Bots and Simulations > Evolution and Internet Sharing Sims

Looking for increasing CostX over time

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EricL:
Bump.

Just bumping the topic.  Still interested in hearing from anyone whose has seen CostX rise over time in an evo sim.

Jez:
I don't know where to find this 'dynamic cost multiplier' but in answer to the question:

"Did the organisms evolve some behavioural trait which assists in aquiring nrg?"

A couple of examples spring to mind.

1. Some of my bots when I first started where improved in Evo sims, by spotting an improved behaviour or adaptation that appeared and changing the original bot.
2. Not a 100% but pretty sure that the 'sever birth tie' was first seen in a evolution sim, again quickly gaining control and increasing the overall population. I'd have to go way back and check the old forum.

Other mutations, such as reducing the .repro lvl or discarding a gene you thought you needed but didn't, jump out as positive evo mutations I've seen before.

The reason I don't use Evo sims now to improve bots is that the starting bot is usually much better designed than it used to be. To see a major advance in a bots design during an evolution sim you do need the bot to have faults it can improve on after all.
Evolution is enviroment driven if I remember correctly, perhaps designing a bot for one end of the scale and then releasing it in an enviroment at the other end of the scale would show better mutations.

PurpleYouko:

--- Quote ---I don't know where to find this 'dynamic cost multiplier'
--- End quote ---
bear in mind that all of Eric's work has been on the development of 2.4 since Numsgil moved on to working on the C++ version.
The dynamic cost multiplier doesn't exist in 2.37.6

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