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jknilinux:

--- Quote from: Houshalter ---Has anyone ever created a self replicating pattern in CGoL that isn't completely destroyed by a random mutations. For that matter has anyone ever created a self replicating pattern ever? And what kinds of interesting behaviour are you talking about. Anytime I run the game of life, my starting patterns sizzle out into a bunch of stills and oscillators, most of which are not interesting. I think in order to create any of the interesting patterns your describing, you need to change the rules.
--- End quote ---


nope, no-one has ever created a self-replicationg CA for the GoL, though there are many CAs with self-replication. There's also a CA that has a known universal constructor, which when programmed with the right code, can replicate itself.

And define "interesting patterns"...

jknilinux:
Actually, better yet, we should define "interesting behaviour"... there might be some miscommunication here.

I'm referring to any CA where a sort of "physics" develops, similar to the physics required for DB, where moving and stationary objects arise. I'm not suggesting finding a CA with fully self-replicating entities capable of evolution, I'm suggesting just finding a CA to provide a habitat for the bots. I was thinking the bots could be a sort of "black hole" of, say, 100 cells arranged in a circle. According to their DNA, they can change their shape to anything they want, and add or subtract cells from themselves. Any CA entity that is under it, such as a glider that hits it, disappears. Consuming cells of a certain state, say the "dying" cells of Brian's Brain, gives energy. I'm suggesting using dieing cells as energy since, in brian's brain, they indicate novel patterns emerging. And, of course, bots can shoot gliders and excrete still-lifes/oscillators.

EDIT:

Interesting side note: using CA physics eliminates many physics problems we were trying to solve before. For example, since spaceships (aka photons) are so common in brian's brain, plants can easily evolve as stationary bots waiting for spaceships, for example, coming from the top of the screen. Instantly, shadows and other phenomena similar to real-life occur spontaneously, without the need for ray-casting. This is the sort of spontaneously emerging physics I was referring to. Of course, there's gonna need to be some way to feed off of other bots, which I'm not sure of.

All in all, I think a CA-based implementation of DB is much more elegant than our current method of programming in the physics by hand. The goal of DB, after all, is for order and novelty to develop out of chaos. Not to mention that it'll be faster.

EDIT2:

EXAMPLE PLANT DNA

1: expand size into a straight line.                                                                                 //maximize surface area for absorbing spaceships falling from above
2: for each cell:
     1: if hit by photon, then grow upward rand cells                                                        //grow upward, forming plant-like structures, avoiding shadows
3: cond energy>5000, delete 5 middle cells                                                                  //reproduce
4: cond energy<500, delete cells until energy>500 or bot is less than 100 cells long.        //eat body if energy too low


For animals, you can just fire spaceships at still-lifes, and consume the ensuing chaos.

EDIT3:

The best CA rule I've seen is known as starwars, based off of brian's brain but less chaotic, yet more interesting than GoL. Remember, GoL is just the most studied CA, not necessarily the best. Starwars forms interesting growing fractal structures, lots of spaceships, and highly ordered still-lifes with a constantly growing and changing exterior.

Brian's brain is also interesting, but it is really chaotic. Random configurations don't die out after a very long tie, so plants will have it too easy here.

Houshalter:
Space ships should be easy to form since they are so essential to the enviroment. For that matter there should be lots of possible spaceships, not just one or two. Also there should deffinitely be an element of randomness in the sim. How about a cell that changes the states of the cells around it, but is unpredictable of when it will do this and what cells it will change when it does. Universal turing machines should be simpler to build in this sim, maybe there can be logic gate type cells. Also, there could be a way to make a replicating pattern in CGoL. Get an Artificial intelligence like Eurisko to design it.

jknilinux:

--- Quote from: Houshalter ---Space ships should be easy to form since they are so essential to the enviroment. For that matter there should be lots of possible spaceships, not just one or two. Also there should deffinitely be an element of randomness in the sim. How about a cell that changes the states of the cells around it, but is unpredictable of when it will do this and what cells it will change when it does. Universal turing machines should be simpler to build in this sim, maybe there can be logic gate type cells. Also, there could be a way to make a replicating pattern in CGoL. Get an Artificial intelligence like Eurisko to design it.
--- End quote ---

I mentioned above that there is no known self-replicating pattern in GoL. Also, there is more than enough randomness in current CA rules for interesting things to happen. And remember, we're not looking for something that produces infinite novelty, it needs to settle into a steady state so it provides a decent environment for bots to evolve in.

Houshalter:
The biggest problem is the speed of light thing. I notice this in darwinbots to. The larger a creature is, the more time it will take for it to respond to its enviroment. In darwinbots a multibot can't have a brain because it could take ages for info to work its way up through the organism and then be proccesed by dozens of neurons, and then sent back out. Same problem goes in any ca. The only solution I can think of is if the organisms has a brain which constantly pumped info on how to surive in the enviroment to the cells on the outside. One last thing, organisms should be able to thrive in chaotic enviroments, not be easily consumed by them. This is the biggest problem i notice in CGoL.

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