Code center > Bugs and fixes

2.42.9 Changes

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Testlund:
Do you think you could add a function to limit the amount of bots the same as veggies? It whould help keep the program running. Now when I don't have any costs for DNA commands I often get a lot of bots that freezes up the program.

EricL:
I don't understand.  Limit bots how?  

If your bot population is getting too large for a given sim, I suggest using dynamic costs with an age cost for  controlling population.  You want to cull the least fit.  Since nrg levels are key to fitness, raising costs is the way to reduce populations.

Testlund:
I don't know how the dynamic cost setting works exactly and sometimes the population gets large very fast before the ageing cost get a chance to affect the bots. For instance I set the ageing cost to 5 starting at 1000 cycles, and also that there should be no costs if population drops below 10. What happens then is that the population has trouble reaching over 10 for awhile, then suddenly it seems to overcome it and I end up with 2000 bots on the screen freezing the program.

Maybe the dynamic cost is used for changing costs if it reaches over or below a certain population level. I wonder if it will work if the bots start to multiply extremely fast. I can have over 2000 bots and hardly no veggies in a sim. I don't know where the bots get there energy. Ok, I'll experiment with the dynamic cost function tonight and see how it works.

Anonomous Guest Person:

--- Quote from: EricL ---I don't understand.  Limit bots how?
--- End quote ---


I think in the same flat manner veggies can be limited in, which I believe disables reproduction if there're more then x bots, x of course being the limit set for the number of bots possible in the simulation.

EricL:

--- Quote from: Testlund ---I don't know how the dynamic cost setting works exactly and sometimes the population gets large very fast before the ageing cost get a chance to affect the bots. For instance I set the ageing cost to 5 starting at 1000 cycles, and also that there should be no costs if population drops below 10. What happens then is that the population has trouble reaching over 10 for awhile, then suddenly it seems to overcome it and I end up with 2000 bots on the screen freezing the program.
--- End quote ---

By delaying the age cost 1000 cycles, you are by definition selecting for fast reproduction.  CostX will rise to huge values as population rises, but will have no effect since the age costs aren't applied until a bot reaches 1000 cycles.  You will have selected for bots that reproduce quickly and you will end up with a sim crammed packed full of tiny, young bots.

If age cost is your only significant cost, don't delay it long.

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