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Can Creatures be capable of corruption?   
SlimeTV

SlimeTV
United States  


  10/11/2015

This is a question that's been floating in my head for a while, can creatures and or grandoids be capable of corruption? Like, can they do something wrong and know that it's wrong but do it anyway? can they do something wrong and they get no chemical response from there brain saying that its a good idea but just do it 'just because'? and will grandoids be able to do that? Honestly i'm kinda scared to have a norn pop up in my world with a brain developed enough to take on the concept of corruption..another thing that popped up in my head is that creatures can discriminate against one another, like fallow norns can be hateful against civet norns and vice versa, or ettins going around, looking for places to hide because they know if they get caught they'll be beaten by norns and grendels simply because they are ettins?

"Nuh-uh-uh girl, you do NOT need another pet simulator-"

 
SpaceShipRat

SpaceShipRat



  10/11/2015

Well, they're too innocent to have ethics really. It's like a cat, you can't really say it's being mean if it kills a mouse or a bird, it's just being a cat.

And they totally are racist in c1 to c3, because they can't tell memebrs of other species apart, it's all the same to them, the engine labels them "grendel" or "norn" and that's all they can see. If they have a bad time with a grendel, they're going to go around thinking that all grendels are mean and scary.

 
evolnemesis
Code Monkey

evolnemesis



  10/11/2015

Not entirely true, there is something in their brains that actually lets them recognize individual creatures, and works to suppress their idea to hit members of that species, or to be nice to members of that species, when it comes to that individual... It's tied to their friend/foe lobe. They have tracts from their friend/foe lobe to their decision lobe that will reduce any thought they come up with that it's a good idea to hit someone if they like that individual, based on how much they like them, and likewise ones that will suppress their desire to do a friendly interaction if they dislike that individual, based on the level of dislike.

So, while they may form a concept that all grendels are bad from being attacked by one, they can still like a friendly grendel they met before, and not be inclined to hit them like they would other grendels after such an incident... and of course being friendly with this one could then start to change their mind about all grendels. It actually works a lot like prejudice that is observed in animals and people... having intimate contact and a personal relationship with a member of another group can turn around prejudice... and this specific member can be thought of differently than all the rest... they can be 'one of the good ones', liked even if the rest of their group is hated... and interacting with them enough can help change these prejudices against their group.

I had a group of vicious hardman norns, used to generations of war with a group of aggressive dark banshee grendels, who remarkably adopted and lived with one of them... He had started to like all norns (after figuring out that the results of attacking them were not at all healthy or pleasant...) and he'd be nice to them, so they all started to really like him and didn't attack him. Even all the new children and adolescents that met him started to like him pretty quickly... Yet they were still able to hunt down the very mean and scary dark banshees on the rest of the ship and had no problem fighting them.


"For small creatures such as we, the vastness is bearable only through love."
"We are a way for the cosmos to know itself." - Carl Sagan

 
SpaceShipRat

SpaceShipRat



  10/11/2015

Ah, cool! I thought that that particular system to recognize individuals wasn't actually implemented. But I never really read up on it, is there any article or blog post explaining it?
 
evolnemesis
Code Monkey

evolnemesis



  10/11/2015

Not particularly that I know of, I discovered it when looking at the rules in their brains when working on CFF... the genes in question are 3 brain tracts near the end of the genome, called like forf->decn: bad action inhibitor (or good action inhibitor)

Examination of the state rules, and the neurons the tracts link to, using the brain vat tool, showed that the two good action inhibitors link to sections of their brains regarding the decision to push and pull, respectively... and inhibit the desire to do either of those things a creature they dislike based on the level of dislike... and the bad action inhibitor inhibits their desire to hit a creature they like in the same way (with a caveat in the hitting one built in for creatures who have 'grendel nitrate' in their systems to ignore this friend/foe based hitting suppression... Grendelish creatures, unlike the rest, are not inhibited from hitting creatures they like).

These inhibitors are not likely to show much effect in non-CFE/CFF C3/DS creatures though, since without Vampess' CFE brain edits, creatures actually forget all learning and friend or foe relationships whenever they go to sleep.

I pretty much copied the exact working of one of these tracts to come up with my 'full->decn: overeating inhibitor' tract in CFF, which links their new fullness lobe with the neurons in the decision lobe responsible for any decision to eat, suppressing them based on how full they are.


"For small creatures such as we, the vastness is bearable only through love."
"We are a way for the cosmos to know itself." - Carl Sagan

 
Dragoler
Wrong Banshee

Dragoler


 visit Dragoler's website: TWB Development Thread
  10/11/2015

On the subject of corruption, creatures might not be capable of empathy but they also have no reason to knowingly perform actions that do nothing good for them.

When humans perform "bad" actions we do it because it has some kind of benefit to us, such as the fulfillment of a drive or a short term resource gain.

If you put your hand in a fire and get burned, you wouldn't do it again. If you did something that made you feel nothing you would probably get bored quickly and not care to do that again ether... though if you genuinely felt nothing you are also probably depressed.


Creator of the TWB/TCB genome base.

 
GimmeCat

GimmeCat



  10/11/2015  1

No computer program in existence can do things it wasn't specifically programmed to do. So if there is no stimulus or chemical interaction that would trigger a certain behaviour or response, then it cannot happen because it's a non-existent scenario.

Norns can no more do things "just because" than they could leave the world of Albia and start walking around on your desktop. :)

 
Hellfrozeover
Tartan Badger

Hellfrozeover


 visit Hellfrozeover's website: Sims for Breakfast
  10/20/2015

Yes, my harlequin ran an illegal betting syndicate out of the ettin meso.

DUNDUNDUUUUUN!
 
SpaceShipRat

SpaceShipRat



  10/20/2015  2

this is also somewhat true of animal brains though, I don't think you will ever take an action that your brain hasn't calculated has a positive outcome to you, or avoids a negative outcome.

Even something that seems detrimental, like giving to charity, makes you feel nice (or possibly guilty if you don't). Or taking risks like extreme sports, just gives you such an adrenaline rush that it seems worth it.

We have much less free will that we think we have.

 


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