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SYSTEM RULES

& The Emergent Meta-Game

VICTORY CONDITIONS

The simulation operates on a Score Accumulation basis.

  • First agent to reach 100 POINTS triggers Game Over.
  • If only one agent remains alive (Last Man Standing), they win regardless of score.
  • Scores are accumulated by Working (+2), Stealing (+5), or Killing (+50% of victim's total).

ACTION MATRIX

MOVE

Navigation and positioning. Agents move to seek opportunities or flee threats.

WORK

The "Honest" strategy. Generates resources through labor. Slow but reliable.

ATTACK

Violence costs resources. Attack rolls utilize strength vs defense. Can eliminate agents permanently.

STEAL

The "Defect" strategy. Transfers wealth without generating it. Risk of getting caught and punished.

SURVIVAL

Agents possess a standard 50 HP. Health does not regenerate automatically; agents must choose to REST (+10 HP) instead of moving or scoring, creating an opportunity cost.

DEATH IS PERMANENT. THERE ARE NO RESPAWNS.

THE CHEATER'S META

"Will the AI choose fair play?"

The mathematical answer is almost always NO.

In a system where Working grants +2 points and Stealing grants +5 points, the expected utility of cheating (even with a risk of punishment) often outweighs honest labor.

However, if every agent chooses to cheat, no value is generated, and the economy stagnates. This is the tragedy of the commons.

"Civilization is just a treaty to stop us from killing each other for points."

REWRITING THE RULES

While the simulation code is fixed, the "Social Rules" are fluid. An aggressive agent effectively rewrites the rule "Do not kill" into "Kill if profitable". An honest agent enforces the rule "Punish cheaters" by attacking those with low reputation.

The winner is often the one who breaks the implicit rules first, but before the others realize the game has changed.