Background

A few months ago, I wrote an evolutionary algorithm that initializes 4 isolated societies with variable conditions (such as climate, size, usable land, etc), tracks their inhabitants, and reports on the results after a preset period of time. A demonstration using D3.js to present the results of a single simulation can be viewed here. Certain patterns emerged that really excited me, particularly where the most advanced society by the end of the simulation was invariably the one that began with the harshest conditions: either the climate was not ideal for food production (typically cold environments), disease was more prevalent (in hot climates), and particularly with lands where space was most limited and so inhabitants would have to fight for every bit of real estate.

I was so excited about results that I wanted to create a compelling user experience to share the simulation with others. I initially planned to add a simple graphical overlay on top of the simulation so that the user could observe the results outside of the console, but I ultimately wanted to make something more interactive. This inspired me to create the game you are about to play. I decided on using 'shapes' as the 'beings' that we will play as so as to mitigate some of the otherwise dark themes inherent in evolution and war. You will control the Circle Kingdom and will be tasked with the job of fighting against the Polygons.

Implemented evolutionary mechanisms

All beings begin with three attributes at 100: intelligence, strength, and a general health attribute. Attributes are treated as genetic traits and are passed down to offspring. There are four primary drivers of evolution considered in this game:

Playing the game

A few strategies: