Code center > Bugs and fixes

Mutations appear broken

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Numsgil:
I don't necessarily remember anything Eric did which might have done that.  Which version did you use last which definitely worked the way you wanted?

Testlund:
I don't remember, but I'm going through the versions to see where it changed. Maybe it's not necessarily mutations that got broken. It could be some functions doesn't work. Maybe I can figure it out. This will take some time.

Prsn828:
The answer:

The command indexing breaks any chances for useful values to evolve regularly.

The (possible) solution:

Greatly limit the chance of DNA values switching type, so that high indices are not lost.

The other (better) solution:

Change the source so indexing is not used to determine the meaning of values in DNA.

Numsgil:
But that's always been the case.  It wouldn't explain any recent change in behavior.

Testlund:
Maybe it could be a combination of what Prsn is saying and the fact that DB is not completely random. When more sysvars were put into the sim the program would change it's choices of what sysvars to pick when doing mutations. The various bool sysvars are pretty common in the dna for instance. I'm just guessing here.
Right now I'm testing 2.43o which looks a bit more promising. I got two bots shooting feeding shots while swimming backwards and one bot that emptied all it's energy in a snow storm. Things I haven't seen for a long time.

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