Mutations in DB are almost lethal becuase of the highly complex structure of the vitual bot CPU (the bots internal building, the stack and the memory.) and the DNA language. Mullers Rachet what ever you all put into this haven't even been proven in real biological creatures and have only partial been proven in digital organisms.
I could be misreading you, but I think you have this totally backwards.
Mueller's ratchet is not explicitly programmed into Darwinbots. It's simply a fact of life for all asexually reproducing creatures.
That is, Darwinbots is subject to Mueller's ratchet because it's an accurate simulation of asexual organisms. Which is encouraging-- sort of.
Real organisms are indeed influenced by Mueller's Ratchet, wiki it if you don't believe me. Most organisms, however, have found ways around it through Sexual reproduction and horizontal gene transfer, which the bots are sort of lacking (sexual repro is disabled in 2.4 because the code needed to be rewritten to conform to the new DNA coding mechanisms).
It is true that many mutations are lethal in DB, but guess what! This is true of real life to! Alot of your DNA is coding for basic things like converting glucose into pyruvate, etc. These have not changed much in millions of years because any mutation in these are quite lethal.
I could be missing the mark, but I'd say that you're really complaining that DB models real life
too well. Real life is boring, and real evolution takes a long, long time.
But I've kind of grown attached to real life. Darwinbots is emulating the rules of real life, trying to capture the same essence. Evolution sims take alot of patience. No one expects their E Coli to evolve overnight, and you shouldn't expect the bots to either. Shvarz has run some very convincing simulations in the millions of cycles, and his bots definately show evolution at work.
Were is the GRID everyone has been talking about since the dawn of time?
Were is the metabolism everyone has been talking about since everyonce began talking about the grid?
Bogged down in technical details. Do you realize how much memory it would take to do the grid like how everyone wanted? Several hundred megs of RAM.
HUNDRED. And then if DB is ever expanded into 3D...
It's been in the back of my mind, juggling all the pieces. I think it's starting to coallesce, and the answer is baby steps towards full metabolism and the grid. Which is what I've been doing.
Instead we get --> planteaters singularities, smiliy-mode, shapes-mode, electricity (not implemented yet, but who knows), even Num began discussion Relativity Mode, Zelos began a thread about naming DB-units, Distributed Programming the list goes ever on....
Most of those things take no time. Planet Eaters was a sort of "I'm redesigning the physics engine, I could totally throw this in". Took me two hours. That includes debugging. Smiley mode was PY's thing, and was him practicing with different drawing things you can do in VB to see how practical adding a dimension of shape would be to DB.
For every silly idea that's just fun, I program 2 hugely sophisticated features that aren't self evident. Redesigning the DNA system is a huge one. Redesigning mutations to be more in line with natural modes and other ALife programs (like Avida) another.
Those huge things take many, many hours. Should I break down the time I spend programming so you guys get an idea of how it works?
I havent been the best my self, but come on, lets begin discussion the details in the grid, metabolism, no longer have an veggies definition, that bots can turn veggies and vice versa.
Or can it be that it will be confusing with all this to the combat sims, and thereby being left out???
That's what that nice little subforum is for. In suggestions. It's so important it gets its own subforum. Don't blame me if no one posts in there.
And don't give me an answer about porting the code to C, or that it is boring.
Actually, porting it to C has gotten me two other programmers interested in programming. It's going to be well worth the effort.