Code center > Bugs and fixes
Mutations appear broken
Prsn828:
Certainly, I think the core of the problem is that mutations were simply a poorly designed feature in DB2.
DB3 will DEFINITELY fix this issue, and I expect evo-sims to be much more interesting.
Testlund:
I can't wait!
Another thing I've wondered about is the settings where you can move the slider between type and value of point and copy mutations and the various deviations. I'm not certain what effects these would have on mutations. I suppose type means various sysvars while value means the values stored in memory locations. The deviations I don't have a clue about.
Numsgil:
type refers to things like the difference between numbers and add, div, mult, etc. Different sysvars have different types. So changing that slider means you change whether an add command is more likely to change into a mult or 42.
It was a reasonable idea at the time, but I think I probably over-engineered the mutations with tweakables.
Prsn828:
In DB3 it is much simpler.
You get four text boxes with the chances of a certain mutation occuring placed in each box.
Any number (except imaginary) should work.
DB3 sums them up, and the chance of the result being type x is x/sum.
x can represent: command(s), constant(s), reference(s), store(s)
basically, you could say you want only constants to be added by point mutation, and only other types to result from copy error, and you get a bot whos DNA should only increase if those are your only mutations.
You also get a few boxes to input change length and probability.
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