Code center > Bugs and fixes
No new mutations
EricL:
Yes, you have to save with that menu item to strip mutations. The only reason for doing so is to reduce the sim file size.
The probability of catching a new mutation in a specific individual is pretty low. At a point mutatuon rate of 5000, with 1000 bots each with DNA 100 long, you would get one point mutation every 50 cycles. This means the probability of any specific bot you look at having a new mutation cross 50% only after 25000 cycles and that's in the special case of 0 mortality. As the average lifespan of the individuals in your sim falls, the chances you will *ever* catch a new mutation similarly decrease. If you have costs and reproduction, it should not be surprising you see no new mutations. The individuals in which point mutations do arise die before you look at them and the mutations become old mutations in the extant descendents.
EricL:
On the other hand, if this sim was saved prior to 2.42.4 and had a ton of mutations and you used the buddy drop I posted to re-load it and strip the mutation details, then one possible side effect of that action is that the per-bot mutation rates can be screwed up. They come after the mutation details in the sim file format and there isn't much I could do about that without writing more code then I wanted to.
Unfortnatuly, I don't know of a good way to fix or even check this. The mutation rates that one specifies on the Species tab are actually stored along with each individual, duplicated with each bot, not stored globally for the species. I presume this is so that the mutation rates for specific individuals are themselves heritable and thus subject to evolvution and change.
This won't happen with new sims which begin with 2.42.4 or old sims which newer blew the old mutations details limit, but for sims which did....
Any new bots you add to the sim will respect the mutation rates you specify. You could cut the DNA from some of your bots, create a few new species and re-add them... If you really wanted to save this sim, I suppose you could modify the sim save routine in the code to save the sim with the mutation rates you wanted. Then when you re-load it, all would be well...
Numsgil:
I believe you can check the mutation rates of a bot by right clicking on it. There should be an entry in the drop down menu.
Testlund:
I've never thought of that I can check mutation rates by right-clicking on a bot, but when I check it out the mutation rates are different from what I have set it to be. Maybe it looks like it should and I just don't understand it but... I have set point mutation to 5000000 and the change type/value slider to 75, but when I right-click a bot and look at the mutation rates it says 500000 and the slider is set to 0!
I don't remember if this sim was started prior to version 2.42.4 or if I started a new sim after this release.
EricL:
I'm pretty sure the current code does not mutate the mutation rates, so it sounds like you have a pre 2.42.4 sim that got saved and reloaded. Are point mutations enabled on the bots when you right-click and look?
The good news is that you should be able to reset the mutation rates to whatever you want or to the defaults manually through the right click dialog... 1000 times over...
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