Code center > Suggestions
.myoffspring, .refoffspring, .trefoffspring
Numsgil:
To be clear, we're talking about the number of times a bot has reproduced, not the actual surviving progeny that's floating around, right?
EricL:
--- Quote from: Gobo ---Because if zerobot reproduces very occasionally, it does not get much profit of it, and the evolution vector is hardly significant, because other bots get the same for free from shepherds.
--- End quote ---
I disagree. My expereince with shepard bots (which kill indiscriminantly while the population is above a certain level) is that any reproduction, even infrequent reproduction, conveys significant advantage and creates an evironment where selection dramatically favors more frequent reproduction, which tends to evolve rather quickly.
Personally, I dislike the idea of shepard bots playing favorites. This is artifical selection I.e. selective breeding. I prefer shepards to be indisciminate whether they are killing or feeding (*shooting nrg shots). This places the responsibilty for evolving squarly on the shoulders of the evobots and provides selection pressure for them to seek out nrg shooters or flea from killers or find some way - often unexpected way - to compete better. The problem with hand pruning bots and shepards playing favorites and any other criteria based selection is that it assuems you are evolving towards a goal. If you want pink poddles, I guess this is fine but if you want truly emergent complexity, you should avoid to the extent possible aprioi defining selection criteria beyond simple reproductive sucess.
That said, the sysvar may still be useful in general. My opinion is confined to the use of it in shepards as a method of intelligent design.
Gobo:
--- Quote from: Numsgil ---To be clear, we're talking about the number of times a bot has reproduced, not the actual surviving progeny that's floating around, right?
--- End quote ---
Yep. And I think that should include forced reproduction acts as well for commonness. I suppose shepherds should memloc to store number of forced reproduction acts in zerobot's memory.
EricL: Perhaps you're right.
Numsgil:
The funny thing with zerobot sims is that something that happens every 10000 cycles is frequent. Life is just really slow paced for them, and then as time goes on, and the bots get acted on by natural selection, a race condition happens and bots learn to do stuff on a smaller and smaller time scale. Really quite interesting.
Sprotiel:
--- Quote from: Numsgil ---The funny thing with zerobot sims is that something that happens every 10000 cycles is frequent. Life is just really slow paced for them, and then as time goes on, and the bots get acted on by natural selection, a race condition happens and bots learn to do stuff on a smaller and smaller time scale. Really quite interesting.
--- End quote ---
*.robage inc is SUCH a clever adaptation!
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