Bots and Simulations > Evolution and Internet Sharing Sims

Mutation Rates

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Elite:
What are the best mutation rates to use for a mutation sim?

I find that the default settings are too low. After 120,000 cycles I ended up with two mutations:

--- Quote ---Changed cond at pos 13 from  != to  !=
Changed val at pos 45 from 0 to 0
--- End quote ---
And I had increased the mutation factor by 2x!

 :(

I've had some sucess in the past from using 4-8x mutation rates.

What settings have you lot had sucess with?

PurpleYouko:
you have to resist the urge to bump up the mutation rates too high.
Ideally we only want one mutation every few generations otherwise you just end up with a screen full of robots with nothing in common with each other when what we really need is evolution of a species as a whole.

I normally use somewhere between 1000 and 2000 for pretty much all of the values. Even this can appear painfully slow though.

I actually just had the weirdest thing happen while continuing with my quest to get "firstbot" (a bot made by "Bots-are-us" that travels excusively in straight lines) to develop rotation.

What actually happened was that one or more of them figured out how to make and fire viruses, then promptly forgot how to move and died out so I never actually saw their DNA. :(
When I checked back in I found that some of my veggies (not mutating) were constantly shooting. Further investigation showed that the primary movement and shooting gene from Firstbot had been transferred to them.

Now I have a few that have somehow become 2-bot MBs and are even sharing energy. I can't figure out how though  :unsure:

Numsgil:
You want an upper bound of, on average, one mutation that actually does anything once per generation.  More than that and you introduce some seriously weird effects (which theoretical biology has been aware of for quite some time).

The lower the mutation rates, the stronger natural selection forces will be to weed out mutations, but the longer you have to run the sim to see anything.

I usually aim for one mutation per 2 or 3 generations if my bot has a shorter genome (say, under 100 bp).

Elite:
How odd ... viruses

No wonder I wasn't getting much. My mutation rates were all set to 5000. I seem to have a comfortable mutation rate at the moment, between 1000-3000 with an 8x multiplier. Slightly high but the bot I am using is rather cannibotistic and bad mutations get eaten  :evil:

Some bots somehow found a way of unfixing vegs (which still mystifies me  :huh: ). Now all the vegs are unfixed.

Here's what I started with:

--- 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 ---

Here's a random bot now after around 250,000cy:

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

'''''''''Gene  2: Last 'stop' at position  9'''''''''

cond
start
 add -668  20  1  *146 rnd store
  *.refshoot  *.veldn  *.eye4 sub  5  786 store
stop

'''''''''Gene  3: Last 'stop' at position  26'''''''''

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

'''''''''Gene  4: Last 'stop' at position  42'''''''''

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

'''''''''Gene  5: Last 'stop' at position  53'''''''''

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

'''''''''Gene  6: Last 'stop' at position  62'''''''''

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

'''''''''Gene  7: Last 'stop' at position  71'''''''''

end
--- End code ---

Elite:
Firstbot, hmm, I was playing with that idea, the absolute minimal starting bot.


--- Code: ---cond
start
-1 .shoot store
20 .up store
stop

cond
*.nrg 4000 >
start
40 .repro store
stop
--- End code ---

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