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simulation fish population evolution

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d-EVO:
Finaly finished!!

the fish reproduce by storing the bots body in a memory shot.
The female will realize that she is pregnent and produce about 10 egs depending on here size.
those fish will then grow up to be the average size of their parents
dont ask me how I did that
It produces a very interesting sustainable sim

interesting observations
the more overpopulated the sim becomes, the smaller the fish
the more boats there are the smaller the fish.
when their are to many boats and to few fish, half the boats go out of business and the fish return to a larger size. cycle repeats

no sharks or swarming though.
think of one fish as a school.

peterb:
 Great d-EVO !!  

Your the first showing Darwin bots can be used for species who evolve by finetuning an atribute.
This is the roadway of generating species  in bioligy I believe.
No longer it happens due to randomization of DB genetics.

It was argued at wikipedia not darwinbots pedia, this was something DB didnt do.
Your the first to show it can be done congratulations !  


I will look at the code later, your fish makes nice swiming paterns
Sometimes they go a bit to fast it seams, dough that maybe a setting of me which is wrong.

I saw sometimes the fishingboat nets clog with too many fish and then they stop functioning.
I will look at the fishboat code and put in the 360 degree auto aiming formula's I used in w6.txt
thats independent of a bots heading, and will always hit the 2 most nearby bots.

Its realy impressive you know, I'm impressed.
Also you have set a standard for these type of simulations, people can write fish based on it or other boats
Or people can change other mating atributes for example also take a look at body size etc.
It will go I think more to behaviour programing of species.

d-EVO:

--- Quote from: peterb ---I will look at the code later, your fish makes nice swiming paterns
Sometimes they go a bit to fast it seams, dough that maybe a setting of me which is wrong.

I saw sometimes the fishingboat nets clog with too many fish and then they stop functioning.
I will look at the fishboat code and put in the 360 degree auto aiming formula's I used in w6.txt
thats independent of a bots heading, and will always hit the 2 most nearby bots.
--- End quote ---

I must admit there are some bugs but they can easily be fixed. will get to it now

another thing to note is that changing the ratio between boats and fish you can increse or decrease population fluctuation.
This could in theory be used to find a stable fish-boat ratio in reality.

will post the more functional sim when I am done

d-EVO:
Ok here is the updated sim

Most of the bigs are fixed
Fish still swim very fast but just increase liquid resistance. should solve it.

I also noticed that as the fish get smaller it becomes harder for the boats to get energy from fish. So the boat pop drops. the fish get bigger and the the bout pop climbs
 so if the ratios are not to extreme ,it eventualy will stabalize itself.
here are the bots and the sim.

I took the self destruct gene out and instead inserted an incresead shootval. that way, if the fish get to small it becomes economicly inviable and ships go out of business.
This way you can see true stabalization (or destabilization) of the environment.

the atached sim is of 2 boats inserted into relitivly stable nateral environment. se the chaos caused and how the fish handle it.
To give the boats more of an upper hand, reduce its shootval, gives it an advantage over smaller fish

theise followin pics are graphs of a sim showing pop and total nrg.
The fish let themselves get eten but they controle their pop so well not even big mean boats can stop them
just shows that the fish are going to win in the end.

P.S. yay im a bot MASTER !!! <---
       and the rar file contains the new fish and boat

peterb:
Note there is also a graph for average age.

If it all works well, the fishing boats can be programmed to only eat small fish (like the science article) (based on refbody or refage ??)
Or in another sim to eat the big fish, I think its nice to see the system can be stable but also can be verry chaotic
That reflects is I asume the real fishing problem.

I'm running your sim now its nice

I often see the fishing boats swarming.. hmm maybe they multiply a bit to fast or so I'm not sure its hard to balance.
As otherwise the the algey loose from the fish... (we could let the algey eat fishing boats but nah thats aint realistic)

(edit) I now run it in a larger sim size 10 (runs faster) started with 30 algey (max 200) 15 fish and 5 boats..
 I seee now swinging population graph as you described, intresting as long there are algey the species come back wonder dough what it does over a longer period I keep it running for a while

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