Babylon Development Update: Expanding Contradiction Systems
Greetings Babylon followers! We’ve been hard at work expanding the core systems that drive societal progression in our historical materialism simulation. Let’s dive into what’s new.
Enhanced Contradiction Analysis
The heart of Babylon is the dialectical contradiction system - the way the game models the conflicts and resolutions that emerge from social forces interacting. We’ve greatly expanded our tools for analyzing and visualizing these contradictions (contradiction_analysis.py
):
- Added network graph visualization to show the web of relationships between entities like social classes, economic actors, and political factions.
- Implemented dialectical mapping to chart the intensity and progression of key contradictions over time.
- Enhanced tracking of contradiction intensity and history for a more dynamic simulation.
Robust Entity Management
To populate our simulated world with a rich set of interacting entities, we’ve been expanding our entity management systems:
- The entity registry (
entity_registry.py
) now supports removing entities and has better type safety for entity lookups. - Our game loop (
__main__.py
) now includes an event queue for triggering entity actions and detecting contradictions. - We’ve added more parsing support in
contradiction_parser.py
for loading entity data and relationships from our game data files.
Smarter Game Loop
Tying together the various game systems is our core simulation loop. Recent improvements include:
- An event-driven architecture with a queue for triggering entity behaviors and state updates.
- Detection and resolution of dialectical contradictions that arise during simulation.
- Tracking of key game state to be able to analyze the simulation as it progresses.
Performance Metrics Tracking
To help profile and optimize our simulation, we’ve instrumented our code with a variety of performance metrics:
- The
MetricsCollector
class (collector.py
) now tracks things like object access frequency, token usage, cache hits/misses, query latency, and memory usage. - We can use the metrics to identify hot paths in the simulation that may need optimization as well as potential objects to cache.
- Metrics are logged to
/logs/metrics
for later analysis and visualization.
Looking Ahead
We’re continuing to flesh out the details of core game systems like skills, organizations, and military mechanics (see TODO.md
and IDEAS.md
for our working task lists). Expect to see more game assets landing in the /game
data directories.
We’re excited about the foundation we’ve built and look forward to sharing more about the living world of Babylon as development progresses. Until next time!