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" All the mutations don't develop interesting beha
Botsareus:
AND PLEASE MAKE SURE ALL THE MUTATIONS WORK THIS TIME.... sorry caps..... ;)
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(I was thinking: are robots not evolving new sysvars, like turning, because of lack of values? will see soon enough....)
Numsgil:
I spliced and moved all his new complaints right here, so we don't untrack the other threads. The first was in Fish School, the other was, well, somewhere equally improper.
Now Bots, you're bots are proabably dying because either:
1. Big Berthas are developing (bots that don't reproduce, and so just get bigger and bigger)
2. Your bots can't survive on their own even with no mutations
3. Your populations are too small, and so random population fluctuations caused by distant vegs not being found and eaten cause the species to die. (Ymir has this problem. It will die out without enemy bots stirring the pot, so to speak.)
Here's how you solve those problems:
1. Make your bots only reproduce when their body is huge. Also, decrease the waste threshold in the settings screen to like 100 or 50.
2. Make it better!
3. Make your bots do something other than spin when there's no food around. They should go out and actively hunt. Fish School does very good in large sims with few vegs because the schools allow the bots to cover alot of ground quickly.
As far as mutations not producing something interesting: That's because bots have no reason to become interesting. Evolution produces not optimal things, but servicable things. Evolution only makes things as good as they have to be, not as good as they could be.
Make your simulations bigger and harder. Make vegs get less energy. Give high friction levels. Stressful situations have always been the ones that give interesting evolution. Our own species had to survive a long time in large deserts in the past. It forced us to become smarter. It forced us to plan ahead for times of drought.
The 'problem' with mutations in DB is that they're realistic. There's nothing telling the bots that a mutation is good or bad except their ability to survive. In other AL programs the program determines good or bad mutations.
Also, other AL programs only have like 6 or 7 values that can mutate. And mutate in very fixed ways. DB is much much more open ended.
shvarz:
Another possibility is that your mutation rate is set too high.
My current bot has been evolving for over 20 million cycles, it got much better than the parent and accumulated quite a lot of mutations. So don't say that nothing works - it works, you just need to give it time.
P.S: I am using 2.36.1.
shvarz:
Just to give you an example: there are 22 mutations that got fixed in the population of my bots over 20 million cycles. So that means that ~a million cycles is needed for a single mutation to appear and spread through population.
Shen:
Now we can run large arena sims Ive had quite a few decent evo sims, though Im pretty much waiting for the new mutation stuff to be more stable, like you Ive had problems with it crashing after an hour or so, no idea why. The problem seems to be that FirstBot is so simple that even a basic mutation changes a vital gene. Maybe increasing the duplicate gene chance would build up enough junk DNA to produce some results.
Check out My Evolution bot and Settings. I usually get good results.
I was gunna make a post on running evo sims, maybe Ill get round to it now.
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