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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?

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.

backlinks

computed from other records

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