Bots and Simulations > Simulation Emporium

New zerobot simulation

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Ta-183:
Impressive. This means that after a day of running in the background, if anything is left then those are the ones to save.

I need to start doing that.

Testlund:
Yes, it should weed out old boring bots and favor reproduction. Once you have a stable population you can turn off ageing cost. It's a bit artificial. Unicellular organisms never ages in reality (they just keep splitting in two). I pretend it's a tear and wear cost or whatever you call it in English.

Drognan:
When is good time to introduce costs? when reproduction starts? or feeding?

Testlund:
Well, you could set some low morphological costs for realism, then set the cost multiplier to 0, then turn Dynamic Costs on. Set the target population to a level where your sim runs at a decent speed, then an upper and lower percentage to try and keep the numbers of bots within the target.

I think the first priority is to have bots that reproduce regularly before they do anything else. Use ageing cost to encourage that.

In my personal experience zerobots are just hopeless to get anything from nomatter if you have costs or not, so I've gone over to randombots instead.

Right now I have a stable population of randombots on my laptop. Sometimes they peak in population, but the faster they peak, the faster they drop too.
I think the best results are when the population graph looks like a small sawtooth pattern instead of peaks, drops or flatlines.  

Drognan:
You are probably right, in my sim zerobots and bots with random numbers are mixed together, but so fan no strain has evolved reproduction, some bots from both sides evolved shooting and then lost that ability... Right now about 6Mcycles

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