PereGaea

Laslo Godel


TACTICS



 

Up until now the Dynism has only been able to determine an Object's distance using absolute size information stored in its ROM, or through stereoscopic vision. A variant of the Mapper which enables them to `assemble' visual Stimuli into Objects now also allows the Dynism to determine angular separation between them, if only at this stage in the horizontal plane. This simple capability, as we will now see, becomes the foundation for the evolution of several major ones.



The drawing on the left  is the one above translated into plan view. The three crude radial distances, Close, Near, and Far, are all the Dynism will need, even when it develops more advanced capabilities. Similarly with visual angles, these need not be any more precise than those you see here. The drawing on the right is equivalent drawing, except that radial distance is represented logarithmically and visual angle via sectors. I will use either version of these `Tactical Maps' where appropriate to describe the Dynisms new abilities.


In the situation depicted above, the same as that we saw in `Decisions', the Dynism is confronted by two Predators. Rather than Decide however, the Dynism now extracts a Tactical Map. If it has evolved a ROM template to this Map, this will now cause it to turn round and run along a line that passes halfway between the two Predators, not some angle to it. If the two Predators are Near, but at a sufficiently wide visual angle from each other, another Template may allow it to run between them and perhaps escape that way.



These Maps now become able to record the relative locations of any other object, RAM or ROM. Far sectors record only large objects, closer ones successively smaller ones. At this stage the Maps are not matched to templates however, their sole purpose is to allow the Dynism to pick its way more rapidly through closely-spaced inanimate objects, such as a Forest or field of Boulders. Up until now it could only move slowly through these using its simple avoidance reflexes and its Target Map. But by extracting a new Tactical Map each time a new object enters a sector, it can now in effect `plan a route' through them as it proceeds by moving towards empty sectors. If there is none, it must once more rely on its Target Map to find its way forward. 

 
Tactical Maps may also help a Dynism to more easily avoid Negative Objects such as Holes or Ponds in its Terrain, or Chasms that may drop to one or other side of it.



In their next evolutionary phase, Tactical Maps now extend right round the Dynism and can become rotationally `decoupled' from it. By this I mean that, while they remain fixed in position relative to the Dynism, they need no longer rotate with it. Instead they become fixed relative to some `Landmark Object' defined by one or the other of these ROM Production Rules: 


 
1. Large Landmark objects must be solitary relative to all others in the Visual Field (e.g.: a Mountain Peak, or even a Tree)

2. Small Landmark Objects must not only be solitary, but have a Universal shape like a Cube, Sphere, Diamond or Rectangular Block (some Rocks or Boulders might qualify).

 
Such Maps allow the Dynism to acquire many additional capabilities. For instance, in turning to run from a pair of Predators as before, it may discover a third standing behind it. The Dynism may now evolve a Map Template to cover this situation. If two of the Predators are slightly closer to each other than the third, it may match its Map of the situation to this template by rotating it, perhaps also rotating itself as it does so. This will then induce it to dash between the most widely separated pair.



Just as such Maps can be used defensively, they can also be used offensively against Prey. Three Dynisms may now surround a Prey equilaterally, then move in, weaving from side to side as they do to further reduce the risk of its escape.

While this may work reasonably often using ROM Templates, it is too inflexible to cope with any variations that may arise, like irregularities in the Terrain. The Dynism will eventually develop RAM Templates, acquiring these via experience rather than Evolution. This can happen in a number of ways. Firstly, young Dynisms can become ROM-driven to take turns at behaving like Prey and Predator during their Free Time. Second, if Dynisms have a Heirachy, the lowest-ranked Dynisms may be treated as Prey, though they may not actually be killed.
 
 
The third possibility, and perhaps the most important, is the ability to observe and copy the Actions of others, something we will look at in depth in the next chapter. Indeed, as we will see, most of their ROM Maps and Actions may atrophy and be replaced by experientally-derived ones. The Dynism then begins to move from being a creature of Instinct to one of Habit.

These new Maps also go into the RAM as they are created, just as Action Sequences do. They too are interspersed with Decisions and Gain Loss Flags. This means that as the Dynism proceeds through its Terrain, the succession of interlinked Maps it extracts reflects this `route'. They can then be processed in exactly the same way as any other Sequence. Decisions here though represent previously traveled Route Sequences meeting at a junction, Gain and Loss Flags may be inserted where a Route Sequence contains Lairs of Predators or Prey. They may also be inserted at those points where energy must be consumed at a high rate, or Components are stressed close to their limit. Like Action Sequences, Route Sequences can also circle back on each other as Loops.




The list of Landmark Object also grows by extending into the RAM. This allows more generalized Features to develop according to a particular Terrain. For instance, a Cave in a Cliff may become a Lair for a Dynism, or even a Heirachy if sufficiently large, to provide better protection from Predators or even the Elements of PereGaea itself. The Route Sequences may develop to the point where they all ultimately lead back to a `Home Lair', and may even come to include temporary Refuges a Dynism can scamper into if pursued by a Predator.

 
The limits to a Dynisms `Territory' within its local Terrain may be determined by a number of things, like the size of its RAM, the capabilities of its Body, and the risk of losing touch with any Heirachy it may belong to. Such Territories might be developed and explored by Young in their Free Time, perhaps accompanied by Adults for protection and guidance.

 
Tactical Maps may also be incorporated into a Dynism Heirachy itself. Individual Dynisms may score Credits if they discover a Prey Lair and can lead others to it, especially any they are Pair-Bonded to. Bonded Groups may also develop the ability to drive larger Prey into Traps formed by particular Terrain features like blind valleys, or even drive Predators over Cliffs. Their increased mutual Credits may then allow them to `do battle' as a Group within their larger Heirachy, so that they then come to lead it. 

Yet, as I said earlier, the Tactical Maps that allow Dynisms to do all these things need not themselves evolve beyond the simple structures with which they began. They may not allow a `precise' mapping of a Terrain in the way we understand it with our `grids', but they are less prone to error, especially cumulative ones. Their simplicity and flexibility may therefore be far more likely to produce Gains for a Dynism than exactitude.



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