January 29, 2013 Agent Based Modeling & SimCity
I’ve long loved SimCity, the original city-builder game. It’s a popular game over on Play the Past, too. I meant to talk about it during the lecture yesterday, but I got sidetracked. I draw your attention though to the new version of SimCity, to be released this spring: it runs as an agent-based model. And I’m willing to bet that it can be modded.
Over at Gamasutra (which you should be reading) they discuss the new engine architecture, which is called ‘GlassBox’. Look at some of its code:
unitRule mustardFactory
rate 10
global Simoleans in 1
local YellowMustard in 6
local EmptyBottle in 1
local BottleOfMustard out 1
map Pollution out 5
successEvent effect smokePuff
successEvent audio chugAndSlurp
onFail buyMoreMustard
end
Looks rather familiar, doesn’t it? Even if you don’t code, you can get a fair idea of what’s meant to happen. I do hope that the game comes out in time for us to talk about it in class. If not, well, I’ll certainly be playing it, plugging away with it, modding it….
Tags: agent based models, sim city
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- Posted under Memo from Dr. Graham, Week Four - Practical Necromancy & ABM
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KyleLagrandeur
said
I remember having an idea last semester, it may have been prompted by a tweet of yours, may have been from watching a dev video of SimCity. The idea essentially was to tinker around with monetary theories and labour theories in-game. For example, use of Marxist Labour currencies and the like. Hopefully it isn’t DRM-ed to high heaven, that would be unfortunate.