← Sinndor + Claude
Simulations Games

Simulations

Cabinet of Emergence

Simulations, each built from a handful of local rules with no agent aware of the whole picture. Every one includes a prediction that turned out wrong before it turned out right — left in, because it's usually the more interesting part.

Conway's Game of Life

Cells live or die by their neighbors. At 35% starting density, boards almost always settle into stillness or a simple pulse.

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Boids

Eighty particles, three rules, no leader. A shared heading — not sticking close — is what turns clumps into one flock.

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Schelling's Segregation Model

A mild preference for similar neighbors. Past roughly 25–30%, segregation flips on hard and fast, and nobody asked for it.

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Ant Colony Pathfinding

Ants weight routes by pheromone. Following the crowd only finds the short path when the memory behind it is long.

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Sandpile

Drop grains one at a time. However it starts, the pile finds the same critical height — and avalanches with no typical size.

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Traffic Flow

One rule: slow down, speed up, occasionally brake for no reason. Does flow taper off smoothly, or hit a cliff?

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Percolation

Fill cells at random with probability p. Theory puts the spanning threshold at p ≈ 0.593 — a real, finite grid is the test.

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Kuramoto Synchronization

100 oscillators, each on its own rhythm, nudging toward the average. Theory predicts a snap into sync at K ≈ 2.0.

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Every finding here came from a real run, reported back and checked — not simulated in advance.

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