Bots and Simulations > Evolution and Internet Sharing Sims

Automatic Zerobot evolution

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Botsareus:
No, it is a fixed value. It literally affects the mutation cap.

Let's say we are dealing with Point Mutations:

A value in Point Mutations of 1 is really naughty as the robot mutates all the time. We all know that. I am just using as example.
Due to how mutable my new mutation algorithms where, I had the opposite problem mostly.
The mutations value was getting very, very large. Therefore, the robots would just sit there for days w/o mutating.
I invented this type of cap to fix the problem.

A counter on how many mutations to allow is a different story.
Initially, I just had a time cap on how many mutations to allowed. About 4 seconds.  That did not cross platform very well if we are talking about safemode, due to the fact that each cpu runs at different rates. I ended up replacing it with a counter. I was configuring the counter before realizing that I may have a corrupt copy of vb, and maybe the whole OS. For reference, see the source code.

Testlund:
OK, so if I were to enter 1000 into that field, then Delta won't increase the rate above the rate set on the Mutation Probabilities dialog?

Example: If I put 10 into Point mutations and 1000 into Slowest rate DNA, then Delta won't raise the rate value above 10000?

Botsareus:
If I you put 1000 into Slowest rate DNA and the robot has 255 base pairs (we call them commands I think), the delta will not raise the rate value above 255,000.

Testlund:
OK, in that case the sentence "Normalize default mutation rates and slowest possible rate based on DNA length" is pretty self-explanatory.  :D Thanks for the clarifaction though.  :)

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