Simulation

Create a realistic mix of turn-based daily cycles in a persistent Open World real-time simulation. Use neural networks, genetic algorithms and BDI software agents to interact with every imaginable game object to create synergies.
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  • World Generation System
    All AOW objects are changeable by the environment and the player. So you can change these 3D assets at runtime and save them persistently.
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  • ECO Systems
    Plants and animals form their own ecosystems and compete for the available resources. Complex predation schemes ensure a living world.
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  • Cellular Automation System
    Eat or be eaten. With the birth of each individual (character, plant, animal, asset) a generation is assigned to it. Conways Game of Life simulates whole populations.
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  • Consequentialism System
    Judges the moral value of the action on the basis of its consistency. Assessment standards are thus set by actions in the game. The fidelity of character lived in this way enables synergy effects of learning played in authenticity.
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  • Process Analytical Technology System
    Sets new standards in player collaboration and can redefine quality group-dynamically through process and technology based synergy effects.
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  • Automatism Macro System
    Bonification with automatism by earning working time quotas. Macros are frowned upon in many MMOs, but not here. By means of neuronal networks a free will in characters can be coined.
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  • Organism Recognition System
    With each encounter and the exchange of social skills, the behavioural sequences are associated and weighted and stored in a matrix. To each newly added image positioning, individualizing characteristics are added to this character.
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  • Monetary Economic System
    The social experiment between competitive thinking and cooperative thinking. Players should be able to build their own economic cycles on the basis of a socially competent economy in a self-responsible, self-regulating and resource-based manner or make use of the classic monetary system.
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  • Coinage Seigniorage Tradehub System
    Decentralized players initiated trade hubs, the renunciation of global auction houses, commodity futures trading (trader system), a lived trade by actors (classic), complex trading strategies, letter & postal system, contracts, balancing the gold price fixing, TSP and parity are the challenges of this objective.
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  • Chronobiologic Cycle System
    Control all life through chronobiology. This methodology enables humanoid characters to be captivated by cycles. Moon cycles, tides, changes in light, position of the sun, weather conditions, feeding phases, instincts, hunting instincts, fatigue and sleep, all regulated by the sensors of each individual living being in antaria.
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  • Metabolism System
    Body care, influence on body weight, food and drink, sleep & rest (recovery), blood & secretions, allow the simulation of metabolic processes, which can be described about the performance of organisms via their 7+N metabolic attributes.
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  • Perception Morphogenetic Fields
    Controlling the participant reality of the player via the simulation of selective perception. Thus the finding of causality and the processing of stimuli can be managed by generating signatures by controlling the senses with the visible input of the character.
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  • Signatures Core Prospection Control
    Signatures enable the complex networking of all objects. Each object radiates a specific signature. Analogies apply between form, colour, character, smell, taste, location and time of origin, Colours, humoral pathological and astrological classifications and many other aspects can be found in AOW and explained playfully.
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  • Self Organizing Feature Map
    Basis of the sensory experience of a living being in antaria. The sensation of perception is quantified by its chakras. We simulate the theory of Heisenberg and his uncertainty relation.
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  • Active Minded Assets System
    Everything lives in Antaria. Inspired by the evolution of natural creatures, all assets are simulated on the basis of evolutionary algorithms. Thus, an object is born in AOW and can evolutionize its combinatorics to an ultimate combinatorically perfect weapon.
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  • Chimera Seed AI System
    Establishment of artificial intelligence in 5 participant classes according to semi-, proto-, meta-, xeno- and replica agents. The concept wants to simulate a test for survival, reproduction, food and consciousness according to the requirements of approach, sensors, associations, laws, decision maker criteria and result.
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  • Building Block of Life Primordial Ooze
    Complex crafting system with formation of complex biological and chemical elements and components. With each process of your creation (Crafting), through the integration of the building blocks of life (Elements Antariums), these find their way into living becoming assets.
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  • Ressource Energy Circuit Recycling
    Entropy as a measure of the ability of energy to work. Similar to a thermodynamic system, each associated system is spatially limited in concept and considered as a physical system with its own energy balance.
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  • Activities Allocation Value System
    Establishment of a value system of time and effort that can be controlled for activities and allocated. Interaction with the game world, i.e. all actions of the player to track and define a weighted value and performance catalogue, without using monetary influencing variables as a numerical force.
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  • Communication Contract System
    Establishment of a contract system with nationwide postmasteries. Delivery according to type of information transfer, e.g. by carrier pigeon, messenger, bottle post or by means of complex post chains with animals. In this way the animals are actually sent on their journey and can be intercepted by the enemy, e.g. when changing horses.
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  • Superstructure Realm (Housing)
    One of the core elements of the game is to get ownership of land mass (landed property). Be it in a legal way (purchase, lease, rent, discovery) or in any other gloomy way from the motive force of evil, assassinating way. Structural infrastructure measures, real estate (resource mapping), blueprints, construction projects, processes & phases, structural upgrades, calculable risks & imponderables, catchment areas, structural infrastructure measures, cycles, building sites & administration (cadastre).
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  • Geo Engineering Meteorology System
    Weather as a means of influential gamemechanics. Intervention of essential and manipulative methods in the control cycles of the antarianic Eco System. Thus, weather is far more than just a stylistic means of immersion. A prerequisite for the implementation of such globally oriented "weather manipulations" is the technological challenge not only to simulate the weather, but also to specifically integrate the local play areas (see "Procedural World Generation (PWG)"). Local "weather anomalies", "weather fronts", "territorial devastations", "floods", "volcanic eruptions" or scenes similar to the ice age.
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  • Routing Autopilot Waypoint System
    The antarian transport system, for example, is definitely one of the most comprehensive influencing factors of time-varying and non-linear systems. So my main focus in the concept lies on the playful design of speeds & locomotion in relation to the antarian transport system. In our route system of route planning and locomotion, 3 movement mechanisms (MM) are classified into 8 movement activities (MA) and 6 movement speeds (MS).
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  • Biogenesis System
    If the meaningful analogy of the attempted extrapolation from the elements of life, beyond the creation of organic molecules, to the organisms living in antaria including their assets, continues to follow the concept autodidactically, then only one thesis, a master thesis on the globalizing aspect of creation, can allow one.
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  • Trading Construction Sandbox
    Establishment of a decentralized trading platform with lodge economy, which goes beyond the classical and material understandings of action houses in local MMOs clearly and more complex. The goal is to create markets for everything and everyone. Everything in antaria should become tradable. The working time, activities, the invested time & effort, merchandise, contracts, resources, even the characters, and their souls.
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