Creatures inhabit the squares of the grid-based Darwin world as shown below. The program simulates the behavior of the creatures. E ach creature belongs to a different species which determines the creature's behavior. For example, the Flytrap species program is shown below. Flytraps do not move, but infect creatures in front of them.
Flytraps spin when no creatures can be infected.
1 infect go 1 Other DULL commands include right, hop ifwall, ifsame, ifempty, and ifrandom. I n a simulation, each creature gets a turn. During a turn, a creature executes part of its program in which it can see directly in front of itself and take an action depending on what' s there. Infecting a creature turns it into the same species doing the infecting. The ultimate goal is to be the fittest creature and survive by taking over the world.