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hi & request
Fae:
hihi! im new! (no. really?)
anyway, ive been trying to run a evo sim starting with anima minimalis, but the animini keeps dying out, thus, im either extraordinarily thick, or im missing something, so I was wondering if I could maybe get a 'mentor' of sorts who could guide me to creating a harsh, but survivable simulation, centered on ani-mini, ideally through MSN
you can PM me your addy if you like ^^, or failing that, some suggestions for settings
Moonfisher:
Hi and welcome
I don't have MSN... I use googletalk... not a big fan of MSN.
I attached a settings file for a sim with Alga_Minimalis and Animal_Minimalis. (Also attacked the 2 bots used, if the settings file won't load try adding the bots to your Robots folder aswell)
All you need to do is load the settings file and it should have some descent settings for evolving this bot.
But I figured you may still be interested in knowing whats different in these settings :
Since it's a fairly short bot it wasn't enough to set 32X global mutations IMO, so I increased the odds of certain mutation types for Animal_Minimalis (I increased point mutations, copy errors and insertions I think, by having a lower number in the field). (Global mutations are set to 1 now, so it should also be easier to regulate mutations rates as you please)
I think the settings are standard F1 settings with some modifications, to get standard F1 settings you can run a league or a match between 2 bots and all the settings should be set to F1 defaults.
Changed the amount of alge and added increasing age costs at 10K cycles, to balance population around 200-300 and push for some quick evolution.
Also set it to restart the sim if all bots die, this way if the first few bots die out it'll just give it another try till they succeed. (They should manage though, unless you're unlucky or something)
And the alge only start with 500 nrg, to create a high demand for evolving -6 shots.
I should also mention I'm running version 2.43.1L, it's the most stable that I know of so far.
I'll leave the sim running for a litle while and post if anything interesting happens, or if I realize something isn't going as planned...
ikke:
To give some contradictory advice:
1) lower the mutation rate. This will make the effect of selection stronger and you will have evolution and not devolution.
2) increase the length of insertions. The current default settings are favouring deletions. Setting the insertion length to 1-3-5 makes it more even
3) Duplicate the bots dna. This will give your bot basepairs to evolve. Alternatively, insert zero code between animalis genes.
Fae:
okie dokie, undatey
after a few sims that failed (ironically, im having the opposite problem with them since I started using moon fishers settings... it stablises for a hour or so... then EXPLODES suddenly, adding hundreds more in a few mins and making the sim unworkable D:) I finally achieved stability, and have been slowly increasing the costs and the rate of aging, my hope, is that a high cost/low food environment will help filer out the junk-mutations from my high mutation rates, and encourage competitive evolution.
(and, hopefully, give rise to cannbals eventually)
starting with ani-mini and alga-mini, using moons settings as a base:
I have the rate set to 1x, but the chances for point, copy err and insertion are 1 in 3000, rather that 1 in 5000, I used ikkes suggestions for the 1-3-5 rates on insertion, and set major deletions to 1 in 10000.
vegs come with only 500 starting energy, with a max pop of 5, repop at 1, 2 per repop and 10 cyc delay
costs are I believe, F1 default with the following mods: rotation, voluntary movement = 2, shot and tie = 2, dna upkeep = 3, age cost begins at 1500 cycs old, starts at 1, and increases by 1 per cycle
thus far I achieved (what I felt was) a meaningful evolutionary breakthrough in the form of continuous, meaningful, voluntary movement. I saved that bot as Ani-Mini Modius, and restarted the sim with with it as the base.
I am currently around 60k cycles in, with three derived species of ani-mini modius, one doing well, one doing not so well.
current the sim is a swarm of around 300 small, low energy bots, I was wondering if there was anything I could do to promote the formation of fewer high-energy bots and/or cannibals?
ikke:
The phenomenon you saw was a mutation in the condition of the reproductive gene resulting in a reproduce every turn command. If you want these bots to die you'll have to check the veggiy energy from per cycle to kilobody point or quadratically. Energy per veggie breeds small cancerous veggies, the others big veggies with possibly reproduction based on body.
Another suggestion is to check if your mutations are not set too high. There is an option to place bots in the sim. If you reintroduce the original bots they should not be able to outcompete the evolved versions.
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