Okay the design is ready!
As we reach the halfway mark of our 48 hours, I have finally figured out (on paper) a simple but powerful AI system to control the behavior of the evolving creatures in my (at this point hypothetical) game. It’s a combination of a utility-based AI like the one used in The Sims, and an emotional model using a subset of the basic emotions described by affective neuroscience.
My hope is that it will turn out to hold up well to mutation and recombination, while also providing enough flexibility and intelligence to create interesting behavioral strategies for the evolving organisms.
So yeah, I’m practically done. All I have to do is just code it up now. ๐
…
Okay, you’re right, there’s no way I’m going to finish on time… 
Urgh.