# New CPA system with auto evo

**URL:** https://forum.revolutionarygamesstudio.com/t/new-cpa-system-with-auto-evo/498
**Category:** Theory
**Created:** [June 24, 2018, 9:29am UTC](https://forum.revolutionarygamesstudio.com/t/new-cpa-system-with-auto-evo/498 "2018-06-24T09:29:44Z")
**Posts on this page:** 1
**Showing post:** 3

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### Author: ![hhyyrylainen](https://thrivedevforum-cdn.b-cdn.net/user_avatar/forum.revolutionarygamesstudio.com/hhyyrylainen/32/2243_2.png) [@hhyyrylainen](https://forum.revolutionarygamesstudio.com/u/hhyyrylainen)
#### Post date: [June 24, 2018, 2:39pm UTC](https://forum.revolutionarygamesstudio.com/t/new-cpa-system-with-auto-evo/498/3 "2018-06-24T14:39:46Z")

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I feel like the species should attempt to mimic natural selection instead of the energy balance being used to update the population. I guess this system could also do that with the different species emerging when some die out. But I’d prefer a more complex equation for determining the “effectiveness” of some mutation. So merging that with my current understanding of the goals of auto evo it would work something like this:

- when the player enters the stage (either from the editor or a new game) all the species information is gathered and sent to a background auto-evo thread.
- Then we can do some fancy stuff as performance isn’t a huge concern. So this is how I’d imagine the auto-evo step to work:
  - For each biome split it into batches (6 \* number of species)
  - Then in each patch (except the first for the species) mutate the genome and calculate how well the changed species coped against the other species in the biome
  - Then each species genome will be replaced once the player enters the editor with the one that did the best
  - And then the population simulation will be ran in each biome with the updated genomes to update population and species dying out in some biome

- A few things that this doesn’t do is: moving to new biomes and splitting off species (I think species splitting should happen when the population of some species is separated, so it dies out in a biome that then causes the remaining biomes it is in to not be connected)
- The player can’t enter the editor before the auto-evo is done (this can be hidden with a loading screen)

I like how your simple simulation can have fluctuating populations like that, but like I said (or have said before) we need an evolution simulation.

That’s the general overview of how I think auto-evo should work. Thoughts?

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