Implementing procedural terrain generation in an ecosystem simulation with unity
Real-life ecosystems are extremely complex, being affected by a wide variety of dynamic variables such as changes in climate, availability of food, predator-prey ratio and other variables. Simulating an ecosystem is difficult, given the many factors that interact and animals that coexist. Many ecosy...
Main Author: | |
---|---|
Other Authors: | |
Format: | Final Year Project (FYP) |
Language: | English |
Published: |
Nanyang Technological University
2024
|
Subjects: | |
Online Access: | https://hdl.handle.net/10356/178380 |
_version_ | 1811681869173882880 |
---|---|
author | Toh, Hong Xiang |
author2 | Seah Hock Soon |
author_facet | Seah Hock Soon Toh, Hong Xiang |
author_sort | Toh, Hong Xiang |
collection | NTU |
description | Real-life ecosystems are extremely complex, being affected by a wide variety of dynamic variables such as changes in climate, availability of food, predator-prey ratio and other variables. Simulating an ecosystem is difficult, given the many factors that interact and animals that coexist. Many ecosystem simulations exist already, however many of them lack procedural terrain generation. Hence, we aim to create an ecosystem simulation which models natural selection in an ecosystem with competing agents in a procedurally generated environment. All components in this simulation was created with the Unity Game Engine. The agents within the ecosystem are modelled to be simplified but accurate versions of their real-life counterparts. We place AI agents in a simulated environment, and analyse how different agents evolve and adapt to each other and their surroundings. We vary the initial environmental and agent parameters and repeatedly run the simulation to investigate whether an equilibrium can be reached given the initial parameters. Running these simulations show that reaching equilibrium is feasible even with random procedurally-generated terrain, as long as suitable initial parameters are chosen. |
first_indexed | 2024-10-01T03:47:48Z |
format | Final Year Project (FYP) |
id | ntu-10356/178380 |
institution | Nanyang Technological University |
language | English |
last_indexed | 2024-10-01T03:47:48Z |
publishDate | 2024 |
publisher | Nanyang Technological University |
record_format | dspace |
spelling | ntu-10356/1783802024-06-21T15:37:55Z Implementing procedural terrain generation in an ecosystem simulation with unity Toh, Hong Xiang Seah Hock Soon School of Computer Science and Engineering ASHSSEAH@ntu.edu.sg Computer and Information Science Unity Ecosystem simulation Procedural generation Real-life ecosystems are extremely complex, being affected by a wide variety of dynamic variables such as changes in climate, availability of food, predator-prey ratio and other variables. Simulating an ecosystem is difficult, given the many factors that interact and animals that coexist. Many ecosystem simulations exist already, however many of them lack procedural terrain generation. Hence, we aim to create an ecosystem simulation which models natural selection in an ecosystem with competing agents in a procedurally generated environment. All components in this simulation was created with the Unity Game Engine. The agents within the ecosystem are modelled to be simplified but accurate versions of their real-life counterparts. We place AI agents in a simulated environment, and analyse how different agents evolve and adapt to each other and their surroundings. We vary the initial environmental and agent parameters and repeatedly run the simulation to investigate whether an equilibrium can be reached given the initial parameters. Running these simulations show that reaching equilibrium is feasible even with random procedurally-generated terrain, as long as suitable initial parameters are chosen. Bachelor's degree 2024-06-18T02:51:49Z 2024-06-18T02:51:49Z 2024 Final Year Project (FYP) Toh, H. X. (2024). Implementing procedural terrain generation in an ecosystem simulation with unity. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/178380 https://hdl.handle.net/10356/178380 en SCSE23-0317 application/pdf Nanyang Technological University |
spellingShingle | Computer and Information Science Unity Ecosystem simulation Procedural generation Toh, Hong Xiang Implementing procedural terrain generation in an ecosystem simulation with unity |
title | Implementing procedural terrain generation in an ecosystem simulation with unity |
title_full | Implementing procedural terrain generation in an ecosystem simulation with unity |
title_fullStr | Implementing procedural terrain generation in an ecosystem simulation with unity |
title_full_unstemmed | Implementing procedural terrain generation in an ecosystem simulation with unity |
title_short | Implementing procedural terrain generation in an ecosystem simulation with unity |
title_sort | implementing procedural terrain generation in an ecosystem simulation with unity |
topic | Computer and Information Science Unity Ecosystem simulation Procedural generation |
url | https://hdl.handle.net/10356/178380 |
work_keys_str_mv | AT tohhongxiang implementingproceduralterraingenerationinanecosystemsimulationwithunity |