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Visual artificial-life laboratory for evolving and studying biologically constrained neural ant colonies.

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Formicai

Formicai is a visual artificial-life laboratory for studying whether biologically constrained recurrent neural agents can evolve useful colony-scale behavior.

Combining deterministic simulation, neuroevolution, ecology, resource competition, contact-range war, reproduction, disease, weather, and an interactive Godot interface. Ants receive local sensory information rather than a global map or direct colony-wide commands.

Built with Codex + GPT-5.6

Codex using GPT-5.6. Codex helped turn the original concept into the C# and Godot architecture, implement and refactor the simulator, design the visual workspaces, build tests and validation tools, diagnose bugs, write documentation, and automate cross-platform releases. Every major direction and acceptance decision was guided and reviewed by the project owner.

Codex and GPT-5.6 are development tools, not runtime dependencies. The ants do not call a language model: their behavior comes from biologically constrained recurrent neural networks evolved and evaluated inside the deterministic simulation.

Product home

Download and run

Extract the complete download and launch Formicai.exe on Windows, Formicai.x86_64 on Linux, or Formicai.app on macOS. Linux users may need to mark the binary executable. Because the macOS build is free and not Apple-notarized, first launch may require right-clicking the app and choosing Open.

All builds are self-contained and do not require separate .NET or Godot installations.

Workspaces

Formicai opens directly into a warm, minimal natural-history workstation:

  1. Observe — watch surface foraging, queens, brood, weather, predators, excavation, disease, and reproduction. The former Sandbox is now an optional intervention drawer inside this workspace.
  2. Inspect — select a worker and follow its recorded sensory evidence, body/recurrent context, neural action, and a clearly labeled behavioral interpretation.
  3. Evolution — compare neural training, behavioral diversity, and long-horizon reproductive natural selection in one workspace.
  4. Experiments — inspect paired multi-seed ablations, effect sizes, uncertainty, and honest conclusions.
  5. Library — browse deterministic ecology, competition, combat, generalization, success, and failure records.

Press F1 for the field guide. Preferences include reduced motion, a high-contrast colony palette, and persistent window/UI scaling.

Sandbox controls

Key Action
Space Pause or resume
1–4 Set simulation speed
U Toggle underground cross-section
C Switch selected colony
W Cycle weather
E Cycle season
F Add renewable food
P Spawn a predator
I Introduce a pathogen
M Treat the selected colony
K Write a deterministic sandbox save

Preferences and sandbox saves are written under Godot's per-user application data directory, not beside the executable.

Build, test, and regenerate

Requirements:

  • .NET 8 SDK
  • Godot 4.7.1 .NET/Mono
  • Matching Godot 4.7.1 .NET export templates for packaging
dotnet build AntSim.sln -c Release
dotnet test AntSim.sln -c Release
dotnet format AntSim.sln --verify-no-changes --no-restore

# Regenerate long-horizon ecology, replay, manifest, save, and validation data.
dotnet run --project src/AntSim.Trainer -c Release -- product

# Run the reusable controlled study without regenerating the full product.
dotnet run --project src/AntSim.Trainer -c Release -- study

# Increase statistical power or limit laptop CPU use.
dotnet run --project src/AntSim.Trainer -c Release -- study seeds=24 parallel=4

# Run the Godot project.
godot --path src/AntSim.Viewer
godot --path src/AntSim.Viewer -- documentary
godot --path src/AntSim.Viewer -- showcase
godot --path src/AntSim.Viewer -- selection
godot --path src/AntSim.Viewer -- research

# Produce a local self-contained Windows ZIP.
.\scripts\package-windows.ps1

The current automated suite contains 56 passing tests. Product generation also performs ten end-to-end biological, deterministic, replay, reproduction, and research-artifact validations.

A useful research workflow

The study command evaluates the same evolved genome in the same randomized worlds under an intact control and several sensory or memory ablations. This paired design separates a real information-channel effect from differences in world difficulty.

It produces:

  • pheromone-study.json for applications and future analysis
  • pheromone-study.csv for spreadsheets, Python, R, or notebooks
  • pheromone-study.md as a readable report
  • Intact and pheromone-ablated replays from the most informative paired world

The current study evaluates pheromone sensing, food odor, landmarks, and recurrent memory across twelve deterministic held-out worlds. The bundled result finds recurrent memory essential for this policy; the measured pheromone effect is currently inconclusive rather than overstated.

Research workbench

System architecture

  • AntSim.Core — deterministic ant bodies, worlds, food, pheromones, combat, resource accounting, and state hashing.
  • AntSim.Neural — versioned recurrent neural genomes, observations, mutation, inference, tracing, and migration.
  • AntSim.Evolution — populations, parallel evaluation, selection, lineage, checkpoints, curriculum, and behavioral archives.
  • AntSim.Ecology — colony lifecycle, brood, tasks, nests, climate, seasons, pathogens, predators, saves, replays, and reproductive evolution.
  • AntSim.Experiments — reproducible scenarios, metrics, artifact generation, and validation.
  • AntSim.Trainer — command-line experiment and product runner.
  • AntSim.Viewer — Godot natural-history workstation with Observe, Inspect, Evolution, Experiments, and Library workspaces.

How Codex and GPT-5.6 were used

The development workflow included:

  • Translating the ant-and-machine-learning concept into an incremental engineering and research plan
  • Implementing the deterministic simulation, ecology, neuroevolution, experiment runner, and Godot interface
  • Reviewing biological abstractions and documenting where the model remains simplified
  • Creating automated tests, deterministic replay checks, product validation, and UI layout validation
  • Iterating on the visual design from a game-like prototype into a restrained natural-history observatory
  • Packaging and smoke-testing native Windows, Linux, and macOS releases through GitHub Actions

This repository keeps the resulting source, tests, experiment artifacts, and documentation inspectable. AI-generated implementation was not treated as proof of correctness; it was exercised through automated tests, deterministic state checks, visual review, and native release builds.

Scientific scope and honest limitations

  • Surface workers are individually simulated neural agents.
  • Underground worker allocation, nursing, sanitation, trophallaxis, excavation, and brood care currently use an aggregate biological colony model layered over those individually simulated workers.
  • A daughter colony is presently counted as a successful reproductive event; it is not yet spawned as a new physically simulated surface colony.
  • Parameters are biologically inspired and recorded in the evidence ledger, but this is an artificial-life research model rather than a validated predictor of a particular wild colony.
  • Determinism is guaranteed for the same build, configuration, artifacts, seed, and execution path.

Thank you for reading <3

Documentation

The project is released under the MIT License. All current artwork is original procedural rendering; third-party runtime notices are recorded in THIRD_PARTY_NOTICES.md.


Made by Mehmet Dedeler.

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Visual artificial-life laboratory for evolving and studying biologically constrained neural ant colonies.

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