Bots and Simulations > Evolution and Internet Sharing Sims

Evolving niemand?

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Welwordion:
Hi I have a template bot I try to evolve called niemand, all the values are currently 0 and as I did not want to
effect the inherent structure  of the template I put the pointmutations  bar to max value mutations and I put in an insanely large number of point mutations yet.

Well see for yourself below the what.bot and that with atleast 2000 mutations, the numbers did not change enough and I suddenly have lots of commands in it, I even tried to lower other mutations rates.
So any idea how I can evolve my template structure and why it did end up like that?

edit: I accidently forgot to put a start command in the front of the template  so if you downloaded it to use it correct that  I put the correct version up now

Peter:
Ok, so what has changed I am missing it or so.


--- Quote ---Hi I have a template bot I try to evolve called niemand, all the values are currently 0 and as I did not want to effect the inherent structure of the template
--- End quote ---

The inherent structure of the template , explain maybe then I will understand the rest of the storie.


--- Quote ---I put the pointmutations bar to max value mutations and I put in an insanely large number of point mutations yet.
--- End quote ---
Eh, you know that if you put the number in pointmutations higher you will get lesser mutations right. Mutatons per bps. Higher number means lees mutation.  A low value could effeictively break any bot in a few cycles.


--- Quote ---Well see for yourself below the what.bot and that with atleast 2000 mutations, the numbers did not change enough and I suddenly have lots of commands in it, I even tried to lower other mutations rates.
So any idea how I can evolve my template structure and why it did end up like that?
--- End quote ---
Do you want to evolve into a bot then you will need the commands. What's the purpose.

And evolving niemand is like evolving nobody, right.

Welwordion:
With inherent structure I mean the commands that are already written allow conditionless logic genes,
in principle only the numbers have to change and you could have working genes.
(thats what I thought until http://www.darwinbots.com/Forum/index.php?showtopic=2338 did not work )

I put the value to 10 or 100 per thats what I meant with high (ratio of) point mutations
and when I talk about a bar I mean the bar that regulates what kind of mutations type or value will be applied.

Additional commands destroy the logic I already built in I only need mutation of the numbers.

and right "niemand" is the german word for "nobody" its a reference to odysseus answer to the cyclops question.  

Numsgil:
Point mutations mutate commands as well as numbers.  To do a proper template bot, you need to disable mutations and implement your genes to read from specific memory locations that you manually change with random values every once in a while.

There was a post written up about it a while ago.  It would either be in DNA help or evo sims.

Peter:
Is the post you mean about
Neural networks
or
Template bot

I gues it is the second one  it has the name with it. oke now I know what a template is.

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