- Evolve creatures which move fast in the obstacles world. Use the world map to create blocks, and then evolve creatures in a distance-oriented optimization. Creatures are expected to either have an obstacle-robust design, or use Touch sensors to avoid walls.
- Define alternative experiment definitions. Some ideas:
- undirected evolution,
- fight for resources (arena),
- cooperation or competition
- Build a humanoid creature.
- Create/evolve an organism which is capable of movement towards energy sources (detected with a "S" receptor).
- For users interested in computer graphics: define alternative visualization styles for OpenGL (*.style file). See the "3dobj" subdirectory for style samples. Here are some ideas:
Good style supports three world types (flat/blocks/smooth), three kinds of world boundaries (none/fence/teleport), water, styled parts, joints and neurons, and visualizes properties of parts and joints.
- limbs.style: joints as arms, legs, etc.
- sport.style: for the race.show, for example
- party.style: for the dance.show, for example
- tennis.style (tennis court, energy balls as tennis balls, T receptors as tennis rackets)
- agriculture.style (fields, harvest time, crop, sheaves, polls, ploughed areas etc.)
- For users interested in computer graphics: define alternative visualization schemes (see above) for POV-Ray (*.inc file). The default "framsticks-standard.inc" file is an example.
- Define alternative Framsticks Theater shows. For example, a "domino" show where many creatures arranged along a path start moving after they are touched by predecessors. A lot of improvement is also possible in the existing show scripts.
- Build/evolve your creature for the deathmatch challenge.