Sadly, this project died back in the late 90s.

But in 2003 we started another project with similar aims.

Please check it out.

Living@Home


Project: Von Neumann


Index

  • Introduction
  • The Game Universe
  • The Alife Engine
  • The Project Inner-workings

  • Glossary
  • Archives



  • The Project

    The project began with a simple idea... a computer game with evolving enemies. The idea was posted on rec.games.programmer by Christian Darkin and soon people flocked to it. We have formed the nebulous game idea into a full scale international venture. This simple idea has expanded to include Genetic Algorithm and a multitude of other Artificial Life techniques to create and evolve the enemies in the game. The game itself can be described as a space-style game not too dissimilar from the Star Control series. It involves AL, graphics, and sound techniques which are on the cutting edge of computing theory... a truly ambitious project.


    Freeware

    The project is a freeware game in progress. Our goal, however, is to produce professional grade software comparible with many commercial and shareware games of the day. But our game will have a few distinguishing features. Since it's freeware and freely distributable, it will be available to anyone who has access to get a copy of it. Then as people play, they will be given the option to load and save the evolved enemies and music to disk. With this option, we can set up an FTP site where people can share their evolved creations with others, performing their own miniature genetic experimentation ("What if I stuck Johnathan's Fargle-Beast in with Sarah Tramson's Piranna?").


    Portability

    The code is being written in standard ANSI C, with machine specific code sectioned off and kept to a bare minimum. With the standardized graphics and sound, developed by the Art/Sound group, the game can be easily ported to almost any platform. With this level of portability being enforced, it will stand as a 'standard' game, being able to be played anywhere, on any system, and trading data with computers on completely different systems. The project is also designed to be ready for a possible multi-player option, which could eventually lead to an exciting, networked game as well.

    Since each section of the project is a seperate chunk of code, improvements and modifications can be easily made on certain code, without the need for revision in any of the other pieces. Once the game has a front end for a particular platform, all successive versions of the game will make use of that same front-end interface. Likewise the Articifial Life code can be modified completely without affecting the rest of the code. The game code itself may even become a testing ground for AL code of this type, simply by recompiling with a seperate AL 'brain'.


    The Sub-Group Structure

    To facilitate a more efficient completion of the project, it has been broken down into sub-groups to work specifically on finite sections of the game code. Each of these is lead by a coordinator, who is a part of the directors group. The coordinators keep close contact with the other coordinators of each section in order to keep each part of the project in line with the rest of it.


    Future Evolutions

    It is doubtful that the project will ever officially 'end'. Once the first version is out for a few platforms, new platforms will be added as coders for those platforms join the project team, and work out the front-end code for that platform. Also it is highly likely that there will be constant revision on the artificial intellegence code and game mechanics, and the game is likely to be an evolving game in itself - never actually being 'complete' and always improving.


    How To Join the Project

    The possibilities are endless and constantly evolving. But we do need more coders, artists, musicians and others to assist us in working on the game. Those who are interested in finding out more about a particular sub-group, there are descriptions of each in this web page and there are files available at our Information FTP Site which describe each group in detail. Also on the Information FTP Site, there are archives of the various sub-group discussions available, starting with January 1995 thru the present.

    For anyone interested in getting the latest press information (beyond what these pages contain) please contact Christian Darkan at: christian@darkin.demon.co.uk


    To continue on to read the introduction, click here.


    Page maintained by Charles Ofria
    Send all comments to charles@krl.caltech.edu