Code center > Bugs and fixes

Mutations screwed up

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Testlund:
Wonderful! Otherwise the mutations are working, it's just too slow for my liking right now, even when set to 8x on the mutations tab. I look forward to 2.42.7.  

Testlund:
It looks like the mutation rates has gone a step backwards in 2.42.6d. When I set a new mutation rate and click change it doesn't get changed for the bots. Right-clicking on the bots still shows the mutation rates it was when I started the sim. Otherwise it works nicely when I save and load the sim. Mutation rates don't go back to default 5000, but I whould like to be able to change the rates over time too.    I don't want to use the setting on the mutation tab. It's not a good function for this kind of sim I'm running, if it even works. I only want to change point mutations over time.

EricL:
I didn't change anything in this area, but I'll take a look.

Numsgil:
Once a sim is running, it is impossible to change the mutation rates of bots en masse.  You can change an individual bot's mutation rates by right clicking and finding the option to change that bot's mutation rates.

Testlund:
Oh, I see. Then it's not a bug. You just haven't implemented it to work that way. Maybe I should have written this in the suggestion topic instead. I think when starting a sim with bots with only zeros I want high point mutation rates to give them lot of DNA variation in a short time. Then when I got some interesting bots I whould like to slow it down, so not as to ruin good DNA that might evolve. Maybe it's possible to implement this later?
In the mean time I think I will go with 5000, and try to be patient.  

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