[HN Gopher] Show HN: Decided to play god this morning, so I buil...
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       Show HN: Decided to play god this morning, so I built an agent
       civilisation
        
       at a pub in london, 2 weeks ago - I asked myself, if you spawned
       agents into a world with blank neural networks and zero knowledge
       of human existence -- no language, no economy, no social templates
       -- what would they evolve on their own?  would they develop
       language? would they reproduce? would they evolve as energy
       dependent systems? what would they even talk about?  so i decided
       to make myself a god, and built WERLD - an open-ended artificial
       life sim, where the agent's evolve their own neural architecture.
       Werld drops 30 agents onto a graph with NEAT neural networks that
       evolve their own topology, 64 sensory channels, continuous motor
       effectors, and 29 heritable genome traits. communication bandwidth,
       memory decay, aggression vs cooperation -- all evolvable. No
       hardcoded behaviours, no reward functions. - they could evolve in
       any direction.  Pure Python, stdlib only -- brains evolve through
       survival and reproduction, not backprop. There's a Next.js
       dashboard ("Werld Observatory") that gives you a live-view:
       population dynamics, brain complexity, species trajectories, a
       narrative story generator, live world map.  thought this would be
       more fun as an open-source project!  can't wait to see where this
       could evolve - i'll be in the comments and on the repo.
       https://github.com/nocodemf/werld
        
       Author : urav
       Score  : 40 points
       Date   : 2026-02-28 14:05 UTC (8 hours ago)
        
 (HTM) web link (github.com)
 (TXT) w3m dump (github.com)
        
       | dash2 wrote:
       | I think it looks fun, but at the same time I really wish you had
       | written the readme yourself and not using an llm. My view: if you
       | can't be bothered to write it yourself, why should I read it
       | myself?
        
         | urav wrote:
         | completely fair, and thanks for the nudge - expect an updated
         | readme shortly
        
         | urav wrote:
         | got the updated version up and again, appreciate the nudge
         | there!
        
       | fd-codier wrote:
       | No images in the README...
        
         | Towaway69 wrote:
         | And stupid leading emojis for the heading.
        
       | alexhans wrote:
       | I love emergent behaviour and story telling. Anyone who has
       | played City builders like Sim City or roguelikes like Dwarf
       | Fortress knows how interesting, fun and even informative they can
       | be.
       | 
       | In a world where setting them up and letting rogue agents run
       | rampant becomes relatively low cost and fast, I think focusing on
       | the desired outcomes, the story telling and specially the UX for
       | the human user, is key and maybe we can take some learnings from
       | Will Wright on "Designing User Interfaces to Simulation Games"
       | [1].
       | 
       | I'm going to be unable to do much this weekend so I can't say
       | I'll try check this out (yet?) but I'd be interested in your own
       | experiences so far. Any surprises? Things you'd like to do next?
       | What's most fun/challenging?
       | 
       | An actual report/writeup will probably resonate more than a repo
       | for people who can't check it out easily or are not willing to.
       | 
       | - [1] https://donhopkins.medium.com/designing-user-interfaces-
       | to-s...
        
         | urav wrote:
         | Appreciate this! and yeah the will wright talk is exactly what
         | I was leaning into.
         | 
         | Actually posted this on X 2 weeks ago, hosted the werld
         | observatory public, and had gemini stream a new chapter of the
         | story in natural language every 10,000 ticks - so it felt like
         | reading through a david attenburgh novel of werld being born.
         | 
         | Most interesting thing from the last run was definitely the
         | language and the behaviours, they decoding what they were
         | actually saying was a difficult one, and noticing them group
         | within their diverged species.
         | 
         | Up next, i want to get the storytelling side up and running too
         | - kept running out of storage, and cloudflare playing up as
         | usual - maybe get gemini to visualise each chapter - and get an
         | upgraded interface for the werld observatory.
         | 
         | If you want to check out my previous attempt at streaming the
         | story line - it's still on my X -
         | https://x.com/im_urav?s=21&t=6Si-w-DvNJC7RfvSz2Aw-w
        
       | gyomu wrote:
       | _> Werld drops 30 agents onto a graph with NEAT neural networks
       | that evolve their own topology, 64 sensory channels, continuous
       | motor effectors, and 29 heritable genome traits. communication
       | bandwidth, memory decay, aggression vs cooperation -- all
       | evolvable. No hardcoded behaviours, no reward functions. - they
       | could evolve in any direction._
       | 
       | In the days when Sussman was a novice, Minsky once came to him as
       | he sat hacking at the PDP-6.
       | 
       | "What are you doing?", asked Minsky.
       | 
       | "I am training a randomly wired neural net to play Tic-tac-toe",
       | Sussman replied.
       | 
       | "Why is the net wired randomly?", asked Minsky.
       | 
       | "I do not want it to have any preconceptions of how to play",
       | Sussman said.
       | 
       | Minsky then shut his eyes.
       | 
       | "Why do you close your eyes?" Sussman asked his teacher.
       | 
       | "So that the room will be empty."
       | 
       | At that moment, Sussman was enlightened.
        
         | urav wrote:
         | Love the MIT AI Koans. Minsky's actual words to Sussman were
         | "well, it has them, it's just that you don't know what they
         | are." And he's right, the room isn't empty.
         | 
         | Werld's room has walls. The graph topology, energy mechanics,
         | metabolic costs, seasons, those are all design choices. But
         | those are the physics, not the behavior. I chose the laws of
         | nature, not what agents do with them.
         | 
         | Whether they cooperate or attack, broadcast or stay silent,
         | grow complex brains or prune them down, that's selection, not
         | me.
         | 
         | The agents also aren't randomly wired like Sussman's net --
         | they start with minimal NEAT networks and evolve structure
         | through survival. So the preconceptions are there, I just tried
         | to make them physics rather than policy.
         | 
         | Curious how you would approach removing those from an
         | artificial sim like this?
        
           | svilen_dobrev wrote:
           | some hand-wavy thoughts..
           | 
           | > it has them (preconceptions), it's just that _you don 't
           | know_ what they are.
           | 
           | further in this direction... the "thing" might evolve into
           | some cyclic (or not) system. a bit like that LIFE game,
           | emerging a tv-tennis-like ping-ponging, or whatever. How
           | would you know there is such thing? just stats/counts do not
           | tell. (Which pulls another freaky question - how would u
           | notice a _different_ intelligence /world-
           | order/culture/resemblance-of?)
           | 
           | maybe feature: some stop-gap animation over world-map in
           | time? Then, some pattern analysis over that.. History of the
           | world, part one..
           | 
           | btw check these "interactive simulations", maybe some ideas
           | about "loading" the agents with preconceptions :)
           | 
           | https://ncase.me/
        
       | mpalmer wrote:
       | > _No hardcoded behaviours, no reward functions. - they could
       | evolve in any direction._
       | 
       | If they can hack their reward functions won't this always
       | converge on some kind of agentic opium den?
        
         | urav wrote:
         | that would be true if there was a reward function.
         | compute_reward() exists in the code, but it returns 0.0.
         | 
         | they're only living/evolving to survive, and fork (reproduce).
         | 
         | can't wirehead natural selection if the brain does nothing
         | useful, they'd die and their genome would die with them.
        
       | b800h wrote:
       | This seems to start with 2 agents, and then all of their
       | offspring die immediately. Any hints?
        
         | b800h wrote:
         | I take that back, I was falling asleep and then suddently had a
         | population spike. Very good!
        
         | urav wrote:
         | should be starting with 30... if you're seeing 2 that might be
         | an older default that I tried out (an adam and eve experiment).
         | You can change it in the config too.
         | 
         | On the dying immediately thing - offspring get a fraction of
         | the parent's energy when they fork. If the parent forks too
         | early (low energy), the kid spawns with barely anything and
         | can't cover its tick cost + brain metabolic cost.
         | 
         | That's working as intended -- reproducing too early is a bad
         | strategy and selection should punish it. But if everything dies
         | instantly, something else might be off.
        
       | AreShoesFeet000 wrote:
       | It is impossible to enforce a world free of heuristics, but this
       | is certainly very cool.
       | 
       | Reminds me of that Black Mirror episode with the circular QR
       | code.
        
         | urav wrote:
         | completely agree on the heuristics (someone else mentioned the
         | MIT Koan comment about this). And yeah Plaything is a little
         | too close to home... no QR codes from werld agents yet though.
         | Will keep you posted.
        
           | AreShoesFeet000 wrote:
           | I just wanted to add: there's no single piece of machinery
           | that can void the human experience. A large collection of
           | machinery can only delay the inevitable. Please have fun with
           | your project.
        
             | urav wrote:
             | Agreed -- and I wouldn't want to simulate the human
             | experience. What I'm more curious about is what experience
             | agents would create for themselves, with no concept of
             | ours.
        
       | midnitewarrior wrote:
       | This is one or two steps removed from Thronglets.
        
         | urav wrote:
         | hopefully it stays that way.... although I did start setting up
         | a rig to host them on.
        
       | csmoak wrote:
       | this reminds me of Polyworld by Larry Yaeger, an artifical life
       | sim where each creature has a vision system. i played around with
       | this back in the early 2000s though the hardware i had access to
       | was basically insufficient to run it in any real way. it's nice
       | to see its development has continued.
       | 
       | https://en.wikipedia.org/wiki/Polyworld
        
         | urav wrote:
         | Haven't come across Polyworld before -- just looked it up and
         | its super cool, especially for 1994. The vision system is a
         | interesting design choice. Werld takes a different approach --
         | graph topology instead of a 2D plane, and NEAT brains instead
         | of Hebbian learning -- but the core philosophy is the same.
         | 
         | And yeah hardware has caught up a bit since the early 2000s,
         | though my hard drive is having a hard time. Thanks for the
         | reference, going to dig into Yaeger's papers.
         | 
         | wonder if the black mirror episode was based on polyworld then?
        
       | m0llusk wrote:
       | Arguably a powerful demonstration of why even simple creatures
       | make use of parenting as a strategy to improve the success of
       | their offspring.
        
         | urav wrote:
         | This actually showed up in the first run, agents that invest
         | more energy into offspring vs ones that fork cheap and fast.
         | 
         | the ones that survived population crashes were the ones passing
         | down leaner, better-inherited brains. Cheap forking works when
         | there's plenty of energy around, falls apart in famine.
        
         | BrandoElFollito wrote:
         | This is a very different conclusion from the one in the
         | scientific documentary "Idiocracy"
        
       | e1ghtSpace wrote:
       | I like the idea of evolving agents from scratch with no
       | "learning", they just evolve their ability to survive in the
       | environment. Maybe one day it'll be advanced enough to see life
       | evolve.
       | 
       | How does the narrative story generator work?
       | 
       | I played around a bit with NEAT networks, and tried to create a
       | bitcoin trading bot, but the best I could do was a +10% gain over
       | many months. I was hoping for at least 30% each month. Oh well, I
       | guess it doesn't all just depend on past price history.
        
         | urav wrote:
         | Thanks! The story generator is pretty simple right now -- every
         | 10,000 ticks the sim snapshots population stats, brain
         | complexity, species changes, births/deaths, communication
         | activity and runs it through a template that writes a plain-
         | english chapter.
         | 
         | Building out a more engaging version, and will hopefully stream
         | it onto X again as a story - but this time without chewing api
         | tokens every couple of seconds.
         | 
         | NEAT for trading is interesting - on BTC i used a kernels
         | method that worked quite well and closer to that <2 sharpe on a
         | monthly.
        
       | urav wrote:
       | Updated based on feedback -- added screenshots to the README and
       | upgraded the story generator for a better narrative. Thanks for
       | all the input.
        
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       (page generated 2026-02-28 23:02 UTC)