Author Topic: Mutating too much Rubble; Bug...  (Read 5692 times)

Offline Botsareus

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Mutating too much Rubble; Bug...
« on: October 27, 2005, 07:18:17 PM »
Someone try running FirstBot with mutation rates set to "5", I know I am crazy, but nothing prevents a user from doing this so it eather needs to be ristricted or fixed...

...What happens is after a while the robots mutate dna is mutating so much dna that it is simply too slow to run the simulation. Its like its frozen...


I already fixed it by "caping" how much "dnamakespace" will work with... on my new virsion...

Offline Numsgil

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Mutating too much Rubble; Bug...
« Reply #1 on: October 27, 2005, 07:21:02 PM »
How would we even fix this?

I mean, of course it's going to slow down the program!  Mutations are generally written to be easy to debug, not fast.  Mutations are among the slowest code.

I think you could run bots with 10 000 DNA and have no noticable slowdown, but bots with 100 mutations each generation are going to slow the program down alot.

Offline Botsareus

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Mutating too much Rubble; Bug...
« Reply #2 on: October 27, 2005, 07:24:00 PM »
Anyway , I found a 'tie overflow' problem, and some more memory storage thats above 32000... not enough time now so...

Offline Ulciscor

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Mutating too much Rubble; Bug...
« Reply #3 on: October 27, 2005, 07:42:05 PM »
Not really a bug. In fact not at all  :blink:

{Marked for removal}
:D Ulciscor :D

I used to be indecisive, but now I'm not so sure.

Offline Botsareus

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Mutating too much Rubble; Bug...
« Reply #4 on: October 27, 2005, 08:05:40 PM »
exsept when the program is frozen , its the same thing as a crash , so its completly unusable...

Unusable programs - No problem

Why does Num always make it sound less troublesome?

Btw: Num is right when he sayed (bau translation) If a bot runs with 10000 dna its actualy still usable.

But he left out the part of what happens when a robot with 10000 mutates with "5" (do I dare say "2") mutation rates
« Last Edit: October 27, 2005, 08:08:16 PM by Botsareus »

Offline Ulciscor

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Mutating too much Rubble; Bug...
« Reply #5 on: October 27, 2005, 08:06:37 PM »
Is there any way to fix this though? The program will slow down when the DNA is too large. That's not a bug it's a fact.
:D Ulciscor :D

I used to be indecisive, but now I'm not so sure.

Offline Numsgil

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Mutating too much Rubble; Bug...
« Reply #6 on: October 27, 2005, 08:07:27 PM »
I don't think it's the DNA being too large.

Someone make a bot with 10 000 DNA and see how well it runs.

I think it's the number of mutations.

Offline Botsareus

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Mutating too much Rubble; Bug...
« Reply #7 on: October 27, 2005, 08:10:00 PM »
exactly Num. When a program trys to mutate something like 10000dna it simply can not complete in under 5 hours or so.

Offline Numsgil

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Mutating too much Rubble; Bug...
« Reply #8 on: October 27, 2005, 08:11:52 PM »
Right, so don't do that :P

Seriously, I don't see how you can fix it.  Or even why you should waste your time trying when 99% of the time the slowdown is in other parts of the program.

Offline Botsareus

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Mutating too much Rubble; Bug...
« Reply #9 on: October 27, 2005, 08:15:11 PM »
Simple,

I need this to see how TheONE with evolve with its mutation rates oxilorating(wrong spelling, py) between x1 and x27 so I can intergrade the HH I was talking about , and evolve first bot more productively (that is takes me less then 10 years)


If my vision of people using my methods in the future is falce , then yes I am simply wasting my time typing letters and numbers on a keyboard on the internet.


EDIT: MAJOR EDIT, I am to ZzzZz its THEONE ,
« Last Edit: October 27, 2005, 08:16:57 PM by Botsareus »

Offline Numsgil

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Mutating too much Rubble; Bug...
« Reply #10 on: October 27, 2005, 08:16:56 PM »
Well, if you're set in your ways and don't want to change, you'll need to find an application called a "profiler".

Then you run the profiler and the program.  The profiler will tell you where you're spending all your clock cycles at.
« Last Edit: October 27, 2005, 08:17:14 PM by Numsgil »

Offline Botsareus

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Mutating too much Rubble; Bug...
« Reply #11 on: October 27, 2005, 08:20:57 PM »
It is on "makespace" , and I already "caped" it. I was justing getting everone to do it, gess it did not work.


I know you like your advanced sounding high tech debug stuff num.

But all you really need to do, is press "break" a couple of times, more 60% that you will get lucky. So after 3 trys you will get it without any "profiler". another reason I like vb so much.
« Last Edit: October 27, 2005, 08:23:18 PM by Botsareus »

Offline Numsgil

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Mutating too much Rubble; Bug...
« Reply #12 on: October 27, 2005, 08:23:18 PM »
Well then good!

But no, I don't think we'll be capping anything in the regular program.

Offline Ulciscor

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Mutating too much Rubble; Bug...
« Reply #13 on: October 27, 2005, 08:25:06 PM »
OK I don't think this classes as a bug. Maybe it should be moved to suggestions if people want to discuss mutation of varying DNA length.
:D Ulciscor :D

I used to be indecisive, but now I'm not so sure.

Offline Numsgil

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Mutating too much Rubble; Bug...
« Reply #14 on: October 27, 2005, 09:14:11 PM »
Pro'lly.