NetLogo 3.1

NetLogo is a programmable modeling environment for simulating natural and social phenomena. It is particularly well suited for modeling complex systems developing over time. Modelers can give instructions to hundreds or thousands of independent “agents” all operating concurrently. This makes it possible to explore the connection between the micro-level behavior of individuals and the macro-level patterns that emerge from the interaction of many individuals.

3.1 features a new suite of link primitives, configurable world topologies, randomized agent ordering, and a new tie primitive.

NetLogo is one of those cool, easy-to-understand program languages, like Processing, that I keep in my linkshelf with the hope to learn one day and become a really cool artist.

Based on the famous (at least when I was a kid) LOGO language, NetLogo really IS an impressive programming environment for at least three reasons: it is easy to learn so students can use it; it is written in java, which means that the programs can be executed from within the web browser, like the examples here; and it has a very wide scope of applications, from biology to art. All in all, this is a highly interesting and worthwhile environment that I’ll keep on wanting to try for a long time. ๐Ÿ˜‰

Modular behaviours: cube world&cubees

Play with one or stick two or more cubes together to build an interactive world(…) As you stack, they’ll interact and visit one another’s cubes.

(…) if you interconnect additional Cubees, the one on top of the singing pyramid will belt out the lead while the others โ€œsingโ€ back-up.

Even though the possibilities of interaction between electronic toys has been already explored for a while (like in the most recent versions of the Tamagotchi or the Digimon), it looks as though there’s a new generation of toys on the horizon which are characterized by their ability to interact with each other regardless of the active presence of the user.

These toys generally come shaped as cubes which provide special connectors on several of their sides. Each cube is entertaining by itself, but in order for the interactions to happen, the user should Continue reading Modular behaviours: cube world&cubees

Aiplanet: back on air

The next evolution will be leaner and meaner, with some cool features you might not expect.

Dave Kerr has released an update of aiplanet, the open source dynamic ecosystem simulation. Furthermore, he has also announced that a new version is in the works, one that, in his own words, will be “a radical improvement on the first version”. He is working on a new engine, called AIR, which will add new features and make development much easier. Aiplanet V2 will probably take many months to be released, but it is already very good news to know that new work is being done.

Besides this announcement, it also worths to read the interview that Tom Barbalet, from Biota, made to Dave just a few days ago. The interview gives an excellent overview not only on the underlining principles behind aiplanet, but also on the development process of an amateur project. Continue reading Aiplanet: back on air

Create your own world: aiplanet

A virtual world for artificial intelligence.

Even though its development seems to have been stagnated for quite a long time, aiplanet is still a delicious piece of software which will always be worth downloading. The initial screen shows an empty blue sphere (actually covered by some water and an atmosphere too), which can be transformed into a living ecosystem by raising land, planting trees and placing animals on it. Are your oceans empty? just add some fish. Too much fish already? let the shark do its work. You can make all sorts of experiments in and with your small planet, from draining the ocean to flooding the lands, from modifying the climate to smashing asteroids (unless you place a missile defense, that is). All of this results in an experience which is half documentary, half game, and all fun. Thanks Dave, and good luck with your music!.

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