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...

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Main Author: Toh, Hong Xiang
Other Authors: Seah Hock Soon
Format: Final Year Project (FYP)
Language:English
Published: Nanyang Technological University 2024
Subjects:
Online Access:https://hdl.handle.net/10356/178380
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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.
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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