Bots and Simulations > Evolution and Internet Sharing Sims

Mutation Sims

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Testlund:
I have a settings file here you can check out to set up your sim. Have fun!   Note it's for version 2.42.8 which is the major evosim program.

You can either let the morphological costs be like they are, which will eventually kill off a bunch of them after awhile, or you can chose to have it all set to 0. I whould recommend you start a bot with at least 13 zeros in the DNA.

EricL:
FYI, if you use the "No costs applied when population below..." feature, then amazingly, no costs will be applied until you evolve a replicator and the population grows beyond your threshold.  A major reason I added this feature is for null evo sims where you want no selection pressure until you have evolved a first replicator...

Zinc Avenger:
The comment above about using teleporters to take advantage of multiple processors is pure gold. I did not know I could do that, and it has opened up some great possibilities for me.

The way I've got my setup running at the moment is to run two sims, a standard size one with bots and veggies and high frequency oscillating mutation rates (1 cycle at 16x, 3 cycles at 1/16x, no point mutations) and a large low-mutation one (1 at 16x, 19 at 1/16x, no point mutations) populated only with a fairly high number of veggies. Both have wandering teleporters set up to exchange only bots between the two.

The idea is that the bots evolve in the high-mutation sim and the teleporters occasionally transfer bots to the low-mutation sim. This sets up a stable population in the low-mutation sim, and regularly introduces bots from the high-mutation sim and transfers bots back to the high-mutation sim. If the currently-dominant strain in the high-mutation sim is not competitive against the low-mutation sim strain (in other words if the descendants are not competitive against their own ancestors) then the influx of ancestor-strain bots from the low-mutation sim will take over. If they are not significantly more competitive than their ancestors they won't get a foothold in the low-mutation sim.

The test sims I ran last night (about 7 hours worth) managed to avoid crunched descendants and showed definite evidence of improving fitness (introducing equal numbers of current-strain bots and ancestor-strain bots to a new sim meant that the current-strain bots always wiped out the ancestor-strain bots).

Numsgil:

--- Quote from: Zinc Avenger ---The test sims I ran last night (about 7 hours worth) managed to avoid crunched descendants and showed definite evidence of improving fitness (introducing equal numbers of current-strain bots and ancestor-strain bots to a new sim meant that the current-strain bots always wiped out the ancestor-strain bots).
--- End quote ---

That's an impressive accomplishment!  Most ancestor vs. current strain sims that I've done have the ancestor win out (That doesn't necessarily mean that the ancestor is more fit than the predecessor).

EricL:
Diversity of environments is pretty key I think to providing the selective pressures necessary to evolve greater fitness.    Pressures to evolve can come from both the non-organism environment as well as from direct competition with other organisms.  I.e. an organism will be fitter if it out-competes rivals but also if it evolves a better adaptation to the environment.  Yes the latter almost always results in the former but my point is that a new or changing environment can often proivide directional selection independent of competition whereas a static environment favors stabalizing selection all else being equal.

While DB is pretty limited today in the ability to create different evironments within a single sim (gravity, fluid dynamics, costs etc are uniform throuhout a sim) it dawned me a while back that allowing multiple instances to connect on the same machine would be a cheap way to get greater environmental diversity as well as performance scaling.  The configuration you are using ZA is exactly the kind of thing I had in mind.  I love it.

BTW, I have a LAN at home and have run as many as 10 cooperating instances across 4 machines with a total bot population exceeding 10,000.

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