Bots and Simulations > Simulation Emporium
Ways to increase natural selection?
EricL:
FYI, here's a screen shot showing co-existence of multiple species over time. Granted, the duration shown is only 10k cycles, but you can see the relative populations of most species remain fairly stable. Near the end, on species (Seasnake 1 4759) can be seen making significant gains at the expense of the others. Note that the coordinated up and down fluctuation is due to auto-costs.
New species were created via the new auto-forking capability when the genetic distance between individuals exceeded 30 mutations.
Shasta:
Thats really cool. I can see that being really handy in evo sims. But, is 30 mutations enough? When I ran a zerobot sim there were thousands of mutations before anything reproduced, that graph might get pretty cluttered.
ikke:
--- Quote from: EricL ---FYI, here's a screen shot showing co-existence of multiple species over time. Granted, the duration shown is only 10k cycles, but you can see the relative populations of most species remain fairly stable. Near the end, on species (Seasnake 1 4759) can be seen making significant gains at the expense of the others. Note that the coordinated up and down fluctuation is due to auto-costs.
New species were created via the new auto-forking capability when the genetic distance between individuals exceeded 30 mutations.
--- End quote ---
Thanks, this is really, really helpfull (I really miss the :flowers: emoticon in this forum). I am very curious how this graph will play out in my zerobot sim. Currently my only means to assess success is finding the most successfull bot and looking at the number of offspring it has. As for the clutter: if the mutation distance can be chosen, and / or only the top x ar shown at any given time, the clutter can probably be controlled. For now I am happy enough to live with clutter.
For the complex environment: I don't know how integrated the rules are in the sim or if it is easy to make rules specific to a shape. From an evo sim perspective this is the feature. Putting on my object oriented, and without knowing the code hat I'll state that it can be as easy as making the rules object part of shape not sim. Given that DB itself is an evolutionary project, and that VB is not object oriented (at least that is what I'm told), the code probably has to be torn apart to get this done, making it a near prohibitive amount of work.
Peter:
--- Quote ---For the complex environment: I don't know how integrated the rules are in the sim or if it is easy to make rules specific to a shape. From an evo sim perspective this is the feature. Putting on my object oriented, and without knowing the code hat I'll state that it can be as easy as making the rules object part of shape not sim. Given that DB itself is an evolutionary project, and that VB is not object oriented (at least that is what I'm told), the code probably has to be torn apart to get this done, making it a near prohibitive amount of work.
--- End quote ---
VB is objectorientated.
Can the number of 30 mutations be changed?
Can I get the program mad if I insert 1000 bots inside a sim with full mutations?
goffrie:
--- Quote from: Peter ---VB is objectorientated.
--- End quote ---
Visual Basic 6 (at least) is not really object-oriented (Wikipedia says "basic object oriented support").
Yay nitpicking!
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