Bots and Simulations > Evolution and Internet Sharing Sims

First Evosim

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Testlund:
I suspected as much. Heading over to the bug reports section....

The_Duck:

--- Quote from: Numsgil ---Animal minimalis has several redundant conspec recognition conditions.  It looks like the code that approaches enemies and turns away from friends are both causing it not to eat friends, even though the middle gene that actually eats stuff would let it.
--- End quote ---

Ah, that would explain it. Occasionally they do shoot a shot or two at each other before they can turn away.



--- Quote from: Numsgil ---What's your #mutations / #generation ratio?
--- End quote ---

The generation number on the bot info panel seems not to be working properly; a bot I selected claims to be of generation 9, which is clearly impossible. However average age is currently around 2000, so that gives 2500 generations over 5 million cycles. 50 mutations / 2500 generations = 1/50. I saw something recommending a ratio of 1/2, so I guess I should up the mutation rate?

The_Duck:
The sim has hit 100 hours and 8 million cycles. Over 3.7 million bots have lived and died. For the last 4 million cycles or so I haven't touched the settings. With mutation rate at 32x we're up to 90 mutations. I think this DNA is representative:

[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']
''''''''''''''''''''''''  Gene:  1 Begins at position  1  '''''''''''''''''''''''
 start
 abs *.eye7 *.refeye *.myeye
''''''''''''''''''''''''  Gene:  1 Ends at position  5  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  6  '''''''''''''''''''''''
 start
 <
 swapbool
 -- *.refveldx << .dx store
 *432 86 .up store

''''''''''''''''''''''''  Gene:  2 Ends at position  17  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  3 Begins at position  18  '''''''''''''''''''''''
 cond
 store
 *.eye5 91 >
 *630 *.myeye !%=
 start
 4 .shoot dec
 *.refvelup .up store

''''''''''''''''''''''''  Gene:  3 Ends at position  32  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  4 Begins at position  33  '''''''''''''''''''''''
 start
 *.eye5 =
 *.refeye *.myeye %=
 or
 371 .aimleft store
 >=

''''''''''''''''''''''''  Gene:  4 Ends at position  43  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  5 Begins at position  44  '''''''''''''''''''''''
 cond
 ~ *.nrg 27008 >
 start
 dec
 <
 .repro store
 *-167''''''''''''''''''''''''  Gene:  5 Ends at position  54  '''''''''''''''''''''''


Major changes since the start of the sim include:
-Bots now constantly move instead of sitting still, spinning, and waiting for food. I expected that this would occur; sitting still is not a very effective hunting technique. Since they are spinning and accelerating at the same time they execute a kind of Brownian motion.
-Bot speed has increased several times, now at 86
-Feeding distance has decreased several times, now at *.eye5 > 91. So they are zooming around and ramming the veggies, hopefully stopping and matching velocities when they do.

Edit:
-Reproduction energy threshold has been increasing. It seems like this must be advantageous somehow; I can't see why.

Numsgil:

--- Quote from: The_Duck ---The generation number on the bot info panel seems not to be working properly; a bot I selected claims to be of generation 9, which is clearly impossible. However average age is currently around 2000, so that gives 2500 generations over 5 million cycles. 50 mutations / 2500 generations = 1/50. I saw something recommending a ratio of 1/2, so I guess I should up the mutation rate?
--- End quote ---

Don't up it if you're happy with the results.  The lower the mutation rates the fewer negative mutations are going to fixate.  But if you're getting impatient, yes, you could probably up the rates a little.

The_Duck:
Update: 9.2 million cycles, 100 mutations, 4.4 million born. With the performance improvements in 2.43.1h I've increased sim size and thus population by 60%.

Here is the most common genome at the moment:
[div class=\'codetop\']CODE[div class=\'codemain\' style=\'height:200px;white-space:pre;overflow:auto\']
''''''''''''''''''''''''  Gene:  1 Begins at position  1  '''''''''''''''''''''''
 start
 and
 *.eye7 *.refeye *.myeye
''''''''''''''''''''''''  Gene:  1 Ends at position  5  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  6  '''''''''''''''''''''''
 start
 <
 -- *.refveldx << .dx store
 *432 86 .up store

''''''''''''''''''''''''  Gene:  2 Ends at position  16  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  3 Begins at position  17  '''''''''''''''''''''''
 cond
 store
 *.eye5 91 >
 *630 *.myeye !%=
 start
 4 .shoot dec
 *.refvelup .up store

''''''''''''''''''''''''  Gene:  3 Ends at position  31  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  4 Begins at position  32  '''''''''''''''''''''''
 start
 *.eye5 %=
 store
 *.refeye *.myeye %=
 or
 371 .aimleft store
 >=

''''''''''''''''''''''''  Gene:  4 Ends at position  43  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  5 Begins at position  44  '''''''''''''''''''''''
 cond
 *.nrg .shootval store
 >
 start
 dec
 ~ not
 <
 .repro store
 *-167 inc
''''''''''''''''''''''''  Gene:  5 Ends at position  57  '''''''''''''''''''''''


Not much of importance has changed, but there is the intriguing line "*.nrg .shootval store" which has been around for a while but, as far as I can tell, never executes (wouldn't it kill the bot if it did?). Do stores in cond sections execute?

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