World
Configures the simulation grid.
The world is the arena where agents live and are evaluated. It defines the physical space - how big it is, what’s in it, and how items replenish after being consumed. Every evolution run takes place inside a world; the same agent body can behave very differently in a dense 5x5 grid versus a sparse 20x20 one. World configuration is one of the key levers for controlling how hard navigation and foraging tasks are.
world ForestFloor { size: 15 x 15 // width x height (minimum 3 x 3) walls: border // border walls around edges item_respawn: 20 ticks // ticks before consumed items respawn spawn food: 8 // spawn 8 items of category "food" spawn water: 4 // spawn 4 items of category "water"}sizedimensions must be >= 3 (need at least 1 interior cell)wallsmust beborder(custom walls not yet supported)ticksunit suffix is optional (for readability)- Spawn categories must match item categories in the
evolveblock’s item list - Total spawns + agents must be less than interior cell count