Not meant as a criticism, but a thought: It's a bit ironic that for a thing meant to demonstrate the concept of emergence, players are designing states rather than rules conducive to emergence.<p>For example, imagine a game where flocks of boids[1] did battle, but instead of setting their initial position, you programmed the rules of behavior that governed each boid identically. The fixed rules of the system are such that the more "cooperative" the behavior, the greater the chance of success. Individual boids aren't allowed to have any memory (i.e. stateless), so AI solutions are precluded.<p>[1] <a href="http://www.red3d.com/cwr/boids/" rel="nofollow">http://www.red3d.com/cwr/boids/</a>