Bots and Simulations > Simulation Emporium
Co-Evolution
jknilinux:
Hey, ikke!
--- Quote from: ikke ---Passed 10 M cycles (~60.000 generations). No new major changes observed, so I stopped the sim. It's like watching grass grow. No new huntig tactics, no improved eyesight nothing of the sort. Probably more improvements in the existing genes than I identified, but nothing new. Now I now why it 3 billion years befor the cambrian explosion took place, and why so many genes can be traced back to the explosion: truely new genes take a looong time to develop.
I programmed some of the evolved characteristics in the original bots and restarted. One thing I hadn't noticed: the reproductive genes have become less fragile. The original cond statements are barely recognisable after 10 M cycles. The new code is definitely functional. The original code breaks quite often, resulting in an explosion of bots dividing and dividing. In the evolved versions this is gone, mutations don't result in the same breakdown. No idea how. Another point is that not every mutation is an improvement. Somewhere along the line animais stopped rotating when seeing his own species. You can often see pairs of animalis endlessly looking in each others deep blue eyes. Not an optimal hunting strategy, but either coincidence or the development of some other improvement made this strain dominant.
--- End quote ---
Could you post this 10M sim? Thanks!
Numsgil:
I had a sim co-evolving enitor comesum and algae minimalis. Basically enitor comesum was programmed from the start to eat weaker members of its species, and run from stronger members. The idea being if they start out as cannis they won't devolve and they'll provide selection pressure and population control on themselves. The algae quickly became cancerous, and I used a population limit to keep them in check. The algae formed a kind of bubbly froth where each veggy had at most a few nrg points. I hadn't yet implemented varying bot sizes, so the froth was still vulnerable to shots. They couldn't all be killed because the enitor would chase each other away from the food. It was pretty stable, until the algae learned a new trick: they randomly would accelerate to the right or left. The froth turned into a large field of quickly moving algae. Enitor's guidance system was based on animal minimalis's, so the simple strafing was enough to throw the enitor off, and the enitor population crashed by like 80%. The remaining dozen or so bots couldn't stave off genetic degredation, so I stopped the sim and declared it a mixed victory.
So it was an interesting sim. If I were to do something like that again I'd try to get more computers going so that I had more enitors available in case of a population crash.
jknilinux:
--- Quote from: Numsgil ---It was pretty stable, until the algae learned a new trick: they randomly would accelerate to the right or left. The froth turned into a large field of quickly moving algae. Enitor's guidance system was based on animal minimalis's, so the simple strafing was enough to throw the enitor off, and the enitor population crashed by like 80%. The remaining dozen or so bots couldn't stave off genetic degredation, so I stopped the sim and declared it a mixed victory.
So it was an interesting sim. If I were to do something like that again I'd try to get more computers going so that I had more enitors available in case of a population crash.
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We need some way to prevent algal takeovers.
How about pollination? Whenever a bot bumps into an algae, it copies it's DNA. When it bumps into another algae, that DNA is given to the new algae and it can now reproduce. That way, an algae has to keep the predators alive- it would be disadvantageous for them to evolve "wiggling", etc... In fact, we may see very interesting behaviors evolve if the algae start chasing the bots, so they can reproduce. But it has to be carefull...
ikke:
I'm not at home, and my schedule only has me at homefor 12 hours this weekend, so it'll probably be next weekend before I can look if I still have a copy.
As for veggies being cancerous: in the general settings check kilo bodypoint for veggie energy end keep the nrg number low once you have the sim running (low is below 20). This will kill off cancerous veggie strains, because they need size to get food. They reproduce too fast to grow, are too small to sustain their energy needs and die. Check out any of my evo sims, if you want to look at means for population control (veggie energy, energy management, custom simulation cost->dynamic cost are the options to look at)
edit: an early stage of the sim can be found in the thread
jknilinux:
--- Quote from: ikke ---I'm not at home, and my schedule only has me at homefor 12 hours this weekend, so it'll probably be next weekend before I can look if I still have a copy.
As for veggies being cancerous: in the general settings check kilo bodypoint for veggie energy end keep the nrg number low once you have the sim running (low is below 20). This will kill off cancerous veggie strains, because they need size to get food. They reproduce too fast to grow, are too small to sustain their energy needs and die. Check out any of my evo sims, if you want to look at means for population control (veggie energy, energy management, custom simulation cost->dynamic cost are the options to look at)
edit: an early stage of the sim can be found in the thread
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Ok, thanks! The reason I wanted to see the 10M sim is because my computer would take forever to do the next few million cycles and get the final behaviors you mentioned before evolution plateaued. The pred/prey cycles still work after all those millenia, right?
Also, Numsgil- Do you have a copy of that sim, before it crashed? We could probably continue it today and prevent the ecocide with tweaked settings.
Anyway, I realize it might be easier to simply change the energy distribution mechanism for the algae. However, if both the predator and the prey need each other, it might be easier to make a stable cycling pattern emerge. Also, it forces sexual reproduction on the algae, and provides many new options for evolution to exploit. Do you think it should be submitted as a suggestion?
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