Bots and Simulations > Evolution and Internet Sharing Sims

Survival-of-the-fittest evobot

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Griz:

--- Quote ---I tried something similar(*.robage 400 >) and they eventually evolved a method to survive better. They started using *.pleas instead of 50 as their Repro percentage. Neat little trick. B)
--- End quote ---
yeah.
will keep playing with them.

Griz:

--- Quote ---I tried something similar(*.robage 400 >) and they eventually evolved a method to survive better. They started using *.pleas instead of 50 as their Repro percentage. Neat little trick. B)
--- End quote ---
how do you go about seeing these changes, endy?
do you do periodic saves of all the bots?
or let it run for a period of time and then go in and look at
some of the mutated ones?
I haven't been able to find a good way to recognize and 'capture'
the bots that evlove.
what do you base your selection on?
age + offspring + energy ?????
without having to sort thru hundreds of saved bots?

I am most of all interested in 'evolved' bots so ...
just looking for hints about how to best go about finding them.

thanks

Elite:
Wow, so many replies  :rolleyes:

Heres the latest version:


--- Code: ---cond
start
.tie *.robage 1 add mult inc
.deltie inc
stop

cond
*.robage 1 =
start
628 .aimdx store
stop

cond
*.fixed 0 =
*.eye5 0 !=
start
-6 .shoot store
stop

cond
*.eye5 0 !=
start
40 .up store
stop

cond
*.eye5 0 =
start
314 rnd .aimdx store
stop

cond
*.robage 1000 >
*.body 500 >
start
1 .fixpos store
stop

cond
*.fixed 0 !=
start
314 rnd .aimdx store
100 *.nrg 500 div div 50 ceil .repro 1 rnd add store
stop

cond
*.fixed 0 !=
*.robage 1000 <
start
.fixpos dec
stop

end
--- End code ---

Weaker bots are quickly killed by their more efficient siblings, weeding out 'bad mutations' much more effectively.
This version also randomly hyper-mutates half of its offspring for an increased flow of mutations into the sim. Most die but some do well.

This bot seems to produce lots of 'big bertha' type robots though.

PurpleYouko:

--- Quote ---what settings then would you recommend for
max # of veggies:
threshold for repro:
number of veggies per repro event:
and the cooldown period:
--- End quote ---

Try a nice in-between value of about 75 for max pop if you want a mean value of 100.

I never really mess with the others all that much. Cooldown period is largely irrelevent unless you have an exceptionally high veggie feed rate. It's going to take them a finite number of cycles to regain half of their energy anyway.

The biggest problem (IMO) is that all the veggies begin the sim at the same energy level, then they are fed at the same rate so they all want to reproduce on the same cycle. maybe we should randomize the feed amount within certain perameters.
For example, if you set feed rate per cycle to 10 then they will actually get a range from 8 to 12 instead of exactly 10.
You can also do this in the veggie DNA code by replacing the standard repro value with a custom variable that is randomly defined at birth

Try this little veggie out. It is a version of Alga minimalis fitted with a randomized reproduction level.

Elite:
Here's another evobot I'm experimenting with. Good results so far.


--- Code: ---cond
*.eye5 0 !=
start
-1 .shoot store
stop

cond
*.eye5 0 !=
start
20 .up store
*.eye6 *.eye4 sub .aimdx store
stop

cond
*.eye5 0 =
start
314 rnd .aimdx store
stop

cond
*.nrg 10000 >
start
10 .repro store
stop

cond
*.numties 0 >
start
32000 .tielen1 store
stop

end
--- End code ---

Nice Alga, looks more natural  :)

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