Bots and Simulations > Evolution and Internet Sharing Sims

Evosim in size 2 environment

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jknilinux:
Uh, I had mutx = 1 for a long time and the mutations graph remained at 34 mutations... Is DB not applying my changes?

Numsgil:

--- Quote from: jknilinux ---EDIT @nums All in all though, a smaller sim should be faster because there are fewer bots, right?
--- End quote ---

Fewer bots will always run faster.  But assuming you have a strong cap on the amount of energy going in to the sim so that energy is the limiting growth factor instead of space, so that increasing the sim size won't increase the population, a larger sim will run faster.


--- Quote from: jknilinux ---Uh, I had mutx = 1 for a long time and the mutations graph remained at 34 mutations... Is DB not applying my changes?
--- End quote ---

Possibly.  Try finding example bots in your sim and checking to see how many mutations they have.  Maybe the graph is messed up.  It's also possible that that slider isn't connected to anything...

jknilinux:
well, in either case, they found a way to get back up to about 50 pop. However, something weird happened. When their DNA split into 2 genes:


--- Code: ---''''''''''''''''''''''''  Gene:  1 Begins at position  1  '''''''''''''''''''''''
 start
 0 dup sgn abs 1 sub abs 600 600 *.eye5width sub sgn mult mult dup sgn 1 sub abs 50 *.nrg 1092 swap 0 floor mult 50 *.eye5 sub sgn 0 *.body mult floor 250 0 sub floor mult mult drop *.timer sgn abs 1 sub *.numties *.tiepres abs sgn mult 500 *.trefnrg sub sgn 0 floor mult ^ mult add dup sgn 1 sub abs 98 *.numties sgn mult *.multi mult *.trefnrg 500 sub sgn 0 floor mult mult add dup sgn abs 1 sub abs 1 1 sub abs mult *.numties sgn *.eye5 50 sub sgn -16 floor mult *.refeye sgn sub *.myeye abs -- mult 750 *.trefnrg sub sgn mult ceil 0 mult add dup sgn 1 sub abs 100 *.eye5 sub 2 div dupbool
 1 add 10 sgn 0 *.vel sub floor mult mult add dup 1 abs sgn sub abs 10 260 *.body sub floor 0 sgn mult *.nrg 1000 sub 0 angle mult mult add 0 dup sgn 1 sub 535 600 *.eye5width sub sgn mult mult add dup 1 abs sgn or
 sub abs 300 *.nrg 1000 sub sgn 0 floor mult 50 *.eye5 sub sgn 0 floor mult *.body 250 sub rnd 0 floor mult mult add dup sgn abs 1 sub abs 467 *.numties sgn mult 500 *.trefnrg sub sgn 0 floor mult mult add dup sgn abs 1 sub abs 830 *.numties sgn mult *.multi mult *.trefnrg 525 sub sgn 0 floor mult mult add dup sgn abs 1 sub abs 330 *.numties sgn ~ abs mult *.eye5 50 rnd sub sgn 0 floor mult *.refeye *.myeye add sgn abs mult 750 *.trefnrg
''''''''''''''''''''''''  Gene:  1 Ends at position  274  '''''''''''''''''''''''
''''''''''''''''''''''''  Gene:  2 Begins at position  275  '''''''''''''''''''''''
 start
 sub sgn 0 floor mult mult add dup sgn abs 1 sub abs 1 10 *.vel sub sgn 0 floor mult mult add dup sgn abs 1 sub abs 313 260 *.body sub sgn 0 floor mult *.nrg 1000 sub sgn 0 floor mult mult add store
 stop
''''''''''''''''''''''''  Gene:  2 Ends at position  323  '''''''''''''''''''''''
--- End code ---

It looks like gene 1 is never used, since there is no store... yet they retain the same behaviours they had when there was only 1 gene...

jknilinux:

--- Quote from: Numsgil ---Fewer bots will always run faster.  But assuming you have a strong cap on the amount of energy going in to the sim so that energy is the limiting growth factor instead of space, so that increasing the sim size won't increase the population, a larger sim will run faster.
--- End quote ---

-Wait, how do you set an energy cap? what energy cap settings would you recommend?

Numsgil:
There isn't an outright way to do it.  Rather, you set a hard limit on the number of veggies and feed them a certain amount of nrg per cycle.  That way there's a strict upper bound.

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