Bots and Simulations > Evolution and Internet Sharing Sims
Infinite Loops
Endy:
Is it just my imagination or are the primary mutations we see actions that are continually pepretrated. Some examples are continual shooting, tieing, moving, stopping, etc. All of these have one thing in common, they happen every single cycle and are extremly easy for the dna.
Our own "intellegent" code takes advantage of just that, intelligence. The problem is that evolution and mutations don't work according to it. The specific instructions we give, while the epitome of human ingenuity, are when mutated are some of the worst things a bot can do or not do (shooting the bots primary method of feeding is a good example). Most of the time they're better off disabling the gene or getting rid of the dna altogether, simply to ensure mutation survivability.
I'm not sure how to really solve this. My guess it's more of a matter of understanding what the program is trying to do and then improve it to help the bots succed.
On this note the 64001 (32000 2 mult 1(zero) add) possible store locations are a bit much IMO. I get a value around 0.01561 chance of a given number actually being something even possibly usable (999/64001). The number of actual locations and evolution effecting behaviors is even smaller, most likely leading to some long times between mutation effects and actual observable evolution.
I was originaly thinking that a simple duplicate -999 set would help, but perhaps even that was too little, what I'm not thinking of would be to normalize to a usable value say 31078 to something like 78, not a direct effect but at least it's somewhat usable to the bot in this form. I can understand the comments about loss of diversity, but having so many wasted locations is overkill.
Endy :unsure:
Numsgil:
Perhaps we're just looking at it from the wrong point of view. Instead of thinking that the store command is used for storing values, maybe we imagine that it's used for removing values from the stack, and sometimes, if everything is just so, it removes values and makes the bot do something.
In the new version the bot will be able to mutate some of the new commands, which will probably be useful for bots creating a kind of conditionless gene, which seems to be the direction that mutations tend to use.
Botsareus:
Num, to make bots still interested in conditions add or xor and not, and all the special stuff !~= ~>= all thouse waird conditions. I think a bot should choose this because its faster then evolving it from junk dna. The junk dna really never produces anything usefull. Warning: I will write about junk dna in detail in another post.
My point is don't think that junk dna is actualy the robot trying to produce somthing from Shens world of killer monsters.
Numsgil:
Mutations can produce all the new stuff in the new version. What I mean is that I haven't ever seen conditions mutate to limit the execution of a gene beyond always on or always off.
Ulciscor:
--- Quote ---My point is don't think that junk dna is actualy the robot trying to produce somthing
--- End quote ---
I didn't think the bot was actually trying to mutate anything. It doesn't have a clue what it's doing it just gets given extra code and it can't do a thing about it.
Would it be possible to have a bot that monitored for genes that were bad or just useless and deleted them? I have heard of genes switching off genes with methylation or something similar.
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