one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

definition

Owns population counts per species (aggregate) or individual animals (agent-based) and a directed feeding graph of who eats whom. Each tick prey grow toward a carrying capacity set by plants or habitat, predators remove prey in proportion to encounters, and predators reproduce from food eaten and starve without it. The Lotka-Volterra form, published by Volterra in 1926, has prey growing at rate a and consumed at rate b times predators, and predators converting prey into growth while dying at a constant rate; the result cycles without damping. Games add carrying capacity, starvation, migration, and respawn so species do not drift to extinction. SimLife and Species: Artificial Life, Real Evolution let creatures eat each other on a shared map; Eco simulates plant and animal populations that players can overhunt; Viva Pinata attracts visitors and predators according to garden contents. Inputs are species, habitat, and harvesting; outputs are population trajectories.

player experience

Tending a system the player cannot command. Adding a predator to fix overgrazing can crash the herbivores and then starve the predator a few generations later. The player learns to act through balance and delay, watches population graphs, and feels responsible when a species disappears.

design levers

  • feeding graph topology: number of species, diet breadth, and omnivores
  • prey growth rate and carrying capacity from plants or habitat
  • predation efficiency and conversion of food into offspring
  • starvation and natural death rates, and the minimum population before extinction
  • immigration or respawn rules that rescue extinct species
  • aggregate populations versus individually simulated animals

failure modes

  • Undamped predator-prey cycles drift until a population hits zero, so ecosystems collapse without any player error.
  • Hidden population floors or respawns added to prevent extinction make overhunting consequence-free.
  • Long delays between action and population response hide cause and effect, so players read crashes as random.

dynamics

  • Trophic cascades: removing a top predator lets herbivores strip vegetation, which lowers carrying capacity for everything.
  • Player hunting or harvesting acts as an extra predator and can tip a stable cycle into collapse.
  • Coupled with habitat or climate change, species ranges shift and new feeding links form.

open questions

  • Can learned behavior models give individually simulated animals plausible foraging and avoidance at ecosystem scale without hand-written AI?
  • Which visualizations make delayed predator-prey feedback legible without population graphs?

appears in

the paper, 2 sections · 1 chapter
paper

4. A grammar of simulation games

linked in this section of the paper

paper
paper

5. The structure of the design space

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under environment & ecology, with its summary

book
ch 5
book

relations

2 stored edges
synergy

Habitat suitability

Habitat defines which species can co-occur, which sets the possible food webs.

synergy

Natural selection

Predation supplies selective pressure; selection reshapes the food web over generations.

sources

1
Vito Volterra (1926-10-16). Fluctuations in the Abundance of a Species considered Mathematically. Nature 118:558-560

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m5taxonomy