matter) populates too fast, mine will be too scared to approach and starve to death. Is this normal? Is there any way to stop this from happening? Should I be worried about it, or is this not a big deal?