Bots and Simulations > Simulation Emporium
zerobot evolution
ikke:
I did my first zerobot evo sim, starting out with 500 1000 bp long zerobots (actually the numbers 1-1000 ascending). I had dynamic cost enabled, allowing to go negative. After someting like 2 M cycles the numbers started increasing: reproduction. I reseeded the five most successfull strains in a new sim with veggies. After 1.5 M cycles a strain developed binding with ties. Sheer excitement brought me to the decision to go for the second reseed. The tie strain was destined to evolve into something interesting.
Things went not quite the way I thought they would: the tiebots were sterile. The gene could either reproduce or form ties, with (point)mutations apparently flopping them from one version to the other. Sterile tiebots keept popping up. Then the ties dissapeared. All this with Costx going positive and negative, and basically feeding the bots. The breakthrough came when shooting evolved. Costx went up and life (both feeding and reproducing) took over the sim. Ties were gone
Now at 2.4 M cycles the bots tie, shoot and reproduce. Apparently some of the tie genome has been activated again. You don't have to be a crack shot if the game is tied to the barrel of your gun. Genome length is halved from 1000 to 500 Bp, without cost associated to genome length.
Attached the sim in its current state
Numsgil:
Heh, neat.
ikke:
A short update on the sim. The sim has been subjected to costX and I have increased the field size several times, so food has become more scarce.
@5,5 M cycles the once 1000 bp genome has shrunk to 150 BP and seems to have settled at that number. There is still about 10-15 BP in inactive genes. So I expect asymptotic behaviour toward about 140 BP. Apparently this is the required number for the functionality the bot genome has: reproduction, movement tieing and shooting. Of course there is still junk code in the DNA, but an equilibrium between (non crippling) insertions and deletions means the length is constant.
Initially the bots would tie everything to everything and proliferate in a section of the sim. Local availability of food would collapse and so would the bot population. Now bots are more mobile or maybe just less fixed, so the effect has lessened. As for interesting behaviour I am still looking for a moment to go and watch if tie forming is conditional or not. Having evolved from a zerobot the code is unreadable to me.
Numsgil:
Post a sample bot. At 150 BP it might not be too bad (or it might be really bad ).
ikke:
here it is
--- Code: ---'#generation: 2666
'#mutations: 1368
*20 -2 clearbool
dupbool
angle -- 37 36 *53 overbool
*112 768 pyth 73 angle floor 131 clearbool
div >=
dec
mult start
.pleas dec
div ~=
184 165
'''''''''''''''''''''''' Gene: 1 Ends at position 29 ''''''''''''''''''''''' else
dup 276 ^ 394 .setboy dec
swap -789 269
'''''''''''''''''''''''' Gene: 2 Ends at position 39 ''''''''''''''''''''''' start
302 *.trefbody rnd ceil .tie inc
mult store
rnd !%=
++
'''''''''''''''''''''''' Gene: 3 Ends at position 51 ''''''''''''''''''''''' start
overbool
=
swapbool
414 422 -117 575 ++ clearbool
true
clearbool
*15 or
429 443
'''''''''''''''''''''''' Gene: 4 Ends at position 67 ''''''''''''''''''''''' start
436 675 567
'''''''''''''''''''''''' Gene: 5 Ends at position 71 ''''''''''''''''''''''' start
570 607
'''''''''''''''''''''''' Gene: 6 Ends at position 74 ''''''''''''''''''''''' cond
74 not
^ =
swapbool
643 787 else
angle 845 sqr >> >> dec
sqr -7 * store
821 -- *911 297 827 >=
drop and
907 1020 *719 <
784 ceil *190 196 948 812 overbool
776 >=
sqr inc
-292 897 mult 812 sub 818 870 22 *.mysx 485 rnd store
<< abs
'''''''''''''''''''''''' Gene: 7 Ends at position 130 ''''''''''''''''''''''' cond
!=
863'''''''''''''''''''''''' Gene: 8 Ends at position 133 '''''''''''''''''''''''
'#hash: Mwy$O>y9Rz[am2#|J,7<
--- End code ---
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