Author Topic: New zerobot simulation  (Read 11777 times)

Offline Drognan

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New zerobot simulation
« on: February 21, 2010, 05:38:19 PM »
Hi guys,
Don't know if anyone ever checked this, but are we sure that number of zeroes in zerobot DNA speeds up evolution?
To evaluate this, started new simulation with two types of zerobots.
1. type: zerobot with 910 zeroes in genome

2, type: zerobot with 3600 zeroes in genome

Both species are marked as veggies.

Bets anyone?  


I'll keep you posted...

Offline Drognan

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« Reply #1 on: February 22, 2010, 02:11:22 PM »
ok, new event, guy with 3600 zeroes first learn how to feed, two nearest bots got eaten...
No reproduction yet, it's 1,9K cycles...

So it's 1:0 for bots with lots of zeroes... So far theory is correct  

Olmost forgot, there is one more category zerobots, one with random numbers instead zeroes so now I inserted 8 bots with 4000 numbers, zeroes will have 1,9 Kcycles advantage, but don't want to start all proces over again  
« Last Edit: February 22, 2010, 02:20:40 PM by Drognan »

Offline Houshalter

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« Reply #2 on: February 23, 2010, 10:32:53 AM »
My moneys on the random number bots.

Offline Drognan

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« Reply #3 on: February 23, 2010, 03:26:24 PM »
Quote from: Houshalter
My moneys on the random number bots.

Are You sure? Guys with zeroes are 1,9Kcycles ahead

Offline Houshalter

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« Reply #4 on: February 23, 2010, 03:47:49 PM »
If they can't reproduce yet, then their dna is just random. The only problem is the zero-bots already have other commands while the random bots are stuck with numbers.

Offline Drognan

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« Reply #5 on: February 24, 2010, 04:27:36 AM »
Just to mention, didn't know how to make random nubers sequence so I simply wrote sequence from 1-9 and then copy-paste it till I got 1234567891234567891234... hope that this still counts as random numbers zerobot? I posted dna for inspection.

Offline Testlund

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« Reply #6 on: February 24, 2010, 08:48:39 AM »
You can use this random number generator over here:

http://www.psychicscience.org/random.aspx
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Offline Peter

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« Reply #7 on: February 24, 2010, 09:14:48 AM »
Quote from: Drognan
Just to mention, didn't know how to make random nubers sequence so I simply wrote sequence from 1-9 and then copy-paste it till I got 1234567891234567891234... hope that this still counts as random numbers zerobot? I posted dna for inspection.
It doesn't, because there is a pattern in the dna it isn't random. Testlunds link should do the trick.
Oh my god, who the hell cares.

Offline Houshalter

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« Reply #8 on: February 24, 2010, 09:32:15 AM »
I made this. It generates lines of random numbers between 1 and 1,000. It asks you how many lines you want, 40 numbers on a line. I'm going to improve it to do both random numbers and dna commands like store, inc, add, etc. Sorry about its size, the program I made it in doesn't compile very well. Technically it doesn't complile at all, it just tokenizes it.

Offline Drognan

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« Reply #9 on: February 24, 2010, 12:38:39 PM »
Quote from: Houshalter
I made this. It generates lines of random numbers between 1 and 1,000. It asks you how many lines you want, 40 numbers on a line. I'm going to improve it to do both random numbers and dna commands like store, inc, add, etc. Sorry about its size, the program I made it in doesn't compile very well. Technically it doesn't complile at all, it just tokenizes it.


Great, thanx for the program :-)
Inserted 7 "zerobots" (can we still call them like that?) with random numbers...

Update on simulation: the shooting guy just lost it's ability for shooting so it's again 0:0  

Offline Drognan

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« Reply #10 on: February 25, 2010, 11:32:15 AM »
I was wondwring when is good time to introduce costs. What is best cost settings to start with?

Offline Testlund

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« Reply #11 on: February 25, 2010, 11:59:59 AM »
I'm looking into this right now, trying to figure out the best cost settings. Apparently there are some oddities with it.

Just keep it low, below 0 and use Dynamic Costs once the population starts to slow down your sim.
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Offline Testlund

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« Reply #12 on: February 25, 2010, 12:28:05 PM »
By the way I recommend using Ageing Costs together with Dynamic Costs otherwise there will be selective pressure for bots to do nothing.

You can set it to:

Age Cost: 0

Begins upon reaching: 0

Increase by: 0.000000001 (will be displayed as 1E-09)

I did this calculation for movement and rotation costs:

32000 / 24 / 60 /60 / 32 = 0.011574074074074074074074074074074 (1.157407E-02)

Hehe.  
« Last Edit: February 25, 2010, 12:29:04 PM by Testlund »
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Offline Drognan

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« Reply #13 on: February 25, 2010, 01:37:27 PM »
Quote from: Testlund
By the way I recommend using Ageing Costs together with Dynamic Costs otherwise there will be selective pressure for bots to do nothing.

You can set it to:

Age Cost: 0

Begins upon reaching: 0

Increase by: 0.000000001 (will be displayed as 1E-09)

I did this calculation for movement and rotation costs:

32000 / 24 / 60 /60 / 32 = 0.011574074074074074074074074074074 (1.157407E-02)

Hehe.  


Wow    respect man! How did ou do that???

Offline Testlund

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« Reply #14 on: February 25, 2010, 03:23:17 PM »
Just some funny calculation I came up with. I use time, beat patterns and bytes as rules for how I set up my sim.

175 zerobots with lowest field setting will run the sim at close to 32 c/s at normal speed setting and if the morphological cost is 1.157407E-02 and they start out with 32000 nrg  they will live for about 24 hours if they constantly shoot, turn or swim without gaining energy (at least in theory).    

An animation speed around 30 cycles looks most realistic imo.
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