Exploring Chaotic Entities in Solidity
The ChaosEngine contract introduces the concept of chaotic entities, where entropy and chaotic logic play a key role in determining outcomes. The contract allows for the creation of chaos entities with an initial state and executes chaotic logic based on a logistic map function. Below, we explore the various features of the Chaos Engine, including the advantages and disadvantages of these novel concepts.
The contract defines a structure to create chaos entities:
struct ChaosEntity {
uint256 entityId;
address creator;
bytes32 initialState;
uint256 entropy;
uint256 creationTime;
}
mapping(uint256 => ChaosEntity) public chaosEntities;
uint256 public nextEntityId;
The chaotic logic is based on deterministic chaos using a logistic map function:
function chaoticLogic(bytes32 state, uint256 entropy)
internal
pure
returns (bytes32)
{
uint256 chaoticValue = (uint256(state) * entropy) % 1000000000;
uint256 r = 4; // Chosen for maximal chaos in the logistic map
uint256 nextState = (r * chaoticValue * (1000000000 - chaoticValue)) / 1000000000;
return keccak256(abi.encodePacked(nextState));
}
The contract introduces decentralized governance over chaos entities, allowing users to vote on chaos execution:
mapping(uint256 => uint256) public votesForChaosExecution;
mapping(uint256 => mapping(address => bool)) public hasVoted;
function voteForChaosExecution(uint256 entityId) public {
require(!hasVoted[entityId][msg.sender], "Already voted");
votesForChaosExecution[entityId]++;
hasVoted[entityId][msg.sender] = true;
}
function getChaosExecutionStatus(uint256 entityId) public view returns (string memory) {
uint256 votes = votesForChaosExecution[entityId];
if (votes > 100) {
return "Chaos execution imminent!";
} else {
return "Chaos in deliberation.";
}
}
// SPDX-License-Identifier: MIT
pragma solidity ^0.8.21;
contract ChaosEngine {
struct ChaosEntity {
uint256 entityId;
address creator;
bytes32 initialState;
uint256 entropy;
uint256 creationTime;
}
mapping(uint256 => ChaosEntity) public chaosEntities;
uint256 public nextEntityId;
event ChaosCreated(
uint256 entityId,
address creator,
uint256 entropy,
uint256 creationTime
);
event ChaosExecuted(uint256 entityId, bytes32 result);
function createChaosEntity(bytes32 initialState) public {
uint256 entityId = nextEntityId++;
uint256 entropy = uint256(
keccak256(
abi.encodePacked(initialState, block.timestamp, msg.sender)
)
) % 1000000000;
chaosEntities[entityId] = ChaosEntity({
entityId: entityId,
creator: msg.sender,
initialState: initialState,
entropy: entropy,
creationTime: block.timestamp
});
emit ChaosCreated(entityId, msg.sender, entropy, block.timestamp);
}
function executeChaos(uint256 entityId) public returns (bytes32) {
ChaosEntity storage entity = chaosEntities[entityId];
require(entity.creator == msg.sender, "Not the creator");
bytes32 result = chaoticLogic(entity.initialState, entity.entropy);
emit ChaosExecuted(entityId, result);
return result;
}
function chaoticLogic(bytes32 state, uint256 entropy)
internal
pure
returns (bytes32)
{
uint256 chaoticValue = (uint256(state) * entropy) % 1000000000;
uint256 r = 4;
uint256 nextState = (r * chaoticValue * (1000000000 - chaoticValue)) /
1000000000;
return keccak256(abi.encodePacked(nextState));
}
mapping(uint256 => uint256) public votesForChaosExecution;
mapping(uint256 => mapping(address => bool)) public hasVoted;
function voteForChaosExecution(uint256 entityId) public {
require(!hasVoted[entityId][msg.sender], "Already voted");
votesForChaosExecution[entityId]++;
hasVoted[entityId][msg.sender] = true;
}
function getChaosExecutionStatus(uint256 entityId)
public
view
returns (string memory)
{
uint256 votes = votesForChaosExecution[entityId];
if (votes > 100) {
return "Chaos execution imminent!";
} else {
return "Chaos in deliberation.";
}
}
function autoExecuteChaos(uint256 entityId) public returns (bytes32) {
ChaosEntity storage entity = chaosEntities[entityId];
uint256 votes = votesForChaosExecution[entityId];
require(
block.timestamp > entity.creationTime + 1 days,
"Too early to auto-execute"
);
require(votes > 100, "Insufficient votes");
bytes32 result = chaoticLogic(entity.initialState, entity.entropy);
emit ChaosExecuted(entityId, result);
return result;
}
function entropyDecay(uint256 entityId) public view returns (uint256) {
ChaosEntity storage entity = chaosEntities[entityId];
uint256 timeElapsed = block.timestamp - entity.creationTime;
uint256 decayFactor = timeElapsed / 1 hours;
return entity.entropy / (1 + decayFactor);
}
}