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A simulation of mouse-oids being about their business of eating, being eaten, reproducing and dying

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moids

A simulation of mouse-oids being about their business of eating, being eaten, reproducing and dying.

Running the thang locally

git clone <this repo>
cd moids
npm install
npm run dev

Elevator pitch

Hva er Moids?

Moids er en økosystem/populasjonsdynamikk-simulator, som passer for ungdomsskolen og oppover. Den lar elevene utforske og leke seg med:

  • Betydningen av populasjonsstørrelse på miljøet
  • Interaksjon mellom rovdyr og byttedyr
  • Endring i genetikk over tid, i en populasjon (genetisk drift)

Appen kjører i nettleseren, er godkjent for bruk i Osloskolen og krever ikke innlogging. PowerPoint og oppgavene er tilpasset naturfag vg1, men skal være greit å forenkle. Her er lenker til ressursene:

Explaining the attributes

Each moid and foxoid have the following attributes, which you can set in the config:

  • energy - how much energy the oid has at a given moment. When this goes below 0, the oid dies.
  • size - the maximum amount of energy an oid can store. Excess energy gained through feeding is lost.
  • metabolicRate - the energy cost per simulation tick, to stay alive
  • feedingEfficiency - how much of the available food can the oid utilize per tick, e.g. if this value is 100, and a moid has 0.4 feedingEfficiency, 40 grass can be eaten on that tick. The next tick, the moid can eat (100 - 40) * 0.4, and so on, until there is no more grass left to eat (see keepMovingThreshold).
  • foodEnergyConversion - how much of the food ingested is turned into energy. e.g. if a moid has ingested 40 grass (after feedingEfficiency has been applied), a foodEnergyConversion value of 0.3 will give the moid 40*0.3 energy.

Each moid and foxoid have the following genetic attributes. The initial value of these can't be changed by the user. However, on reproduction there is cointoss from which parent a genetic attribute is inherited. Also, see mutationRate below.

  • keepMovingThreshold - If there is less than this amount of energy available (grass for moids, or moids for foxoids), the oid won't bother with eating, but will move instead
  • energyGivenToOffspring - the ratio of own body energy given to offspring at reproduction. E.g. a moid with energyGivenToOffspring of 0.4 and an energy level of 300 will donate 300*0.4 energy to it's offspring. Both of the two parents are subject to this energy loss.
  • sufficientEnergyLevel - Used to calculate minimum energy required to reproduce. E.g. a moid with size 500 and sufficientEnergyLevel 0.2 will only reproduce if current energy is > 100.
  • mutationRate - When passing on attributes to offspring, what's the chance of a mutation occurring? mutationRate of 0.1 = 10% chance.
  • mutationImpact - When a mutation occurs, how much does the attribute change? mutationImpact of 0.1 will cause a mutation of +/-10%.

TODO

  • Mouseover info on attributes, explaining what the various vars mean
  • Deploy select could change the mouse pointer, giving a clear indication of what you're currently able to deploy

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A simulation of mouse-oids being about their business of eating, being eaten, reproducing and dying

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