[HN Gopher] Epitaph - Fermi Paradox Simulator
       ___________________________________________________________________
        
       Epitaph - Fermi Paradox Simulator
        
       Author : throwup238
       Score  : 203 points
       Date   : 2024-01-31 05:05 UTC (17 hours ago)
        
 (HTM) web link (mkremins.github.io)
 (TXT) w3m dump (mkremins.github.io)
        
       | underyx wrote:
       | Surprisingly fun for how simple it is. But also, actually very
       | frustrating. It's almost like a tamagotchi but with lots of
       | random deaths.
       | 
       | Also, pretty funny to see civilizations that figure out rockets
       | before e.g. steam engines and electricity.
        
         | nickff wrote:
         | Humans figured out rockets before steam engines and
         | electricity. Rockets being invented in 13th-century China,
         | while the steam engine was only invented in 1606 and made
         | useful in 1712. Electricity has a much more complicated
         | history, and you could make the case that it was discovered
         | before either of the other two, or invented later.
        
           | underyx wrote:
           | Ah, fair point! I guess I was unaware of the range of things
           | that are covered by the name 'rocket'
        
           | noduerme wrote:
           | Before electricity, yes. Not before steam. The principle of a
           | steam engine existed in ancient Greece.
           | 
           | https://en.m.wikipedia.org/wiki/Aeolipile
           | 
           | Most likely the reason it remained a toy, rather than being
           | put to productive use, was the abundance of slave labor.
        
             | littlestymaar wrote:
             | > Most likely the reason it remained a toy, rather than
             | being put to productive use, was the abundance of slave
             | labor.
             | 
             | This is something that get said a lot, but it misses
             | technological and socio-ebergetic factors as well:
             | 
             | 1. at that time metallurgy was very rudimentary, compared
             | to how it was in the late 18th century. Most they wouldn't
             | have been able to craft an efficient steam machine back
             | then even if they tried very hard.
             | 
             | 2. They also didn't use coal (I don't even know I'd they
             | knew it), which makes fuel (wood) really expensive and also
             | removes the self-reinforcing retroaction where you can use
             | the steam machine to mine more coal and really contributed
             | to the exponential nature of the industrial revolution.
        
               | baq wrote:
               | They must've known coal and oil, it was present naturally
               | close to surface or straight up on it in places, still
               | is.
               | 
               | The whole digging and drilling business, though - that's
               | something else entirely.
        
               | NegativeLatency wrote:
               | And pumping out the water, helpful to have a steam engine
               | to lift all that mass out of your mine.
        
             | z3phyr wrote:
             | And metallurgy support to actually build something more
             | than a toy.
        
             | KineticLensman wrote:
             | If by steam engine you mean 'kettle with no pressure valves
             | mounted on an axle', yes. But the aeolipile was in no way a
             | functional engine that could do useful work.
        
               | Leszek wrote:
               | 13th-century Chinese rockets weren't landing on the moon
               | either so both are simplifications.
        
               | bluGill wrote:
               | 13 century Chinese rockets were useful weapons or war
               | though.
        
             | eigenket wrote:
             | Other people have mentioned that the metallurgy that was
             | known in Britain at the time useful steam engines were
             | developed was dramatically more advanced than what the
             | makers of ancient stuff like the Aeolipile had.
             | 
             | A fun fact is that the _reason_ we developed the metallurgy
             | required to put high pressure gasses to work inside
             | cylinders was in large part due to work on improving cannon
             | manufacture.
             | 
             | Early cannons exploded a lot, but a cannon which
             | occasionally explodes is a lot better at being a cannon
             | than a steam engine that occasionally explodes is at being
             | a steam engine. Having a "minimal viable product" for a
             | cannon is much simpler than for a steam engine so they were
             | able to iterate on the technology.
        
         | idlewords wrote:
         | A fun thought experiment is to try to re-imagine human history
         | if U-235 were the sole isotope of uranium.
        
       | elliotec wrote:
       | This is super fun. I've been playing for 40 min now. I have seen
       | civs wiped out by military AIs, nuclear war, volcanoes, forest
       | fires, and more. Others seemingly continuously prosper. Cool
       | stuff, thanks!
        
         | tudorw wrote:
         | No C-Beams?
        
           | pfdietz wrote:
           | You could ad lib those like Rutger Hauer.
        
       | Modified3019 wrote:
       | This is a space version of owning pet hamsters.
        
         | b3lvedere wrote:
         | My hamsters live longer than 15 clicks :)
        
       | ttr2021 wrote:
       | Addictive!
        
       | whythre wrote:
       | It's fun, but some of the Civilization deaths are kinda dopey. I
       | mean, sure, a Gamma ray burst from a local supernova is gonna
       | wipe 'em out, fine. But an old culture that has mastered
       | metallurgy dies because of an out of control cooking fire? Lol
       | ok.
        
         | sdenton4 wrote:
         | Flammable atmospheres are dangerous to live in...
        
           | whythre wrote:
           | Yeah, but wouldn't the sparks from lightning or other natural
           | causes preclude any civ (or even life) from forming if the
           | atmosphere is highly flammable?
        
       | HenryBemis wrote:
       | and I like the name.. Epitaph. Because when I switch tabs and I
       | go back to it after 10mins, there are civilizations that came and
       | went and I/we didn't even notice.
       | 
       | https://en.m.wikipedia.org/wiki/Epitaph
       | 
       | An epitaph (from Ancient Greek epitaphios (epitaphios) 'a funeral
       | oration'; from epi- (epi-) 'at, over', and taphos (taphos)
       | 'tomb')[1][2] is a short text honoring a deceased person.
       | Strictly speaking, it refers to text that is inscribed on a
       | tombstone or plaque, but it may also be used in a figurative
       | sense. Some epitaphs are specified by the person themselves
       | before their death, while others are chosen by those responsible
       | for the burial. An epitaph may be written in prose or in poem
       | verse.
        
       | HenryBemis wrote:
       | Thinking of Jean-Luc's hobby (alien archaeology) it would be
       | interesting to discover planets that were already dead (?). I
       | mean once we have fast-enough probes roaming the galaxy, it could
       | happen that we discover a long-lost civilization.
        
         | dtx1 wrote:
         | If they life in an athmosphere similiar to ours wouldn't that
         | civilisation be burried?
        
         | pugworthy wrote:
         | Always a fan of Andre Norton's Forerunner stories. Ancient
         | space faring civilizations and mysterious artifacts and such.
        
       | x-complexity wrote:
       | Played it until I got at least 2 civs into being space-faring.
       | Pretty fun :)
       | 
       | Although, if you want to keep playing the game without constantly
       | going through a bunch of already dead civs, then you'll need to
       | hide them (Did this via Tampermonkey):
       | 
       | https://gist.github.com/SteveHere/1a19df5242802df3edcc7d34d5...
        
         | g19fanatic wrote:
         | excuse my javascript inexperience... since when did JS get a
         | lambda style definition?! Am I just living under a rock! (hitl
         | flight sims in c++ for my day job w/ no real JS exposure)
        
           | elteto wrote:
           | Interesting job! Would one of the HITLs you work on be named
           | after a rock band by any chance?
        
           | seanw444 wrote:
           | They call them "arrow functions" and were apparently added in
           | 2015 with ES6.
        
         | NooneAtAll3 wrote:
         | can you make a "spawn civ" cheat button as well? please
        
           | 93po wrote:
           | I'm not the parent commenter, but it's open source and on
           | github and easy to run localy, unfortunately it requires
           | installing Java and some deprecated Java application to even
           | build it to have changes reflect and I'm not doing either of
           | those things. I also don't know enough about un-minifying
           | javascript to just change variables in the browser directly.
           | maybe someone else here does.
        
       | xeyownt wrote:
       | Muuuuuuch too many deaths, and none you can do anything about.
       | You just watch the civilizations rise and die at random, then you
       | restart.
        
         | deely3 wrote:
         | Also, some deaths are questionable. Death of domestic crops
         | results in death of civilization that know algebra,
         | metalworking, chemistry and medicine?
        
           | EasyMark wrote:
           | that's what you get when you're a god and decide to evolve
           | koalas instead of omnivores and generalists :D
        
           | idlewords wrote:
           | It nearly happened to Ireland.
        
       | number6 wrote:
       | Wow, this game is 6 years old.
        
       | hojinkoh wrote:
       | This is pretty fun :D
       | 
       | .... and at the same time endearing (?) to see all these
       | fictional civilizations make similar mistakes ours did in the
       | past...
        
       | spacecadet wrote:
       | Very cool, I love how simple this is. I really enjoy simulators
       | and spent some time last year building a universe simulator using
       | pygame.
        
         | cooper_ganglia wrote:
         | I love stuff like this. Is your universe simulator something
         | you've shared publicly? I'd be interested in playing with that
         | as well, and seeing how you put it together!
        
       | SirFredman wrote:
       | Fascinating and horrible at once.
        
       | bluGill wrote:
       | Fails to simulate the speed of light, at least from what I can
       | tell.
       | 
       | Should be some million years ago civilization starts, lives for
       | thousands of years, goes extinct - but we never become aware of
       | them. Most never send signals (radio or otherwise) strong enough
       | for us to detect. Others did, but the signal hasn't reached us
       | yet. Still others did, but the signals passed by before we
       | developed the ability to detect them. Still others are reaching
       | us now, but are so far below the noise floor we can't detect
       | them.
       | 
       | The universe is large. You have to account for how slow the speed
       | of light is when talking about the Fermi paradox.
        
         | zamadatix wrote:
         | I wonder how much that changes the final probability. I think
         | the biggest piece is instead of both able to detect each other
         | only one will (the other will probably be dead by the time the
         | information gets back the other way) which halves the chances
         | of detecting another civilization. Beyond that, given
         | sufficiently short civilization lifespans vs the age of the
         | universe they can randomly appear in and a relatively uniform
         | rate of random occurrence, I don't think "a random civilization
         | appeared x years ago x light years away for the timing to work
         | out" actually ends up being any less likely than "a random
         | civilization appeared at the same time". It feels like it
         | should but really if you just take the chance it'd happen
         | normally and say "well, there is an equal chance a civilization
         | could have developed x years prior" you correct for the time
         | for traversing the distance without changing the probability.
         | 
         | The main thing the speed of light prevents is a single
         | civilization staying together as a galaxy sized empire.
        
           | Vox_Leone wrote:
           | >The main thing the speed of light prevents is a single
           | civilization staying together as a galaxy sized empire.
           | 
           | It seems to me that, in principle, a ruling class could set
           | itself apart from humanity and conduct the business of a
           | galactic government -- ahem, a galactic enlightened
           | dictatorship, with its own timing.
           | 
           | For example, Alice and Bob live on Trantor, and are employees
           | of the Galactic Federation. They constantly travel [at the
           | same fractions of the speed of light] to clusters located in
           | different galactic hemispheres, and, thanks to almost
           | identical rates of time dilation in their [perhaps carefully
           | chosen] travels, they meet every weekend of their proper
           | time. They live happily as a family in the headquarters of
           | the government, to the rhythm of the passing of countless
           | generations on the myriad planets of the federation.
        
             | zamadatix wrote:
             | The main issue with this is a week to the traveller
             | crossing the galaxy near the speed of light still requires
             | civilization to stay together for 100,000 years without
             | them.
             | 
             | The second issue is it's not as attractive as it sounds.
             | Travelling 1/10th the galaxy in a proper time of 5 days
             | requires a trip of a constant 2400 G's. Maybe solvable once
             | your civilization has already overcome the Fermi paradox
             | (probably don't need bodies at that point) though.
        
         | UncleOxidant wrote:
         | Exactly. Life may not be unusual in the universe. But
         | technologically advanced civilizations could be rare enough
         | that we don't detect them due to distances in space and time.
        
         | goatlover wrote:
         | Fermi wasn't talking about detection when he came up with the
         | paradox. There was no SETI yet. He did a back of the napkin
         | calculation that a civilization could colonize the galaxy in 1
         | to 100 million years with sublight speeds. The galaxy is much
         | older than 100 million years, so where is everyone? There's
         | been plenty of time for many civilizations to show up here.
        
       | NooneAtAll3 wrote:
       | marvelous, sad game
       | 
       | I remember being frustrated/saddened enough to dive into source
       | code to find optimal strategy, and I found that even with this
       | knowledge game kept my interest:
       | 
       | - each "year"(second) each death reason rolls its probability. If
       | civ survives, there's also per year chance of developing tech on
       | its own. It's optimal to advance tech asap
       | 
       | - technologies and a couple of lategame events change these
       | probabilities - usually by removing small chance of early reason
       | and adding new higher chance for later reason. It's mostly
       | optimal to develop techs in clusters that cancel most of each
       | other out and advance self-tech chance.
       | 
       | - tech tree roughly separates into 3 ages: early (up to and
       | including sailing), middle (up to and excluding "modern times"
       | with biology, transistors and newspapers) and late
       | 
       | early tech has (1)writing+math+astronomy techs that don't give
       | additional death chance in any combo, but increase tech chance -
       | research first (2)agri+fish+tools and fire+construction,
       | metal+sailing that have higher death chance when you have all but
       | 1 or 2 of them than if you have full cluster - focus if self-tech
       | triggers (also agri and fish before tools)
       | (3)architecture->plumbing decreases death chance - focus
       | 
       | middle tech doesn't change death chance, so you have a breather
       | 
       | late tech is most deadly - (1)taxonomy->germ->genetics tech
       | branch has great death decrease on 2nd step, but last one gives
       | high chance of bioweapon death (so don't. you'll fear self-tech
       | doing it too); (2)exploding nukes event increases world war death
       | chance, world peace event decreases it; (3)Ai is great danger but
       | necessary - do it as late as possible (iirc there's like 1/3
       | chance of death on these last 1-2 steps)
       | 
       | When you learn all the numbers it becomes a great "tension -
       | breather - tension" game, but still not with that high of a
       | winrate. Nearby supernova death having a chance all the way
       | through is kinda funny
       | 
       | ---
       | 
       | fun fact - I learned math behind Markov Chains just solve this
       | game. Civs have like 1e-12 or 1e-15 chance of survival on their
       | own, iirc (it was something very small, I don't remember now)
        
         | Supermancho wrote:
         | > marvelous, sad game
         | 
         | Only sad when you can seriously believe the various scenarios
         | that play out...like teaching fishing could cause a
         | civilization to cease to exist. It's a silly game that has no
         | bearing on reality.
        
       | pk-protect-ai wrote:
       | Why do you need to teach any of these civilizations fire and
       | toolmaking? These are pre-civ capabilities. Toolmaking is natural
       | for the species you even not considering being sentient. Like
       | birds for example. Usage of fire is somewhat different but it
       | would be learned naturally by the any sentient species.
       | 
       | Also, where are the probabilities for mass-extinction-event-
       | volcanic-eruptions are coming from? It looks like they are very
       | likely to happen ... I have 8/10 so far...
        
       | rando77 wrote:
       | It'd be interesting if there was an energy model in the back end
       | of this. With fire making more energy available to the the Civil
       | until it ran out of fire wood etc
        
       | pk-protect-ai wrote:
       | I'm depressed. They all die. I suppose due to the name of this
       | game, there are no chances of surviving for any of them.
       | 
       | ... permanent colonies on worlds other than Fratlat. Although
       | still largely unable to travel outside of the Latbuut system, the
       | distribution of Fratbac civilization across multiple worlds
       | greatly reduces the risk that they will collapse due to any
       | crisis of merely planetary scale.
       | 
       | In 3904, a swarm of self-replicating Fratbac nanobots began to
       | replicate uncontrollably, devouring vast swaths of Fratlat at a
       | rate which Fratbac scientists had formerly deemed impossible.
       | After several days of rapid expansion, the swarm seems to have
       | become dormant, but not before consuming approximately 5% of the
       | entire mass of Fratlat and rendering Fratbac civilization
       | completely extinct.
        
       | nepeckman wrote:
       | Fun game! My personal answer to the Fermi paradox is that multi
       | solar system civilization is very very hard, and multi galaxy
       | civilization is functionally impossible. Speed of light is slow,
       | space is big, and resources are concentrated. If there is a
       | species with the capability to spread through their entire
       | galaxy, they aren't in this galaxy and they aren't close enough
       | to reach us.
        
         | m3kw9 wrote:
         | Mine is they got too advanced and went multidimensional.
         | Sticking to 3D is very primitive thinking when you can
         | manipulate higher dimensions. Primitive 3d species will always
         | think to conquer 3d things.
        
           | michaelmrose wrote:
           | Common formulations of such theories that might be imaginary
           | have additional spacial dimensions as microscopic not
           | someplace you can really go.
        
             | m3kw9 wrote:
             | That's what primitive 3D species always rule out. No
             | offence, we are all so obviously primitive just by how much
             | we don't know.
        
               | michaelmrose wrote:
               | We know enough to know that macroscopic higher demential
               | spaces connected to our apparently 3 dimensional space
               | aren't a thing.
               | 
               | Having limits to our understanding doesn't mean all
               | things are equally possible.
               | 
               | For instance there aren't any 2 dimensional beings
               | because it's impossible to slice a mathematical pure
               | plane and have macroscopic objects exist in that plane
               | even fields surrounding a singular atom exist in 3d.
        
               | m3kw9 wrote:
               | For sure, what I mean is they could be playing with
               | different universes. Or found a way to manipulate time.
               | It's crack pot stuff but it all looks like it till it
               | happens. Show a cave man an DJI drone being controlled
               | and sending back live videos, they will also say it was
               | impossible due to their understanding
        
         | EvgeniyZh wrote:
         | My answer is that the values we multiply are too uncertain to
         | give meaningful prediction [1]
         | 
         | [1] https://arxiv.org/abs/1806.02404
        
       | omgJustTest wrote:
       | Dark forest ending, anyone?
        
       | m3kw9 wrote:
       | Let's teach these guys optics, what could go wrong? They fight
       | over precious materials and wiped itself out.
        
       | AlexGood wrote:
       | There is hope for reaching the stars: at a constant acceleration
       | of 1 g you could reach 0.9999c in 5 years of proper time,
       | covering a distance of 83 light years.
       | https://math.ucr.edu/home/baez/physics/Relativity/SR/Rocket/...
        
         | idlewords wrote:
         | That's a great way to get cooked inside your rocket by
         | blueshifted cosmic rays. You'll arrive at your destination
         | ready to eat, a kind of cosmic jerky sent by the gods.
        
           | devwastaken wrote:
           | How does this work?
        
             | idlewords wrote:
             | Space is filled with cosmic rays, mostly protons, going in
             | all directions. Most of them have energies under 10 GeV
             | (99.6% _c_ ). But if you start racing through that flux at
             | a very high speed yourself, their velocity relative to you
             | will be boosted in the direction you're traveling, and
             | you'll briefly see a high-energy particle beam coming
             | through the windshield before your eyes are cooked.
             | 
             | If you get going really, really, _really_ fast, a similar
             | thing happens with the blue-shifted cosmic microwave
             | background.
        
       | idlewords wrote:
       | These planets sure are volcanically active.
        
         | all2 wrote:
         | There's also no chance that civs fracture and some elements of
         | a civ survive.
        
       | geph2021 wrote:
       | I enjoyed the game! There was a whole lot of civilizational
       | collapse due to food-borne illness. Maybe throw in a comet
       | strike, or more varied geological changes (flipping magnetic
       | poles, ice-ages, tsunami, sea-level rise, etc...).
       | 
       | It's incredible to think about how many cataclysms humanity has
       | lived through, yet also how many we have been lucky to avoid (so
       | far...)
        
       | guybedo wrote:
       | would be great to tweak a bit the UI:
       | 
       | - display news top to bottom to quickly see what's to do next
       | 
       | - keep the live civilizations on the left and push the collapsed
       | ones to the right / bottom
        
       ___________________________________________________________________
       (page generated 2024-01-31 23:02 UTC)