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zerobot evolution

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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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