Welcome to the Creatures Wiki! Log in and join the community.

Difference between revisions of "Combination lobe"

From Creatures Wiki
Jump to navigation Jump to search
(Stub)
 
m
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
In [[Creatures Evolution Engine]] creatures, the '''combination lobe''' is where decisions are made.  Each row represents an action, and each column represents an object class, so a single neuron represents the decision to perform a particular action to a particular object class.  For example, there is a neuron for eating food.  Each neuron has inputs from several drives, with both negative and positive weight, representing the creature's current beliefs about which decisions alleviate which drives.  Each neuron also has an input from the [[vision lobe]] neuron corresponding to its row's object, weighted so that the creature is more reluctant to try to manipulate more distant objects, all else being equal; and from the [[verb lobe|verb]] and [[noun|noun lobe]] lobe neurons corresponding to its row and column, which causes the creature to prefer decisions that involve objects and actions that have been talked about recently; and from the [[smell lobe]], which also affects the creature's interest in each object class.
+
In [[Creatures Evolution Engine]] creatures, the '''combination lobe''' is where decisions are made.  Each row represents an action, and each column represents an object class, so a single neuron represents the decision to perform a particular action to a particular object class.  For example, there is a neuron for eating food.  Each neuron has inputs from several drives, with both negative and positive weight, representing the creature's current beliefs about which decisions would alleviate which drives.  Each neuron also has an input from the [[vision lobe]] neuron corresponding to its row's object, weighted so that the creature is more reluctant to try to manipulate more distant objects, all else being equal; and from the [[verb lobe|verb]] and [[noun|noun lobe]] lobe neurons corresponding to its row and column, which causes the creature to prefer decisions that involve objects and actions that have been talked about recently; and from the [[smell lobe]], which also affects the creature's interest in each object class.
 +
 
 +
The [[Creatures Full of Edits]] have a change to the input from overwriting previous knowledge stored in the combination lobe to adding to it ([https://web.archive.org/web/20151104012709/http://creatures.virtualheaven.nl/r/Norn%20Full%20of%20Edits_%20-%20Gameware%20Development.htm source]), resulting in better memory.
  
 
== External Links ==
 
== External Links ==
* Gameware's article on [http://www.gamewaredevelopment.com/cdn/CDN_more.php?CDN_article_id=108 how creatures sense their environment]
+
* Gameware's article on [https://web.archive.org/web/20170814232150/http://www.gamewareeurope.com/GWDev/cdn/CDN_more.php?CDN_article_id=108 how creatures sense their environment]
  
 
== See Also ==
 
== See Also ==
Line 9: Line 11:
  
 
{{Stub}}
 
{{Stub}}
 +
 +
[[Category:Brain]]

Latest revision as of 00:51, 4 February 2022

In Creatures Evolution Engine creatures, the combination lobe is where decisions are made. Each row represents an action, and each column represents an object class, so a single neuron represents the decision to perform a particular action to a particular object class. For example, there is a neuron for eating food. Each neuron has inputs from several drives, with both negative and positive weight, representing the creature's current beliefs about which decisions would alleviate which drives. Each neuron also has an input from the vision lobe neuron corresponding to its row's object, weighted so that the creature is more reluctant to try to manipulate more distant objects, all else being equal; and from the verb and noun lobe lobe neurons corresponding to its row and column, which causes the creature to prefer decisions that involve objects and actions that have been talked about recently; and from the smell lobe, which also affects the creature's interest in each object class.

The Creatures Full of Edits have a change to the input from overwriting previous knowledge stored in the combination lobe to adding to it (source), resulting in better memory.

External Links[edit]

See Also[edit]

Editnorn.png This stub could use more information.