Bots and Simulations > Evolution and Internet Sharing Sims
Zerobot Sim Help
Rent-2-Pwn:
Hi guys, I'm new to DarwinBots but I've been reading the forums for a while and have a basic understanding of how it works.
I recently started a zerobot sim but I'm having a little trouble. From what I understand it usually takes 10-15M cycles for a repro to show but mine has been running for 23M and none of the bots are showing any sign of intelligent anything, and no reproducers yet.
Did I do something wrong or is it just gonna take longer?
The sim is attached.
MacadamiaNuts:
Randomness is still an unpredictable factor. No two sims are equal.
I'd try to go to the species tab, and cut by 10 or 100 the copy mutation rate of the zerobot.
If you aren't going to manually reproduce and kill the bots until you get an autoreplicator, cut down the point mutations too. It won't harm them much when they are just developing the first genes.
Rent-2-Pwn:
Ok, I cut down the point and copy mutations.
A bunch have died from ones that develop random movement/shooting. =[
What's the best way to teach them how to move/hunt after they start replicating?
Numsgil:
The most effective method is to introduce very subtle costs once a replicator gets going. Your initial population will either evolve to survive it or die off (you'd need to start from an earily save and try again). Then you keep jacking the costs up, being careful not to drive the bots to extinction (dynamic costs are good for this, but you run the risk of the bots learning to game the system).
Now, you can't really control how the bots are gaining energy. The idea is just to encourage them to find some way of surviving by killing the ones that don't. Surprisingly (or not, depending on your background) bots can learn to do some rather neat, if still primitive, things. Such as turning, moving, and firing at the same time. I don't think anyone's managed to develop a population that does more than that yet, though. No real intelligent behavior yet (like hunting down something it sees).
Interestingly, it's more common to see viruses develop and act as the primary vector for evolution. The simplest viruses methodically twiddle different memory locations, causing all sorts of random behavior such as reproduction, creating and firing viruses, shots, etc. I think you're going to find this to be the primary route your simulation will take to adapt to your changes, because it allows for rapid adaptation.
Rent-2-Pwn:
Well I just got an error =/
Error. Division by zero. Saving sim in saves directory as error.sim.
What happened there?
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