Code center > Bugs and fixes
Mutations screwed up
Testlund:
I got this problem with mutations set differently for each bot than what I have set it in Species -> Mutation rates. It's the same problem as mensioned before where taking a bot from a version prior to 2.42.4 (I think). It's just that these bots had such simple DNA, only zeros, so I don't see why they whould fail to run properly with a newer version. BAH! Maybe I need to write complete new ones with only zeros. It doesn't make sense! Maybe it has gone wrong when the sim was saved....
For instance I have a bot here with strange delta mutations. It shows that it has changed delta mutations from 1 in 10000 (as I have set it in mutation rates) to 1 in 10539. So far ok, but next time it has changed from 1 in 5000 to 1 in 4929. I think somewhere between these delta mutations the mutation rates for all bots have been changed to delfault values instead of the ones I have set up!
I will write complete new bots and start a new sim and see if the same thing happens.
Numsgil:
I'm not sure if this is applicable from your post, but are you loading the bots into your sim through insert organism (and thus using organism files, .dbo I believe) or as text files through the species select window.
What have you done in the interim between the two delta mutations exactly? Nothing? Save and load? etc.
Testlund:
Yes, and I have tried it again. I wrote complete new bots, deleted old settings files including lastexit.set. I started the program, added the bots and made new settings with different mutation rates. After 300000 cycles I saved the sim, quit the program then loaded it up again and all bots mutation rates are set to 5000 for all mutations for all bots, but that's not what I have set. I have set the mutation rates to be the following:
Point: 100
Copy error: 10000
Reversal: 50000
Delta: 10000
Insertion: 5000
Minor deletion: 10000
Major deletion: 25000
I whould like it to stay that way! It doesn't help to open the GUI and click change either. The mutation rates are different on the species tab than when you right click on the bots and look at them.
Numsgil:
Eric, it might be a good idea to have something in the program beep at you if a save is saved/loaded incorrectly. That might catch errors like this. It sounds like the save is being loaded incorrectly, and is inheriting default mutation values.
Testlund:
I have also find out that the mutation rates that you set only take effect when you start a new sim. After that it can't be changed. The bots will keep using the same rates as when you started a new sim, until you save and reload. Then it will change to 5000 in all fields. I think this is a serious bug and that Eric should put it into priority, because this makes it hard to run successful evosims. At the beginning I want the bots to have lots of random genes and later when they starts to reproduce I want to slow down the mutation rates. In the mean time I guess I will be stuck with 5000 rates. Boo!
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