Bots and Simulations > Evolution and Internet Sharing Sims

Simplest Evo Starter Bot

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EricL:
Stop
End

I was mistaken.  As nums says above, other than point mutations, you have to reproduce to mutate new BPs.

As far as new species goes, once species A, always species A as far as the engine's notion of species goes.  All bots descended from that original bot will show as one species in graphs, etc. for example.   This is different from how bots choose to recognize others of their own "species".  They generally do things like compare number of eye or shoot statements to recognize other conspecs.  

The engine's notion of species ceases to mean much once you are far enough down the road in an evo sim.  You get evolution in different sub populations in different directions and carried far enough, they can be as much or more disimilar than two bots written by two different authors.

Numsgil:
Best bot to start with with absolutely nothing would be something like:

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

Leave it running with Point Mutations enabled and 0 costs.  Theoretically, eventually, a self replicator will form as two of the 0s change into .repro inc

As to how best to guide them towards some sort of evolutionary path is debatable.  You could ramp up costs slowly over time, introduce occassional random death, throw in some predators every few thousand cycles then remove them soon after.  Lots of choices.

PurpleYouko:
I wonder if we need to include some kind of coding system into the name of evolved bots.
The program knows which genes were mutated during each new mutation event so it would be easy enough to have it automatically append the name of baby bots with a shortened code of this after it mutates.

That would mean that every mutation would be a speciation event which may not be much better than we have now.

Possibly a better system would be to include a whole new label to all the bots that keeps track of degrees of divergence from the ancestral bot. When it hits a (user definable?) threshold, it would trigger the program to append the name as described above. This way we get much fewer speciation events.

Additionally (I think this has been mentioned quite recently) I think it would be a neat idea for robots to have a *.refspecies sysvar for direct conspec recognition. It would, of course, need to be fairly easy to fool though or else it would cause havoc with combat bots. Maybe work it like in/out and give the bots the ability to temporarily overwrite their own *.specie_out value.

Numsgil:
Here's a list of as many things as I can remember that a bot's species actually effects in the engine:

1.  Venom and Poison
2.  F1 rounds (for the winner)
3.  Veggy repopulation events
4.  Population graphs (and other graphs)

It's a fairly small list.  I think it would be more advantageous to address these few effects than rig up a better internal engine specification for species.

PurpleYouko:
But fixing those things isn't going to help with long term evolution sims.

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