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761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 | # app.py — Conscious Agent Civilization with Bootstrap Densification + Presets + Provenance
import time
import threading
import numpy as np
import gradio as gr
from collections import deque
import hashlib
import json
import os
from datetime import datetime
# =========================
# Globals
# =========================
ENGINE_LOCK = threading.Lock()
SIM = None
RUNNING = False
PROVENANCE_LOG = deque(maxlen=32)
PROVENANCE_FILE = "provenance_log.jsonl"
RUN_ID_COUNTER = 0
# =========================
# Entity codes and colors
# =========================
(
EMPTY, MALE, FEMALE, BABY, WORKER,
BUILDING, HOUSE, SHOP, ROAD, FOREST, FOOD,
TEACHER, GUILD, SCHOOL,
TOP_BUILDER, TOP_GATHERER,
CITY_CENTER
) = range(17)
COLORS = {
EMPTY: (255, 255, 255),
MALE: (30, 144, 255), # builders
FEMALE: (255, 105, 180), # gatherers
BABY: (255, 235, 59),
WORKER: (150, 150, 255),
BUILDING: (128, 128, 128),
HOUSE: (180, 180, 180),
SHOP: (255, 165, 0),
ROAD: (0, 0, 0),
FOREST: (34, 139, 34),
FOOD: (144, 238, 144),
TEACHER: (128, 0, 128),
GUILD: (102, 51, 153),
SCHOOL: (0, 191, 255),
TOP_BUILDER: (0, 0, 200),
TOP_GATHERER: (200, 0, 0),
CITY_CENTER: (255, 0, 255) # magenta
}
# =========================
# Parameters
# =========================
class SimParams:
def __init__(
self,
width=64, height=64,
male_init=90, female_init=90, teacher_init=3,
forest_fraction=0.10, food_fraction=0.06,
baby_age_ticks=8,
tick_rate=6,
top_builders=8, top_gatherers=8,
city_scan_interval=50, # ticks between city detection
city_cluster_radius=2, # half-size window
city_building_threshold=6, # threshold to seed city
road_connect_interval=100 # ticks between city road connections
):
self.width = int(width)
self.height = int(height)
self.male_init = int(male_init)
self.female_init = int(female_init)
self.teacher_init = int(teacher_init)
self.forest_fraction = float(forest_fraction)
self.food_fraction = float(food_fraction)
self.baby_age_ticks = int(baby_age_ticks)
self.tick_rate = int(tick_rate)
self.top_builders = int(top_builders)
self.top_gatherers = int(top_gatherers)
self.city_scan_interval = int(city_scan_interval)
self.city_cluster_radius = int(city_cluster_radius)
self.city_building_threshold = int(city_building_threshold)
self.road_connect_interval = int(road_connect_interval)
# =========================
# Provenance logging
# =========================
def log_run(params: SimParams, seed):
global RUN_ID_COUNTER, PROVENANCE_LOG
RUN_ID_COUNTER += 1
base_record = {
"run_id": RUN_ID_COUNTER,
"timestamp_utc": datetime.utcnow().isoformat(timespec="seconds") + "Z",
"seed": int(seed),
"width": params.width,
"height": params.height,
"male_init": params.male_init,
"female_init": params.female_init,
"teacher_init": params.teacher_init,
"forest_fraction": params.forest_fraction,
"food_fraction": params.food_fraction,
"baby_age_ticks": params.baby_age_ticks,
"tick_rate": params.tick_rate,
"top_builders": params.top_builders,
"top_gatherers": params.top_gatherers,
"city_scan_interval": params.city_scan_interval,
"city_cluster_radius": params.city_cluster_radius,
"city_building_threshold": params.city_building_threshold,
"road_connect_interval": params.road_connect_interval,
}
payload = json.dumps(base_record, sort_keys=True)
sha = hashlib.sha512(payload.encode("utf-8")).hexdigest()
record = dict(base_record)
record["sha512"] = sha
PROVENANCE_LOG.append(record)
try:
with open(PROVENANCE_FILE, "a", encoding="utf-8") as f:
f.write(json.dumps(record) + "\n")
except Exception:
pass
def get_provenance_summary():
if not PROVENANCE_LOG:
return "No runs logged yet.", None
lines = []
for r in list(PROVENANCE_LOG)[-12:][::-1]:
line = (
f"#{r['run_id']} | seed={r['seed']} | "
f"size={r['width']}x{r['height']} | "
f"m={r['male_init']}, f={r['female_init']}, T={r['teacher_init']} | "
f"tick_rate={r['tick_rate']} | "
f"sha512={r['sha512'][:12]}..."
)
lines.append(line)
text = "\n".join(lines)
file_path = PROVENANCE_FILE if os.path.exists(PROVENANCE_FILE) else None
return text, file_path
# =========================
# Civilization simulation
# =========================
class Civilization:
def __init__(self, params: SimParams, seed=7):
self.params = params
self.rng = np.random.default_rng(int(seed))
H, W = params.height, params.width
self.grid = np.full((H, W), EMPTY, dtype=np.uint8)
self.age = np.zeros_like(self.grid, dtype=np.uint16) # age for babies/structures
self.food = np.zeros_like(self.grid, dtype=np.float32) # local food intensity (at cell)
self.tick = 0
# City state
self.city_ids = np.full((H, W), -1, dtype=np.int32) # -1 = none; else city id
self.city_registry = {} # id -> dict with center, members
self.next_city_id = 0
# Seed terrain
forest_mask = self.rng.random(self.grid.shape) < params.forest_fraction
self.grid[forest_mask] = FOREST
food_mask = (self.rng.random(self.grid.shape) < params.food_fraction) & (self.grid == EMPTY)
self.grid[food_mask] = FOOD
self.food[food_mask] = 1.0
# Seed population
empties = np.argwhere(self.grid == EMPTY)
self.rng.shuffle(empties)
idx = 0
for (y, x) in empties[idx:idx + params.male_init]:
self.grid[y, x] = MALE
idx += params.male_init
for (y, x) in empties[idx:idx + params.female_init]:
self.grid[y, x] = FEMALE
idx += params.female_init
# Seed teachers
for (y, x) in empties[idx:idx + params.teacher_init]:
self.grid[y, x] = TEACHER
idx += params.teacher_init
# Seed top agents
empties2 = np.argwhere(self.grid == EMPTY)
self.rng.shuffle(empties2)
tb = min(params.top_builders, len(empties2))
tg = min(params.top_gatherers, max(0, len(empties2) - tb))
for (y, x) in empties2[:tb]:
self.grid[y, x] = TOP_BUILDER
for (y, x) in empties2[tb:tb + tg]:
self.grid[y, x] = TOP_GATHERER
def _neighbors8(self, y, x):
H, W = self.grid.shape
for dy in (-1, 0, 1):
for dx in (-1, 0, 1):
if dy == 0 and dx == 0:
continue
yield (y + dy) % H, (x + dx) % W
def _any_food_nearby(self, y, x):
if self.food[y, x] > 0:
return True
for ny, nx in self._neighbors8(y, x):
if self.food[ny, nx] > 0:
return True
return False
def _global_counts(self):
g = self.grid
return {
"roads": int(np.sum(g == ROAD)),
"houses": int(np.sum(g == HOUSE)),
"shops": int(np.sum(g == SHOP)),
"buildings": int(np.sum(g == BUILDING)),
"foods": int(np.sum(g == FOOD)),
"forests": int(np.sum(g == FOREST)),
"cities": int(np.sum(g == CITY_CENTER)),
}
# -------- City detection and road connection --------
def detect_cities(self):
r = self.params.city_cluster_radius
H, W = self.grid.shape
new_centers = []
# scan for local building/builder clusters
for y in range(H):
y0, y1 = max(0, y - r), min(H, y + r + 1)
for x in range(W):
x0, x1 = max(0, x - r), min(W, x + r + 1)
window = self.grid[y0:y1, x0:x1]
bcount = np.sum(
(window == BUILDING) | (window == SHOP) | (window == HOUSE) |
(window == MALE) | (window == TOP_BUILDER)
)
if bcount >= self.params.city_building_threshold and self.grid[y, x] != CITY_CENTER:
new_centers.append((y, x))
# register centers
for (y, x) in new_centers:
cid = self.next_city_id
self.next_city_id += 1
self.grid[y, x] = CITY_CENTER
self.city_ids[y, x] = cid
self.city_registry[cid] = {
"center": (y, x),
"members": set([(y, x)]),
"last_connected": -9999
}
# assign nearby cells to city id for influence (simple radius-based membership)
for cid, meta in self.city_registry.items():
cy, cx = meta["center"]
y0, y1 = max(0, cy - r), min(H, cy + r + 1)
x0, x1 = max(0, cx - r), min(W, cx + r + 1)
region = [(yy, xx) for yy in range(y0, y1) for xx in range(x0, x1)]
for yy, xx in region:
self.city_ids[yy, xx] = cid
meta["members"].add((yy, xx))
def _bfs_path(self, start, goal):
# BFS on toroidal grid, preferring straight paths
H, W = self.grid.shape
sy, sx = start
gy, gx = goal
q = deque([(sy, sx)])
prev = {(sy, sx): None}
visited = set([(sy, sx)])
def neighbors(y, x):
# 4-neighborhood to keep roads straighter
return [
((y - 1) % H, x),
((y + 1) % H, x),
(y, (x - 1) % W),
(y, (x + 1) % W),
]
while q:
y, x = q.popleft()
if (y, x) == (gy, gx):
# reconstruct
path = []
cur = (gy, gx)
while cur is not None:
path.append(cur)
cur = prev[cur]
path.reverse()
return path
for ny, nx in neighbors(y, x):
if (ny, nx) not in visited:
visited.add((ny, nx))
prev[(ny, nx)] = (y, x)
q.append((ny, nx))
return [] # should rarely happen
def connect_city_roads(self):
# connect nearest pairs periodically
centers = [(cid, meta["center"]) for cid, meta in self.city_registry.items()]
if len(centers) < 2:
return
for i in range(len(centers)):
cid_a, (ay, ax) = centers[i]
# find nearest other center
d_best, j_best = 1e9, None
for j in range(len(centers)):
if i == j:
continue
cid_b, (by, bx) = centers[j]
d = abs(ay - by) + abs(ax - bx)
if d < d_best:
d_best, j_best = d, j
if j_best is None:
continue
cid_b, (by, bx) = centers[j_best]
# throttle connections
last_a = self.city_registry[cid_a]["last_connected"]
last_b = self.city_registry[cid_b]["last_connected"]
if (self.tick - last_a) < self.params.road_connect_interval and (self.tick - last_b) < self.params.road_connect_interval:
continue
path = self._bfs_path((ay, ax), (by, bx))
for (y, x) in path:
if self.grid[y, x] in (EMPTY, FOREST, FOOD):
self.grid[y, x] = ROAD
self.age[y, x] = 0
self.city_registry[cid_a]["last_connected"] = self.tick
self.city_registry[cid_b]["last_connected"] = self.tick
# -------- Main step --------
def step(self):
H, W = self.grid.shape
new_grid = self.grid.copy()
new_age = self.age.copy()
new_food = self.food.copy()
# Terrain regen and food diffusion-lite
new_food[self.grid == FOREST] += 0.01
new_food[self.grid == FOOD] += 0.005
new_food = np.clip(new_food, 0.0, 5.0)
# Global counts & bootstrap gate
counts = self._global_counts()
need_bootstrap = (counts["houses"] < 50) or (counts["shops"] < 20) or (counts["buildings"] < 5)
allow_road_widen = counts["houses"] >= 30 # hold road expansion until some housing exists
# Population consumption (Law of Sustenance)
pop_mask = (self.grid == MALE) | (self.grid == FEMALE) | (self.grid == BABY)
new_food[pop_mask] -= 0.01
new_food = np.clip(new_food, 0.0, 5.0)
# Momentum safety valves (disable structure decay during bootstrap)
base_mortality_p = 0.0005
base_decay_p = 0.0004
mortality_p = base_mortality_p
decay_p = 0.0 if need_bootstrap else base_decay_p
# City mechanics: detection and inter-city roads
if self.tick % self.params.city_scan_interval == 0:
self.detect_cities()
if self.tick % self.params.road_connect_interval == 0:
self.connect_city_roads()
for y in range(H):
for x in range(W):
cell = self.grid[y, x]
nb = [(ny, nx) for ny, nx in self._neighbors8(y, x)]
nb_cells = [self.grid[ny, nx] for ny, nx in nb]
candidates = [(ny, nx) for (ny, nx), c in zip(nb, nb_cells) if c == EMPTY]
# Mortality opens space
if cell in (MALE, FEMALE, BABY) and self.rng.random() < mortality_p:
new_grid[y, x] = EMPTY
new_age[y, x] = 0
continue
# Infrastructure decay opens space
if cell in (ROAD, HOUSE, SHOP, BUILDING, SCHOOL) and self.rng.random() < decay_p:
new_grid[y, x] = EMPTY
new_age[y, x] = 0
continue
# LAW: Sustenance — must eat or gather
if cell in (MALE, FEMALE, BABY) and not self._any_food_nearby(y, x):
# Prefer turning adjacent forest into food; else plant food
did_food = False
for ny, nx in nb:
if self.grid[ny, nx] == FOREST:
new_grid[ny, nx] = FOOD
new_food[ny, nx] += 0.7
new_age[ny, nx] = 0
did_food = True
break
if not did_food and candidates:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = FOOD
new_food[ty, tx] += 0.7
new_age[ty, tx] = 0
# Reproduction with environment bonus
if cell in (MALE, FEMALE):
if (MALE in nb_cells) and (FEMALE in nb_cells):
env_bonus = 0.01 * sum(1 for c in nb_cells if c in (FOOD, FOREST, ROAD, HOUSE, SHOP, BUILDING))
p_baby = min(0.03 + env_bonus, 0.25)
if candidates and self.rng.random() < p_baby:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = BABY
new_age[ty, tx] = 0
# Babies age into adults
elif cell == BABY:
new_age[y, x] = self.age[y, x] + 1
if new_age[y, x] >= self.params.baby_age_ticks:
# Bias babies near cities to spawn adults that support city growth
if self.city_ids[y, x] >= 0 and self.rng.random() < 0.6:
new_grid[y, x] = MALE if self.rng.random() < 0.55 else FEMALE
else:
new_grid[y, x] = MALE if self.rng.random() < 0.5 else FEMALE
new_age[y, x] = 0
# Builders (men): prioritize bootstrap densification, then city growth and connections
elif cell == MALE:
upgraded = False
# Bootstrap: must place structures first until minimum stock exists
if need_bootstrap and candidates:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
target = self.rng.choice([HOUSE, HOUSE, SHOP]) # bias to HOUSE
new_grid[ty, tx] = target
new_age[ty, tx] = 0
upgraded = True
else:
# City-aware priorities
cid = self.city_ids[y, x]
if cid >= 0 and candidates and self.rng.random() < 0.6:
# densify around city: build houses/shops/buildings
ty, tx = candidates[self.rng.integers(0, len(candidates))]
target = self.rng.choice([HOUSE, SHOP, BUILDING])
new_grid[ty, tx] = target
new_age[ty, tx] = 0
upgraded = True
# Upgrade structures
for ny, nx in nb:
ncell = self.grid[ny, nx]
if ncell == HOUSE and self.rng.random() < 0.08:
new_grid[ny, nx] = SHOP
new_age[ny, nx] = 0
upgraded = True
elif ncell == SHOP and self.rng.random() < 0.07:
new_grid[ny, nx] = BUILDING
new_age[ny, nx] = 0
upgraded = True
# Widen roads (only after some housing exists)
if allow_road_widen and candidates and any(self.grid[ny, nx] == ROAD for ny, nx in nb):
if self.rng.random() < 0.12:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = ROAD
new_age[ty, tx] = 0
upgraded = True
# Build new roads toward nearest city center if not in any
if not upgraded and cid < 0 and candidates and self.city_registry:
centers = [meta["center"] for meta in self.city_registry.values()]
cy, cx = min(centers, key=lambda c: abs(c[0]-y)+abs(c[1]-x))
ty, tx = min(candidates, key=lambda p: abs(p[0]-cy)+abs(p[1]-cx))
new_grid[ty, tx] = ROAD
new_age[ty, tx] = 0
upgraded = True
# If nothing else, general infrastructure
if not upgraded and candidates:
target = self.rng.choice([ROAD, HOUSE, SHOP])
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = target
new_age[ty, tx] = 0
# Light forest clearing
for ny, nx in nb:
if self.grid[ny, nx] == FOREST and self.rng.random() < 0.02:
new_grid[ny, nx] = EMPTY
new_age[ny, nx] = 0
# Gatherers (women): renewal cycle — harvest and replant
elif cell == FEMALE:
converted = False
for ny, nx in nb:
if self.grid[ny, nx] == FOREST:
new_grid[ny, nx] = FOOD
new_food[ny, nx] += 0.6
new_age[ny, nx] = 0
converted = True
break
if candidates:
# replant forest to maintain balance
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = FOREST
new_age[ty, tx] = 0
if not converted and candidates:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = FOOD
new_food[ty, tx] += 0.5
new_age[ty, tx] = 0
# Teachers: spawn schools conservatively
elif cell == TEACHER:
if candidates and self.rng.random() < 0.003:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = SCHOOL
new_age[ty, tx] = 0
# Top agents
elif cell == TOP_BUILDER:
# Bootstrap: elite guarantees density
if need_bootstrap and candidates:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = self.rng.choice([HOUSE, SHOP, BUILDING])
new_age[ty, tx] = 0
for ny, nx in nb:
ncell = self.grid[ny, nx]
if ncell == HOUSE:
new_grid[ny, nx] = SHOP
new_age[ny, nx] = 0
elif ncell == SHOP:
new_grid[ny, nx] = BUILDING
new_age[ny, nx] = 0
else:
# City-first densification; else push roads
cid = self.city_ids[y, x]
if cid >= 0 and candidates:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = self.rng.choice([HOUSE, SHOP, BUILDING])
new_age[ty, tx] = 0
elif allow_road_widen and candidates:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = ROAD
new_age[ty, tx] = 0
# Opportunistic upgrades
for ny, nx in nb:
ncell = self.grid[ny, nx]
if ncell == HOUSE:
new_grid[ny, nx] = SHOP
new_age[ny, nx] = 0
elif ncell == SHOP:
new_grid[ny, nx] = BUILDING
new_age[ny, nx] = 0
elif cell == TOP_GATHERER:
if candidates:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
target = self.rng.choice([FOOD, FOREST])
new_grid[ty, tx] = target
new_age[ty, tx] = 0
if target == FOOD:
new_food[ty, tx] += 0.6
for ny, nx in nb:
if self.grid[ny, nx] == FOREST:
new_grid[ny, nx] = FOOD
new_food[ny, nx] += 0.6
new_age[ny, nx] = 0
if candidates:
ty, tx = candidates[self.rng.integers(0, len(candidates))]
new_grid[ty, tx] = FOREST
new_age[ty, tx] = 0
# Age structures
if cell in (ROAD, HOUSE, SHOP, BUILDING, SCHOOL, CITY_CENTER):
new_age[y, x] = self.age[y, x] + 1
# Commit step
self.grid = new_grid
self.age = new_age
self.food = new_food
self.tick += 1
def render_image(self, scale=4):
H, W = self.grid.shape
img = np.zeros((H, W, 3), dtype=np.uint8)
for code, color in COLORS.items():
mask = (self.grid == code)
if np.any(mask):
img[mask] = np.array(color, dtype=np.uint8)
return np.repeat(np.repeat(img, scale, axis=0), scale, axis=1)
# =========================
# Engine controls
# =========================
def start_engine(width, height, seed,
male_init, female_init, teacher_init,
forest_fraction, food_fraction,
baby_age_ticks, tick_rate,
top_builders, top_gatherers,
city_scan_interval, city_cluster_radius,
city_building_threshold, road_connect_interval):
global SIM, RUNNING
params = SimParams(
width=width, height=height,
male_init=male_init, female_init=female_init, teacher_init=teacher_init,
forest_fraction=forest_fraction, food_fraction=food_fraction,
baby_age_ticks=baby_age_ticks, tick_rate=tick_rate,
top_builders=top_builders, top_gatherers=top_gatherers,
city_scan_interval=city_scan_interval, city_cluster_radius=city_cluster_radius,
city_building_threshold=city_building_threshold, road_connect_interval=road_connect_interval
)
with ENGINE_LOCK:
SIM = Civilization(params, seed=seed)
RUNNING = True
log_run(params, seed)
def loop():
global SIM, RUNNING
sleep_s = max(0.05, 1.0 / max(1, int(tick_rate)))
while RUNNING:
with ENGINE_LOCK:
if SIM is not None:
SIM.step()
time.sleep(sleep_s)
threading.Thread(target=loop, daemon=True).start()
return f"Engine started {int(width)}x{int(height)} | tick_rate={int(tick_rate)}/s"
def stop_engine():
global RUNNING
RUNNING = False
return "Engine stopped."
def reset_engine():
stop_engine()
globals()["SIM"] = None
return "Reset complete."
def compute_stability(pop, houses, shops, buildings, foods, schools, teachers):
capacity = houses * 2 + shops * 3 + buildings * 4 + schools * 2 + foods * 1
if pop <= 0:
return 0.0, "Empty"
base_ratio = capacity / float(pop)
stability = max(0.0, min(1.0, base_ratio / 4.0))
teacher_bonus = 1.0 + 0.03 * min(teachers, 20)
stability *= teacher_bonus
stability = max(0.0, min(1.0, stability))
if stability >= 0.7:
label = "Stable"
elif stability >= 0.4:
label = "At Risk"
else:
label = "Fragile"
return stability, label
def get_grid(scale):
with ENGINE_LOCK:
if SIM is None:
return None, "Engine not running."
img = SIM.render_image(scale=int(scale))
g = SIM.grid
counts = SIM._global_counts()
pop = int(np.sum(np.isin(g, [MALE, FEMALE, BABY])))
roads = counts["roads"]
houses = counts["houses"]
shops = counts["shops"]
buildings = counts["buildings"]
foods = counts["foods"]
forests = counts["forests"]
schools = int(np.sum(g == SCHOOL))
top_b = int(np.sum(g == TOP_BUILDER))
top_g = int(np.sum(g == TOP_GATHERER))
cities = counts["cities"]
teachers = int(np.sum(g == TEACHER))
guilds = int(np.sum(g == GUILD))
bootstrap = "ON" if (houses < 50 or shops < 20 or buildings < 5) else "OFF"
stability, stability_label = compute_stability(pop, houses, shops, buildings, foods, schools, teachers)
stats = (
f"Tick={SIM.tick} | Pop={pop} | Stability={stability:.2f} ({stability_label}) | "
f"Teachers={teachers} | Guilds={guilds} | Roads={roads} | Houses={houses} | Shops={shops} | "
f"Buildings={buildings} | FoodCells={foods} | Forests={forests} | Schools={schools} | "
f"TopBuilders={top_b} | TopGatherers={top_g} | Cities={cities} | Bootstrap={bootstrap}"
)
return img, stats
# =========================
# Preset scenarios
# =========================
def apply_preset(preset_name,
width, height, seed, tick_rate,
male_init, female_init, teacher_init,
forest_fraction, food_fraction,
baby_age_ticks,
top_builders, top_gatherers,
city_scan_interval, city_cluster_radius,
city_building_threshold, road_connect_interval):
# Start from current values
w = width
h = height
s = seed
tr = tick_rate
m = male_init
f = female_init
t = teacher_init
ff = forest_fraction
fd = food_fraction
bat = baby_age_ticks
tb = top_builders
tg = top_gatherers
csi = city_scan_interval
ccr = city_cluster_radius
cbt = city_building_threshold
rci = road_connect_interval
if preset_name == "Balanced City Growth":
w, h = 64, 64
s = 7
tr = 6
m, f, t = 120, 120, 3
ff, fd = 0.10, 0.06
bat = 8
tb, tg = 8, 8
csi, ccr, cbt, rci = 50, 2, 6, 100
elif preset_name == "No Teachers (Instinct Only)":
w, h = 64, 64
s = 11
tr = 6
m, f, t = 140, 140, 0
ff, fd = 0.12, 0.06
bat = 8
tb, tg = 8, 8
csi, ccr, cbt, rci = 50, 2, 6, 100
elif preset_name == "Teacher Surge (Guidance Heavy)":
w, h = 64, 64
s = 21
tr = 6
m, f, t = 110, 110, 18
ff, fd = 0.10, 0.06
bat = 8
tb, tg = 10, 10
csi, ccr, cbt, rci = 40, 2, 5, 80
elif preset_name == "Resource Shock (Sparse Food)":
w, h = 64, 64
s = 33
tr = 6
m, f, t = 120, 120, 4
ff, fd = 0.06, 0.02
bat = 8
tb, tg = 8, 8
csi, ccr, cbt, rci = 60, 2, 6, 120
elif preset_name == "Dense Grid (Urban Pressure)":
w, h = 96, 96
s = 5
tr = 8
m, f, t = 260, 260, 6
ff, fd = 0.08, 0.05
bat = 8
tb, tg = 12, 12
csi, ccr, cbt, rci = 40, 3, 8, 80
return (
int(w), int(h), int(s), int(tr),
int(m), int(f), int(t),
float(ff), float(fd),
int(bat),
int(tb), int(tg),
int(csi), int(ccr),
int(cbt), int(rci),
)
# =========================
# Gradio UI
# =========================
with gr.Blocks(title="Conscious Agent Civilization — Bootstrap Densification") as demo:
gr.Markdown("# Conscious Agent Civilization — Bootstrap Densification, Cities, and Roads")
with gr.Row():
width = gr.Slider(32, 256, value=64, step=16, label="Grid width")
height = gr.Slider(32, 256, value=64, step=16, label="Grid height")
seed = gr.Number(value=7, label="Seed", precision=0)
tick_rate = gr.Slider(1, 30, value=6, step=1, label="Ticks per second")
with gr.Row():
male_init = gr.Slider(10, 400, value=120, step=10, label="Initial males")
female_init = gr.Slider(10, 400, value=120, step=10, label="Initial females")
teacher_init = gr.Slider(0, 50, value=3, step=1, label="Initial teachers")
forest_fraction = gr.Slider(0.0, 0.6, value=0.10, step=0.02, label="Forest fraction")
food_fraction = gr.Slider(0.0, 0.3, value=0.06, step=0.01, label="Food fraction")
baby_age_ticks = gr.Slider(4, 24, value=8, step=1, label="Baby→Adult ticks")
with gr.Row():
top_builders = gr.Slider(0, 50, value=8, step=1, label="Top trained builders")
top_gatherers = gr.Slider(0, 50, value=8, step=1, label="Top trained gatherers")
with gr.Row():
preset = gr.Dropdown(
["Custom / manual", "Balanced City Growth", "No Teachers (Instinct Only)",
"Teacher Surge (Guidance Heavy)", "Resource Shock (Sparse Food)", "Dense Grid (Urban Pressure)"],
value="Custom / manual",
label="Scenario preset"
)
with gr.Accordion("City mechanics", open=True):
city_scan_interval = gr.Slider(10, 500, value=50, step=10, label="City scan interval (ticks)")
city_cluster_radius = gr.Slider(1, 6, value=2, step=1, label="City cluster radius")
city_building_threshold = gr.Slider(3, 30, value=6, step=1, label="City building threshold")
road_connect_interval = gr.Slider(20, 1000, value=100, step=20, label="Road connect interval (ticks)")
run_btn = gr.Button("Run simulation", variant="primary")
stop_btn = gr.Button("Stop")
reset_btn = gr.Button("Reset")
with gr.Accordion("Live grid", open=True):
scale = gr.Slider(1, 8, value=4, step=1, label="Display scale")
img_out = gr.Image(type="numpy", label="Grid")
stats_out = gr.Textbox(label="Stats", lines=3)
refresh_btn = gr.Button("Refresh grid")
with gr.Accordion("Run provenance (config + SHA-512)", open=False):
prov_text = gr.Textbox(label="Recent runs", lines=8)
prov_file = gr.File(label="Provenance log (.jsonl)")
prov_refresh = gr.Button("Refresh provenance")
# Wiring
run_btn.click(
start_engine,
inputs=[
width, height, seed,
male_init, female_init, teacher_init,
forest_fraction, food_fraction,
baby_age_ticks, tick_rate,
top_builders, top_gatherers,
city_scan_interval, city_cluster_radius,
city_building_threshold, road_connect_interval
],
outputs=[]
)
stop_btn.click(stop_engine, inputs=[], outputs=[])
reset_btn.click(reset_engine, inputs=[], outputs=[])
refresh_btn.click(get_grid, inputs=[scale], outputs=[img_out, stats_out])
demo.load(get_grid, inputs=[scale], outputs=[img_out, stats_out])
preset.change(
apply_preset,
inputs=[
preset,
width, height, seed, tick_rate,
male_init, female_init, teacher_init,
forest_fraction, food_fraction,
baby_age_ticks,
top_builders, top_gatherers,
city_scan_interval, city_cluster_radius,
city_building_threshold, road_connect_interval
],
outputs=[
width, height, seed, tick_rate,
male_init, female_init, teacher_init,
forest_fraction, food_fraction,
baby_age_ticks,
top_builders, top_gatherers,
city_scan_interval, city_cluster_radius,
city_building_threshold, road_connect_interval
]
)
prov_refresh.click(
get_provenance_summary,
inputs=[],
outputs=[prov_text, prov_file]
)
demo.load(
get_provenance_summary,
inputs=[],
outputs=[prov_text, prov_file]
)
if __name__ == "__main__":
demo.launch(server_name="0.0.0.0", server_port=7860)
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