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Do you run evo-simulation?

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Endy:
Haven't ran the bot yet but I saw at least one problem with it in regards to mutation. That last gene uses *.eye5 != as a condition for avoiding conspecs I'm assuming that you expect it to be comparing to 0 but if any loose value is inserted and not gotten rid of the bot could start rotating for no reason. Normally insertion seems to be the most useful or neutral mutation but for this bot it'd be detrimental.

Endy B)

Greven:

--- Quote ---Eventually after a few million cycles (usually less than 20 accumulated mutations) they all just sit there and ignore everything around them till they die.
--- End quote ---

This and the spinning PY is describing is actually what I always get to!!!???

Why is that? I often have atleast around 500 bots, but suddenly, 495 of them
starts to spin on the spot, and they die out. The last 5 runs maddely around to find food and die! PING! The sim is over!!!

What I also wrote in the evo sim topic, I think the problem with DB is not lack of complex envoriment, but because the DNA structure is so tight that most mutations are bad, and it is so complex we have a very hardtime to find the problem/bugs, because so much can interfere with this: All the genes of a bot etc.

Few people have the time or opppertunity to run sims worth 10 millions cycles or more, and therefore then simple answer to that is setting the mutation rates high (meaning more mutations), this is not desirable, and a lot of mutations, as pointed out by shvarz, in a short time makes bad sims, because natural selection have a hardtime to pick out the best bots(you know what I mean).

Over the weekend I will try to stechout a new DNA system, and post it. I know this is a tabu, but I think if we need to get over the last edge we need a new DNA structure.

Taking into account that it will not make the older bots incompatible with the new system, and I know it will take 100 hours of coding and very much is need to change, but we need it! I would volentieer to help coding if needed!

PurpleYouko:

--- Quote ---Haven't ran the bot yet but I saw at least one problem with it in regards to mutation. That last gene uses *.eye5 != as a condition for avoiding conspecs I'm assuming that you expect it to be comparing to 0 but if any loose value is inserted and not gotten rid of the bot could start rotating for no reason. Normally insertion seems to be the most useful or neutral mutation but for this bot it'd be detrimental.

Endy B)
--- End quote ---
The whole point for inserting the "*.eye5 !=" condition is to stop it spinning. Remember *.eye5 is always renewed on every cycle so it can never hold a stray value.
This condition is designed to make sure that the robot can only rotate if it is actively seeing something at the time.

PurpleYouko:

--- Quote ---Over the weekend I will try to stechout a new DNA system, and post it. I know this is a tabu, but I think if we need to get over the last edge we need a new DNA structure.
--- End quote ---

Nothing is tabu here.

If you come up with a superior system then we use it. If you don't then we won't. Simple as that.

PurpleYouko:

--- Quote ---PY, I tried your start bot and it can't shoot its own shit.  It just truns away from rabbit whenever it sees it.  Could you post the settings file you use?  And also check that you posted correct file.
--- End quote ---
I have just taken a look at the robots again and I did find one problem in the current settings setup that will stop the sim working most of the time.
You will notice that the start bot has a speed limit of 20 while the rabbit can currently go faster than that. Try adjusting the start bot such that it is a little faster than the rabbit. (originally the rabbit was slower but I sped it up) I hoped that faster bots would arise through mutations.

I don't see any problem with the bots turning away from the rabbits. They work just fine here. They can't keep up with the rabbits but they sure as hell chase them.

Here is my settings file.

I will double check my robots in the beastiary to make sure they are the right ones.

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