Bots and Simulations > Evolution and Internet Sharing Sims
Mutation Sims
Endy:
I wouldn't say sexrepro is a total loss. It does seem to help mix up the species dna somewhat. I've seen a bot with a bad mutation have it's children "cured" after a sexrepro with a normal bot. I've used it on plants and they started flying in opposite directions top/bottom so as to meet each other at the middle. It does however seem to crash the sims more often.
There could be a good reason the bots avoid some mutations. The bots are only striving for adequate mutations. If it takes multiple steps and one of the initial steps is detrimental it would be unlikely to evolve. The birth tie provides a guarantee that the bot will eventually seperate, a tie-removal gene requires that the bot tie then deltie. To deltie however the bot must use the same number, the most likely result being that the bot will not and instead of helping the tied mother/child will hender each other.
The reason why TF doesn't evolve is similar, it requires storing values into tieloc,tieval, and tienum. Shareing, however, can and has evolved since it only requires one number stored.
Shots probably are the best feeding method actually. The incomming shots come almost straight to the bot, they're in relativly small quantities that allow babies some chance of surviving. The bots can then randomly subtract 5/3 from the -1 and lose waste or gain body. Shootval could also have a num randomly stored into it to increase either range or power.
I'm trying to understand game theory so as to help figure out what gives the bots the best payoff evolutionary speaking. From what I can tell a sort of Retaliator bot would be the best for mutation sims. If it is attacked by a canni it responds in kind, if the neighboring bot is peaceful so is it. The only problem is ID between a Canni attack and an accidental discharge, and attacking long enough to have an impact.
Endy B)
S.o.G.:
--- Quote from: Endy ---I'm trying to understand game theory so as to help figure out what gives the bots the best payoff evolutionary speaking. From what I can tell a sort of Retaliator bot would be the best for mutation sims. If it is attacked by a canni it responds in kind, if the neighboring bot is peaceful so is it. The only problem is ID between a Canni attack and an accidental discharge, and attacking long enough to have an impact.
Endy
--- End quote ---
In my latest sim, which is pond mode with fixed alga in the top third, an unfixed alga that spawns at the top (and so floats to the bottom) & mobile I flammi as veggies and a DI to which I added float at birth, sink at age 2500 genes, the bots have evolved a retaliator strategy after at 3 million cycles. They only retaliate when bumped into hard, or hit with feeding shots during feeding. It has started to evolve away though, there is a more aggressive strain. They still don't chase other bots, but they sometimes attack them when they come too close.
This sim is really stable. The pop ranges from 70 - 150 following day night, with a much much flatter curve than that of the blooming fixed algae. A while back there was a mutation that was reproducing in the morning, and the bot population spikes were actually preceding the alga bloom spikes. It didn't last though.
maheshjr2000:
To address the problem that DB takes up too much power. Im building a medium sized beowulf cluster if I can find a kernel that will let me run it like a normal computer(this is available in linux right?) So hopefully soon we should find out if extra power will help or not. I agree with most of the people here that DB is becoming a game however I feel that the some of the caps are neccessary to simulate real world conditions. I dont feel that the DNA language is that limiting because (to my knowledge) it works as real dna does. Real dna executes a string of commands in the form of ATGC does it not?
EricL:
FYI, the VB version is single threaded. You would be wasting you time running it on a cluster. It doesn't scale.
Numsgil:
It's possible in the future that a version will be built that could take advantage of a relatively small cluster, but I see the main advantage eventually being increasing the actual size of the sim. More bots instead of faster simulations.
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