Author Topic: Advanced Randomness Generation Thread  (Read 19903 times)

Offline Botsareus

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Advanced Randomness Generation Thread
« Reply #45 on: March 17, 2005, 04:54:02 PM »
weak languge , weak

(I am trying to make it better not worse , is it working?) :/

Offline Botsareus

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Advanced Randomness Generation Thread
« Reply #46 on: March 17, 2005, 04:57:59 PM »
PY NICE , BUT:
Quote
There is a slightly greater chance (60% actually) that the first section will be a sysvar and 20% each for the other two options

I think My new mutations should be a seporate "rate" in mutation rates.

Then if the program desides to make it 60% or 25% its the program's choise , not yours.

Same for all the stuff in the "start...stop" part of the dna.

--------
Good Job anyway....

Offline PurpleYouko

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Advanced Randomness Generation Thread
« Reply #47 on: March 17, 2005, 05:03:19 PM »
At the moment the cutoff percentage is kind of arbitrary but I am only testing the idea at the moment. maybe it will eventually be controlled by sliders in the mutation panel. Who knows.

So far though I think your ideas are pretty good and well founded. Even if it did take me a while to figure out what you were saying.

 :D  PY  :D
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Offline Numsgil

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Advanced Randomness Generation Thread
« Reply #48 on: March 17, 2005, 05:11:59 PM »
Quote
So far though I think your ideas are pretty good and well founded. Even if it did take me a while to figure out what you were saying.
Amen.  When I can actually understand something you've come up with it's usually pretty cool.  Or totally inane.  50/50 really.  But that's not a bid track record.

Offline Botsareus

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Advanced Randomness Generation Thread
« Reply #49 on: March 17, 2005, 05:43:39 PM »
Not sliders in the mutation panel

I want it to randomly mutate for each robot, and be found in the "other" mutation rates form

Here http://s9.invisionfree.com/DarwinBots_Foru...ndpost&p=282710
« Last Edit: March 17, 2005, 05:46:34 PM by Botsareus »

Offline Numsgil

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Advanced Randomness Generation Thread
« Reply #50 on: March 17, 2005, 05:49:50 PM »
I think they should be triangular sliders, like in simant when you chose between breeder, worker, and soldiers.

Then, the rate of change of mutations or whatever it is at the top of the mutations panel could modify it same as other mutations rates.

Offline Botsareus

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Advanced Randomness Generation Thread
« Reply #51 on: March 17, 2005, 06:02:36 PM »
Here is my idea, Its not the final virsion (I dont even know If I got everything right, but it should be comprehendible) , I open that to discussion:

Change the current mutation rates:
'Change a condition'
'Change variable with variable'
'Introduce a new variable'
To mutate the top and the buttom parts of the condition so stuff like:

Quote
*.eye
*.sun
~=
is possible

Then add new
'Special Change a condition with memory'
'Special Change variable with variable with memory'
'Special Change a Introduce a new variable with memory'

So that stuff like
Quote
*20
*30
>
is possible

Then add new
'Change an instruction to with memory pointer'
'Change an instruction to change memory'
'Insert a new memory pointer'
'Change a value with a memory location'
'Insert New memory location'

To make stuff in the "start...stop" part of the dna possible ,example:
Quote
cond
start
32
33
store
2
30
store
3
31
store
*30
*31
add
*33
store 'memory(memory(33)----->32) =
'''''''' (memory(30)----->2)+ (memory(31)----->3) = 5
stop
end
« Last Edit: April 07, 2005, 12:19:18 PM by Botsareus »

Offline Botsareus

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Advanced Randomness Generation Thread
« Reply #52 on: March 17, 2005, 06:25:52 PM »
Thats what I mean by mutation rates Num.

, Num I have no idea what you are talking about. Are you still talking about that "Mutation Rates Panel" in "Simulation parameters and options" ?

I am talking about "Mutation Rates Button" in the "Species Panel", It changes during the simulation.

Offline Numsgil

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Advanced Randomness Generation Thread
« Reply #53 on: March 18, 2005, 06:18:27 AM »
Yes, I am still talking about what you're talking about.

Imagine a triangle.  Each corner represents one of the options.  Imagine a circle.  The closer it is to a corner the higher that corner's percentage is.

A corners percentage = that corner distance /(sum of distances to all corners).

A 1D slider works if you have 2 options.  Having 3 options means you can use a triangle.

Simant had a version of this.  Check it out if you have a chance.

Offline PurpleYouko

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« Reply #54 on: March 18, 2005, 09:10:18 AM »
yes that was the idea I was thinking of too.

Another way I have seen it done is to have 3 small sliders set up so that as you increase 1 the others go down giving a total of 100% between the 3.

Not quite sure how to set up a triangular slider.

 :D  PY  :D
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Numsgil

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Advanced Randomness Generation Thread
« Reply #55 on: March 18, 2005, 09:59:12 AM »
I have no idea either, but I think the effect is cool.

three interrelated slides is easier but really not as much fun.

Offline PurpleYouko

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« Reply #56 on: March 18, 2005, 10:06:18 AM »
I will see if I can figure it out. It may have to be some kind of custom maded control.

 :D  PY  :D
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Numsgil

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Advanced Randomness Generation Thread
« Reply #57 on: March 18, 2005, 10:19:13 AM »
It'd be something like:

3 lines forming equilateral triangle.  A circle inside this triangle can be dragged around, but is not permitted to leave the triangle.

There's some math involved, but it isn't too bad.

Offline PurpleYouko

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Advanced Randomness Generation Thread
« Reply #58 on: March 18, 2005, 10:33:56 AM »
I have seen it done the other way too.

You click and drag the points of the triangle outward and the others move inward as you do. You can get anything from an equilateral to a straight line from the centre to one of the 3 choices.
This method can actually have as many possibilities as you like. 4 or five options work just as well as 3.

 :D  PY  :D
There are 10 kinds of people in the world
Those who understand binary.
and those who don't

:D PY :D

Offline Botsareus

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Advanced Randomness Generation Thread
« Reply #59 on: March 18, 2005, 11:49:08 AM »
Here is my idea: