Active skills define what agents evolve to do. No skills = random movement, no learning.
Adds food sensors. Pellets are competitive — only the first agent to reach one eats it. Keep eating or you starve. Click the canvas to drop food.
Paint a zone (arm the Zone tool, brush the canvas — any shape). Agents race to pack it; holding a spot keeps you alive, seatless agents starve.
Agents chase your mouse — move the cursor over the canvas and the whole swarm follows it.
Pack mentality — agents are rewarded for staying close to each other (cohesion), so they evolve to travel together as a flock/swarm. They still avoid landing exactly on top of one another.
Rewards agents for maintaining a viable, coherent Lenia body. Fitness scales with the viability of the current body parameters — agents that stay structurally sound score higher.
Rewards agents for actively reshaping their body parameters each tick. Static bodies score nothing; agents that continuously tune their Lenia kernel (mu/sigma) in response to context earn a bonus.
Color cohesion — agents are rewarded when their brain-driven body color matches nearby neighbors. Over time packs converge on a shared color, so the swarm develops a visible group identity.
Rewards an agent for GAINING body mass while its nearby neighbors LOSE it — i.e. absorbing them. Uses the real measured body mass, so it only does anything when Body sense = Measured (and live GPU mass is flowing); otherwise it is inert.
Rewards an agent for HOLDING its body mass when crowded by neighbors instead of bleeding mass to them. Uses the real measured body mass, so it only does anything when Body sense = Measured (and live GPU mass is flowing); otherwise it is inert.
Rewards agents whose cosmetic Lenia wave (its heritable hue/speed/scale genes) is DISTINCT from the rest of the population — novelty selection. Lineages diverge into visibly different wave styles instead of all looking alike. Purely cosmetic: it steers the wave's look, never the growth rule.
No skills active — agents move randomly with no learning.
No skills active — agents move randomly. Add a skill (e.g. Explore or Food) to start selection.