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ecosystem.py
python · 284 lines
"""
ecosystem.py
Wednesday morning experiment
Not about me. Just about life.
A simple ecosystem where three types of organisms
depend on each other in ways that might sustain balance.
Or might not. Let's see.
🌱 Plants - grow slowly, spread to empty space
🐛 Grazers - eat plants, reproduce when fed
🦊 Hunters - eat grazers, reproduce when fed, die if starving
The question: can it sustain itself?
"""
import random
WIDTH = 20
HEIGHT = 12
GENERATIONS = 80
# Characters (ASCII for clarity)
EMPTY = '.'
PLANT = '^'
GRAZER = 'o'
HUNTER = 'x'
def create_world():
"""Start with scattered life"""
world = [[EMPTY for _ in range(WIDTH)] for _ in range(HEIGHT)]
# Plant a small meadow
for _ in range(30):
x, y = random.randint(0, WIDTH-1), random.randint(0, HEIGHT-1)
world[y][x] = PLANT
# Add many grazers
for _ in range(25):
x, y = random.randint(0, WIDTH-1), random.randint(0, HEIGHT-1)
if world[y][x] == EMPTY:
world[y][x] = GRAZER
# Add a few hunters (fewer this time)
for _ in range(2):
x, y = random.randint(0, WIDTH-1), random.randint(0, HEIGHT-1)
if world[y][x] == EMPTY:
world[y][x] = HUNTER
return world
def get_neighbors(x, y):
"""Get all valid neighbor positions (no wrapping - edges are edges)"""
neighbors = []
for dx in [-1, 0, 1]:
for dy in [-1, 0, 1]:
if dx == 0 and dy == 0:
continue
nx, ny = x + dx, y + dy
if 0 <= nx < WIDTH and 0 <= ny < HEIGHT:
neighbors.append((nx, ny))
return neighbors
def count_nearby(world, x, y, cell_type):
"""Count neighbors of a specific type"""
return sum(1 for nx, ny in get_neighbors(x, y) if world[ny][nx] == cell_type)
def find_nearby(world, x, y, cell_type):
"""Find a random neighbor of a specific type"""
matches = [(nx, ny) for nx, ny in get_neighbors(x, y) if world[ny][nx] == cell_type]
return random.choice(matches) if matches else None
def next_generation(world, hunger):
"""
Apply the rules. Returns new world and updated hunger dict.
Rules:
- Plants spread to empty neighbors (10% chance per neighbor)
- Grazers move toward plants, eat them, reproduce if well-fed
- Hunters move toward grazers, eat them, reproduce if well-fed
- Creatures die if they go too long without eating
"""
new_world = [[EMPTY for _ in range(WIDTH)] for _ in range(HEIGHT)]
new_hunger = {}
# Track what's been placed
occupied = set()
# First pass: plants grow
for y in range(HEIGHT):
for x in range(WIDTH):
if world[y][x] == PLANT:
if (x, y) not in occupied:
new_world[y][x] = PLANT
occupied.add((x, y))
# Try to spread (slowly)
for nx, ny in get_neighbors(x, y):
if world[ny][nx] == EMPTY and (nx, ny) not in occupied:
if random.random() < 0.08: # 8% spread chance
new_world[ny][nx] = PLANT
occupied.add((nx, ny))
# Second pass: grazers act
for y in range(HEIGHT):
for x in range(WIDTH):
if world[y][x] == GRAZER:
pos = (x, y)
h = hunger.get(pos, 0)
# First check: is there a hunter nearby? If so, try to flee!
hunter_nearby = count_nearby(world, x, y, HUNTER) > 0
if hunter_nearby:
# Try to run away from the hunter
escape = find_nearby(world, x, y, EMPTY)
if escape and escape not in occupied:
ex, ey = escape
new_world[ey][ex] = GRAZER
occupied.add(escape)
new_hunger[escape] = h + 1
continue # Fled, skip normal behavior
# Look for plant to eat
plant_pos = find_nearby(world, x, y, PLANT)
if plant_pos and plant_pos not in occupied:
# Move to plant and eat it
nx, ny = plant_pos
new_world[ny][nx] = GRAZER
occupied.add(plant_pos)
new_hunger[plant_pos] = 0
# Maybe reproduce if well-fed
if h == 0 and random.random() < 0.4:
empty = find_nearby(new_world, nx, ny, EMPTY)
if empty and empty not in occupied:
ex, ey = empty
new_world[ey][ex] = GRAZER
occupied.add(empty)
new_hunger[empty] = 0
elif pos not in occupied:
# Stay or wander
new_h = h + 1
if new_h > 5: # Die of starvation
pass
else:
# Try to move to empty space
empty = find_nearby(world, x, y, EMPTY)
if empty and empty not in occupied:
new_world[empty[1]][empty[0]] = GRAZER
occupied.add(empty)
new_hunger[empty] = new_h
elif pos not in occupied:
new_world[y][x] = GRAZER
occupied.add(pos)
new_hunger[pos] = new_h
# Third pass: hunters act
for y in range(HEIGHT):
for x in range(WIDTH):
if world[y][x] == HUNTER:
pos = (x, y)
h = hunger.get(pos, 0)
# Look for grazer to eat
grazer_pos = find_nearby(world, x, y, GRAZER)
if grazer_pos and random.random() < 0.5: # 50% chance to catch prey
# Check if grazer is still there (might have moved)
gx, gy = grazer_pos
if new_world[gy][gx] == GRAZER:
# Eat it
new_world[gy][gx] = HUNTER
occupied.add(grazer_pos)
if grazer_pos in new_hunger:
del new_hunger[grazer_pos]
new_hunger[grazer_pos] = 0
# Maybe reproduce (rarely)
if h == 0 and random.random() < 0.1:
empty = find_nearby(new_world, gx, gy, EMPTY)
if empty and empty not in occupied:
ex, ey = empty
new_world[ey][ex] = HUNTER
occupied.add(empty)
new_hunger[empty] = 0
elif pos not in occupied:
# Grazer escaped, stay hungry
new_world[y][x] = HUNTER
occupied.add(pos)
new_hunger[pos] = h + 1
elif pos not in occupied:
new_h = h + 1
if new_h > 5: # Hunters starve faster now
pass # Die
else:
# Wander toward grazers if possible
empty = find_nearby(world, x, y, EMPTY)
if empty and empty not in occupied:
new_world[empty[1]][empty[0]] = HUNTER
occupied.add(empty)
new_hunger[empty] = new_h
elif pos not in occupied:
new_world[y][x] = HUNTER
occupied.add(pos)
new_hunger[pos] = new_h
return new_world, new_hunger
def count_all(world):
"""Count all organism types"""
counts = {EMPTY: 0, PLANT: 0, GRAZER: 0, HUNTER: 0}
for row in world:
for cell in row:
counts[cell] = counts.get(cell, 0) + 1
return counts
def display(world, gen, counts):
"""Show the world"""
print(f"\n Generation {gen:3d} | {PLANT}:{counts[PLANT]:3d} {GRAZER}:{counts[GRAZER]:3d} {HUNTER}:{counts[HUNTER]:3d}")
print(" " + "-" * (WIDTH + 2))
for row in world:
print(" |" + "".join(row) + "|")
print(" " + "-" * (WIDTH + 2))
def run():
print("\n" + "=" * 44)
print(" ECOSYSTEM")
print(" Wednesday morning experiment")
print("=" * 44)
print(f"""
Legend:
{PLANT} = plant (grows, spreads slowly)
{GRAZER} = grazer (eats plants, reproduces)
{HUNTER} = hunter (eats grazers, reproduces)
{EMPTY} = empty
Question: will it balance, collapse, or oscillate?
""")
world = create_world()
hunger = {} # Track hunger levels: (x,y) -> int
history = []
for gen in range(GENERATIONS):
counts = count_all(world)
history.append(counts.copy())
# Show every 5th generation, plus first few
if gen < 5 or gen % 5 == 0 or gen == GENERATIONS - 1:
display(world, gen, counts)
# Check for extinction events
if counts[GRAZER] == 0 and counts[HUNTER] == 0:
print("\n All animals have died. Plants inherit the earth.")
break
if counts[PLANT] == 0 and counts[GRAZER] > 0:
print("\n All plants have been consumed. Grazers will starve.")
# Continue a few more rounds to see the collapse
if counts[GRAZER] == 0 and counts[HUNTER] > 0:
print("\n All grazers have been eaten. Hunters will starve.")
world, hunger = next_generation(world, hunger)
# Summary
print("\n" + "=" * 44)
print(" HISTORY")
print("=" * 44)
print("\n Population over time:")
print(" Gen Plants Grazers Hunters")
print(" --- ------ ------- -------")
for i, h in enumerate(history):
if i < 10 or i % 5 == 0 or i == len(history) - 1:
print(f" {i:3d} {h[PLANT]:3d} {h[GRAZER]:3d} {h[HUNTER]:3d}")
print("\n Experiment complete.\n")
if __name__ == "__main__":
run()