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31
Suggestions / suggestions for evo sim tools
« on: July 16, 2008, 07:31:35 AM »
Following the different evo sims I have run over the past period I have some suggestions:
1) CostX per species. This allows for (artificial) biodiversity between species which would otherwise outcompete each other. Fitness becomes comparing costX
2) body size graph. In the sim I ran body size was the main evolutionary adaptation of my veggies. There is no graph to track this
3) histograms or distribution plots for the parameters graphed, especially for the different strains within a species. I have 40 distinct subspecies, but what are the numbers of individuals per strain? my average energy level is 20000 for animalis, but what is the distribution over the individuals?

32
Simulation Emporium / my first evo sim
« on: June 05, 2008, 08:39:10 AM »
Just wanted to share some of my first experiences with the community, so here it goes.

My intention was to get an evo sim going with predator and prey coevolving in a predator prey cycle without external interference like constant energy (day night) or polulation caps (max veggies, costX). I started with just a veggie (runaways) and set the physics and cost. I adjusted the nrg influx so that the veggie population barely survived the first reproduction cycle, figuring that if the veggies would get more than that they swould have conquered the world already. Next I added the predator(animalis minimalis) in a 1:10 ratio. The sim busted for several repeatedly for several reasons:
1) no variance in population:  predators and all prey each started all having the same parameter values: age, energy and body of each individual in the population were the same. This meant that every so much cycles the prey would reproduce all at once, peaking its population. I tried to solve this by adding some randomness to the prey reproductive gene, but that wouldn't help me at start up. Secondly the predator would reproduce sucessfully but its offspring would not survive food competition. The original predator population grew old and died without leaving sustainable offspring. A decent age build up would have prevented that
2) predator and prey were both dumped with in an environment. They hadn't coevolved with each other in this environment. Basically I dumped an alligator and a penguin in the desert and was waiting for predator prey cycle. What are the chances of that happening?

So I gave up and added caps: CostX for the predator, constant system energy for the prey. A minimum veggie population above the starting population increasing by 1 every cycle, to get a more even prey population build up, adding predators manually for the same reason. CostX screwed up my minimal energy balance of prey, so I upped the nrg/turn. This resulted in the working sim attached

The first muation to catch on was collision avoidance: dont up the speed for distance <6, which makes sense in the elastic collision sim. At first I thought the gene was degrading, so I reran with both the original and the mutation. The mutation would replace the original every time. Another was conditional rotation: rotate small angles with targets in sight, otherwise large. A third was to travel if no food was available as opposed to waiting and starving. All clear energy aquiring or saving mechanisms. I have to admit after that the genes have become too obscure for me to identify improvements beyond that.
One mutation I was expecting but which did not appear for considerable amount of time was higher survival of offspring. Amimalis give 10% to offspring, which leads to high infant mortality (8-9 average offspring) in the environment. A mutation on this point could take over quick.

I have observed a number of things in the sim:
1) Since animalis genes are all functional neutral or positive mutations usually start within randomness or at the end of a gene. A future experiment of mine is to duplicate all genes and re-run. Is the species with all genes double stronger (better resiliance when mutating) or weaker (killer breakdowns occur more often)?
2) once on a while the number of subspecies collapses. Population of predators noramally ranges beteen 180 and 220, so I don't see mass extinction as the cause. I think it is a more adapted subspecies taking over at the expense of population diversity. I wonder what impact sexual reproduction would have on stability of species diversity.
3) best mutations don't occur first. Open door of course, since mutations are random, but I was waiting for infant mortality to come down by an improvement in the reproduction gene, and all kinds of things happened, but not that.

33
Bug reports / db recording generates error
« on: May 20, 2008, 11:18:52 PM »
file error 52 bad file name pops up when enabling database recording.  Used various names &paths. Didn't matter

34
I have a hard time interpreting subspecies distance and species diversity. I am running an evo sim. Species diversity is 20 and subspecies distance is 771 for the (evolved version) of the animalis minimalis bot I am running now. What do these parpetes mean?

35
Bugs and fixes / CostX not reset when starting a new sim
« on: May 18, 2008, 09:02:21 AM »
when using dynamic cost adjustment costXis not reset when starting a new sim

36
Suggestions / gimmic for zerobot evolution
« on: May 16, 2008, 04:55:32 AM »
I was thinking about the way DB behaves around zerobot evolution an the emergence and propagation of replication. It occurred to me that the zerobot as it currently has been defined already has a fundamental characteristic of life that greatly impacts propagation of replicating genes: self containment. Two randomly evolved genes cannot bond head to tail when in physical contact, nor can a gene split up in two autonomous parts. Imagine a zerobot developing some sort of replicating mechanism without this auto containment: it would pass on replication to whatever other bots it would come into contact with. Inversely, the population could grow without replication. In DB this could be modelled by introducing a few items: a close to represent the boundaries of the selfcontainment, and the rule that bonding or breaking cannot occur before the first close. Combined with probabilities of bonding and breaking this should push back the start of DB simulation back further ito the aminoacid soup

37
Newbie / Hi
« on: May 15, 2008, 06:44:35 AM »
Hi everybody,
A couple of days ago I came across the site, program and forum. I have a longstanding love for simulations and A (actually I came across from c-evo, a civilisation clone where you can program your own AI module) and some programming experience. I just wanted to complement everyone on the relaxed and cooperative atmosphere on the board, and make myself known before posting anything else.

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