Code center > Bugs and fixes
Mutations appear broken
Testlund:
I've done some testing starting from version 2.44.1 and going back through the versions to try and figure out where the mutations got broken, preventing bots to evolve so they just sit on the screen doing nothing.
I started each sim with 32 autotrophs and 32 heterotrophs and ran it for 100 M cycles. Got the same results in all versions from 2.44.1 to 2.43.1L so far.
The only things that happens in the sims are that bots might shoot a little while, swim around, replicate a couple of times, form a tie to another bot, then nothing. No growth of the populations, instead they are either slowly declining or stay constant. It doesn't matter if costs are used or not.
I've checked Eric's explanations of the fixes between versions 2.43.1e to 2.43.1L to see where he might have done something that could have broken the mutations. It's pretty much only the inc or dec commands that rules the sims as far as I can comprehend.
Maybe someone here can explain it better what the problem might be. I can only go on what I see in bot behavior.
If someone could find the time to fix this problem I would be mighty grateful.
Tonight I'm going to test version 2.43.1e.
Numsgil:
I'm a wee bit conused. By "broken", do you mean that bots' DNA don't mutate, or that they don't mutate to do the things that they used to?
Testlund:
I mean the latter, in that the instructions seems to have been limited and the results are the same no matter what of the above versions I run. It was a long time since I saw bots filling up the screen or making lots of ties for instance.
I have to skip the testing of version 2.43.1e that seems to have a freeze bug.
Numsgil:
Are you starting a fresh zerobot sim with each version, or are you trying to load up a saved sim you had from a previous version?
Testlund:
I'm starting a fresh new zerobot sim for each version with the same settings.
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