Simcity like games1/29/2024 For example, to model the daily flow of people around a city, we need to know what kinds of things people spend their time doing, where they do them, who they do them with, and what drives their behaviour. To fully realise the goal of simulating cities in this way, models need a huge amount of data. By modelling the activities of individuals who might try to commit a crime, we can see how altering the urban environment influences how people move around the city, the types of houses that they become aware of, and consequently which places have the greatest risk of becoming the targets of burglary. In doing so, we can begin to model the impacts of people’s choices on present circumstances, and the future.įor example, we might want to know how changes to the road layout might affect crime rates in certain areas. One of the most exciting developments is the potential to incorporate people’s thoughts and behaviours. These days, increases in computing power and the proliferation of big data give agent-based modelling unprecedented power and scope. To do this effectively, we need lots of data at the individual level. Different behaviour emerges through these interactions and drives the next set of interactions.īut while computer games can use generalisations about how people and organisations behave, researchers have to mine available data sets to construct realistic and robust rule sets, which can be rigorously tested and evaluated. In the game, individual agents are given their own characteristics and rules, and allowed to interact with other agents and the environment. It’s apt that the computer game was originally based on the work of Jay Forrester, a world-renown system scientist with an interest in urban dynamics. This is where it gets a bit like SimCity. It is easy to see how this perspective could be applied to human systems to explain phenomena like traffic jams. It is the result of lots of ants following relatively simple rules, without any regard for the bigger picture. Similarly, ant colonies can exhibit very sophisticated and seemingly intelligent behaviour – but this sophistication doesn’t come about as a result of a good leader. They come about because each bird follows some very simple rules about how close to get to each other, which direction to fly in, and how to avoid predators. As these relatively simple things live and behave, the culmination of all their individual interactions and behaviours generate more widespread aggregate phenomena.įor example, the beautiful and complex patterns made by flocking birds are not organised by a leader. Here’s how.Ĭomplex organisms are characterised by individual units that can be driven by a small number of simple rules. Viewing cities as complex, adaptive organisms – similar to natural systems like termite mounds or slime mould colonies – allows us to gain unique insights into their inner workings. Increasingly, scientists studying cities have gone from thinking about “cities as machines”, to approaching “cities as organisms”. For questions, get in touch with mods, we're happy to help you.Cities are complex systems. Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.
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