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Evosim in size 2 environment

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jknilinux:
Well, in the name of speed, I decided to run an evosim in a size 2 environment. It's currently running at a little over 100 cps, with a bot population at about 50 and a veggy population at about 5. However, the best part is that they're actually developing new, interesting behaviors. I started with Animal_archaea, since SS bots seem to be more along the lines of what evolution would choose to make.

The main evolved behavior I've noticed is that their reproduction is now conditional upon tiefeeding. Basically, they will reproduce ONLY if their tie with an algae is broken (while tiefeeding). They then reproduce a couple times, and one of the child cells usually finds the original algae again; quite a good way to find your food you just lost, huh?

The other behaviors (conspec, don't-kill-veggies) remain intact. Although, I think I saw some tiefeeding on each other, but I don't think that was intended.
I'm thinking, if you tiefeed on your own kind, you may lose energy instead of gaining it... Maybe a good conspec? Also, if you kill your veggy, then you instantly reproduce yet none of your children are near a veggy, so I guess it's advantageous to keep that behaviour too...

I originally thought that a large size sim is required to induce decent evolution, to prevent genetic drift, but apparently that doesn't happen or doesn't disrupt evolution very much; it probably has to do with my very low mutation rate as well (32 mutations average over 1.9 Mcycles).

In conlusion, (I feel like I'm writing an essay  ) it seems that there are three requirements for good evolution: time, size, and mutation rate. If one of these is off, however, I guess it doesn't hurt it too bad...

EDIT: Actually, they do seem to tiefeed on each other, but it doesn't last very long since both start reproducing like mad...

Numsgil:

--- Quote from: jknilinux ---Well, in the name of speed, I decided to run an evosim in a size 2 environment.
--- End quote ---

Larger sims are actually faster if you have the same bots as in the size 2 environment, because the bots are more spread out.


--- Quote ---I originally thought that a large size sim is required to induce decent evolution, to prevent genetic drift, but apparently that doesn't happen or doesn't disrupt evolution very much; it probably has to do with my very low mutation rate as well (32 mutations average over 1.9 Mcycles).
--- End quote ---

What's the mutation rate per generation?  That's the important number.  But 32 mutations seems like a reasonable number.  50 bots is about at the edge of sustainability, though, so something to watch for.

jknilinux:
Well, I increased the sim size to 4, and had the most awful population bottleneck occur, it was hovering around 10-15, I had to baby it back up to 30, it should remain stable enough until it gets back up to 50. The mutation rate is 1/32x, with point and major deletions disabled. F1 costs.

jknilinux:
ugh, hovering around 10... that population bottleneck really messed things up... I think I'll increase mutation rates to 1/4 and put it on no costs for a while, let evolution rediscover the behaviours it lost.


EDIT @nums All in all though, a smaller sim should be faster because there are fewer bots, right?

jknilinux:
OK, figured it out: This variety will wait for something to bump into it before it severs its tie with the veggy, so it only reproduces when someone else has reproduced and their children knock it off... with a population of 10, that rarely happens. costs are at o, mutx = 1, waiting a while...

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