Bots and Simulations > Evolution and Internet Sharing Sims

Survival-of-the-fittest evobot

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Griz:

--- Quote ---[Griz] - doesn't making repro dependant on age mean that the bots may be born with v low energy? This seems a little unfair... although I guess bots born to a parent with high energy have a greater chance of survival than those with lower.
--- End quote ---
 
they may ...
as elite says ... survival of the fittest.
'tis an experiment after all ...
why bot let the bots determine what works or what doesn't?
if they can't hack it ... kiss 'em goodbye. ;)
anyway, these aren't regular bots ...
but elite's idea of having a punctuated reproduction.
those that survive their #of cycles get to reproduce
however many offspring they can support.

it's interesting to watch the spurts ...
a bot set to 500 cycles reproducing twice as often ...
but with half the offspring [or less anyway] than the
bot using a period of 1000.

so far, the longer period bots are winning out ...
but I imagine this might vary depending on which
others they have to compete against.
will see what mutations bring on.

it's interesting to watch ...
as one gets one reproducing at 500 cycles into the sim ...
as well as at 1000 along with a 2nd bot ....
and again at 1500 with both the 2nd and 3rd as well ...
so there are large spurts and all of that is dependant
upon the veggie population as well.

just experimenting.
run it and see for yourself

btw ... in version 2.37.6 ... I still have a lot of problem with
the population control ... NOT controlling.
the max limit seems to be ignored most of the time ...
my bot population usually ending up nearly double what I set ...
actually, as if it adds the max number and the repro level setting.
yet .. at other times, it seems to work.
iwo, I don't have much to say about it.

Endy:
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)

Numsgil:

--- Quote ---btw ... in version 2.37.6 ... I still have a lot of problem with
the population control ... NOT controlling.
the max limit seems to be ignored most of the time ...
my bot population usually ending up nearly double what I set ...
actually, as if it adds the max number and the repro level setting.
yet .. at other times, it seems to work.
iwo, I don't have much to say about it.
--- End quote ---
This is actually fairly normal.  More than double what you set means we have a real issue.  Limiting population fairly isn't as easy as you might think.

I know that's not really an excuse (well, I guess it sort of is actually), I'm just not sure exactly how to fix it without causing some odd biases.

PurpleYouko:
The reason for this is the way in which the robots actually reproduce.

When the program comes across a repro command, it doesn't simply make that bot reproduce immediately as it would with .up or .shoot.
What happens is that a "pending" list of bots that are ready to repro is created. This list is then acted on in a completely seperate part of the program in a single loop that has no easy and fair way to prevent more births.

Basically we can disable reproduction of veggies quite easily when the veggie population exceeds a certain value. Trouble is that the program counts the actual veggie population at the beginning of each cycle to save on processor time. This means that either NONE of the veggies are allowed to reproduce on a given cycle or ALL of them can. It's really the only fair way or else reproduction enablement would be a function of arbitrary robot numbers (first born gets to breed while later ones don't). That would really suck for evolving veggies.

Just think of the maximum population as being the maximum threshold at which veggies are allowed to reproduce. If they all choose to do it on the same cycle then you can potentially get double the limit in actual population.

As Num said, If you get more than double then something is very wrong. Otherwise there ain't much we can do about it.

Griz:

--- Quote ---As Num said, If you get more than double then something is very wrong. Otherwise there ain't much we can do about it.
--- End quote ---

ah ....
ok, that makes sense.
no, I don't think it ever goes above 2x.

good to know it isn't just me. ;)

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

if, for example, I wanted to maintain a pop around 100?
I'm looking to keep the population as steady as possiby
in some sims.
sometimes using 100, 99, 1, 1 for the above works fine.
at other times, it results in close to double that ...
so I go for 50,48,1,1 or something.

that's what throws me off ...
I don't seem to be able to have it work consistantly ...
I'm just looking for ways to have it be close to
what I would like to see. ;)

thanks

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