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« on: August 18, 2008, 01:36:53 PM »
I did my first zerobot evo sim, starting out with 500 1000 bp long zerobots (actually the numbers 1-1000 ascending). I had dynamic cost enabled, allowing to go negative. After someting like 2 M cycles the numbers started increasing: reproduction. I reseeded the five most successfull strains in a new sim with veggies. After 1.5 M cycles a strain developed binding with ties. Sheer excitement brought me to the decision to go for the second reseed. The tie strain was destined to evolve into something interesting.
Things went not quite the way I thought they would: the tiebots were sterile. The gene could either reproduce or form ties, with (point)mutations apparently flopping them from one version to the other. Sterile tiebots keept popping up. Then the ties dissapeared. All this with Costx going positive and negative, and basically feeding the bots. The breakthrough came when shooting evolved. Costx went up and life (both feeding and reproducing) took over the sim. Ties were gone
Now at 2.4 M cycles the bots tie, shoot and reproduce. Apparently some of the tie genome has been activated again. You don't have to be a crack shot if the game is tied to the barrel of your gun. Genome length is halved from 1000 to 500 Bp, without cost associated to genome length.
Attached the sim in its current state