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Genetic Algorithm to evolve cars! - Page 2

Forum Index > General Forum
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Dacendoran
Profile Blog Joined June 2009
United States825 Posts
January 24 2011 00:47 GMT
#21
tbh if you want the best results just stick with 5% I would guess.
japro
Profile Joined August 2010
172 Posts
January 24 2011 00:48 GMT
#22
This is like watching my PC play QWOP...
FaCE_1
Profile Blog Joined December 2006
Canada6173 Posts
January 24 2011 00:49 GMT
#23
dam, so many time it just stop the progress even if he can still move T___T
n_n
quirinus
Profile Blog Joined May 2007
Croatia2489 Posts
Last Edited: 2011-01-24 00:51:15
January 24 2011 00:50 GMT
#24
The orientation of the suspensions is also a variable.

I think 100% mutation means the car will get ALL new traits, while with 0% it will remain the same. So 50% means it will keep 50% of the shape and get 50% new traits.
All candles lit within him, and there was purity. | First auto-promoted BW LP editor.
palanq
Profile Blog Joined December 2004
United States761 Posts
January 24 2011 00:54 GMT
#25
one strategy for the rate of mutation is to have a high rate of mutation at the start and then tone it down gradually.
http://en.wikipedia.org/wiki/Simulated_annealing
time flies like an arrow; fruit flies like a banana
Vain
Profile Blog Joined October 2009
Netherlands1115 Posts
Last Edited: 2011-01-24 00:58:05
January 24 2011 00:56 GMT
#26
On January 24 2011 09:50 quirinus wrote:
The orientation of the suspensions is also a variable.

I think 100% mutation means the car will get ALL new traits, while with 0% it will remain the same. So 50% means it will keep 50% of the shape and get 50% new traits.


Sooooo 1% would be the best mutation then right? It would take long to get to perfection but has a really small chance to regress


one strategy for the rate of mutation is to have a high rate of mutation at the start and then tone it down gradually.
http://en.wikipedia.org/wiki/Simulated_annealing


Sounds about right. get the one good base form and then minor tweak to perfection
Battle.net 2.0 is a waiter and he's a dick
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 24 2011 01:07 GMT
#27
On January 24 2011 09:56 Vain wrote:
Show nested quote +
On January 24 2011 09:50 quirinus wrote:
The orientation of the suspensions is also a variable.

I think 100% mutation means the car will get ALL new traits, while with 0% it will remain the same. So 50% means it will keep 50% of the shape and get 50% new traits.


Sooooo 1% would be the best mutation then right? It would take long to get to perfection but has a really small chance to regress

Show nested quote +

one strategy for the rate of mutation is to have a high rate of mutation at the start and then tone it down gradually.
http://en.wikipedia.org/wiki/Simulated_annealing


Sounds about right. get the one good base form and then minor tweak to perfection


@1:
Not entirely, 1% mutation rate can make you get stuck at a local maximum.

@2:
This is the right idea, but remember you can only remember traits for up to 15 cars, i.e. your memory is bounded by 15, and you completely forget what has worked 2 generations ago.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 24 2011 01:08 GMT
#28
On January 24 2011 09:44 type_d wrote:
Mine just went from 90+ to less than 10 in about 4 generations. Seems like it began to regress through some bad traits that just kept popping up. I guess my cars needed an ice age to reset things.

Edit: This was on 100% mutation rate.


Well then if it is 100% you really get no relationship between the generations. You are just rolling random cars at each generation, completely ignoring the previous one.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Vain
Profile Blog Joined October 2009
Netherlands1115 Posts
Last Edited: 2011-01-24 01:14:34
January 24 2011 01:12 GMT
#29
On January 24 2011 10:07 evanthebouncy! wrote:
Show nested quote +
On January 24 2011 09:56 Vain wrote:
On January 24 2011 09:50 quirinus wrote:
The orientation of the suspensions is also a variable.

I think 100% mutation means the car will get ALL new traits, while with 0% it will remain the same. So 50% means it will keep 50% of the shape and get 50% new traits.


Sooooo 1% would be the best mutation then right? It would take long to get to perfection but has a really small chance to regress


one strategy for the rate of mutation is to have a high rate of mutation at the start and then tone it down gradually.
http://en.wikipedia.org/wiki/Simulated_annealing


Sounds about right. get the one good base form and then minor tweak to perfection


@1:
Not entirely, 1% mutation rate can make you get stuck at a local maximum.

@2:
This is the right idea, but remember you can only remember traits for up to 15 cars, i.e. your memory is bounded by 15, and you completely forget what has worked 2 generations ago.


So in the end its up to you to evolve the best car.

Set mutation high and screw it back each time when you are certain its a good base form. That way you should end up with a semi-perfect car. This is obviously only the case when you can judge when your car has the necessarily basic traits

Edit: 5-10% seems to be the best range to start with. All my other cars are still nowhere the score of the 5% one
Battle.net 2.0 is a waiter and he's a dick
Vertig0
Profile Joined March 2009
United States196 Posts
January 24 2011 01:13 GMT
#30
This is a lot of fun to watch, lol. Mine has created some surprisingly successful unicycles.
#1 Fruitdealer fan!
Turgid
Profile Blog Joined September 2010
United States1623 Posts
January 24 2011 01:17 GMT
#31
On January 24 2011 10:13 Vertig0 wrote:
This is a lot of fun to watch, lol. Mine has created some surprisingly successful unicycles.



Mine's simulating atavism. I had a retardo unicycle with a cannon on the front(actually just a tiny vestigial wheel) get away with breeding in generation 1 because everything else was just as bad and now that same design keeps showing up.

I'm sure it's just a coincidence but it's kind of funny that it keeps happening.
(╬ ಠ益ಠ)
GreEny K
Profile Joined February 2008
Germany7312 Posts
January 24 2011 01:25 GMT
#32
Hmmm seems cool but I got bored and closed it.
Why would you ever choose failure, when success is an option.
keeblur
Profile Joined April 2010
United States826 Posts
Last Edited: 2011-01-24 01:29:18
January 24 2011 01:26 GMT
#33
Pretty cool. One gripe I have is how quick it detects that your car has failed. Seems like it'll land on an edge, bounce to a wheel that looks like it might actually move far, but it just detects that it didn't move and deems it unsuccessful.

Or even that it stops at random times later down the line.
Isn't it ironic and selfish to say that God made man in his image, when God was made in man's image?
Vain
Profile Blog Joined October 2009
Netherlands1115 Posts
January 24 2011 01:27 GMT
#34
meh, it seems to be stuck at 300. bored of it now:\

But i will be back to breed my superior car race!
Battle.net 2.0 is a waiter and he's a dick
Angra
Profile Blog Joined May 2009
United States2652 Posts
January 24 2011 01:31 GMT
#35
The funniest part about this whole thing is when you get a really awfully designed one, and you're like "wow I feel almost sad for this poor deformed thing" then it starts chugging along and going further than you expect it to and you start rooting for it.
Coutcha
Profile Joined November 2010
Canada519 Posts
January 24 2011 01:35 GMT
#36
Cheat engine make it WAYYYYY faster
This is what the world is for Making ELECTRICITY :D
sushiman
Profile Joined September 2003
Sweden2691 Posts
January 24 2011 01:37 GMT
#37
Mine peaked at around the 6th generation, but then quickly devolved. Doesn't seem to keep many of the positive traits really.
Kinda pissed me off how many cars started more or less upside down, despite looking like a potentially good design.
1000 at least.
Noev
Profile Blog Joined January 2010
United States1105 Posts
January 24 2011 01:37 GMT
#38
On January 24 2011 09:14 uNiGNoRe wrote:
That is so cool, I'd love to see the code of this. But I don't really understand when the "test run" of a car stops. If they fall over it's ok to do a new run but sometimes it starts a new round for no reason.


for each generation it sets a score goal, and when the car reaches that goal and a little after it resets
Turgid
Profile Blog Joined September 2010
United States1623 Posts
January 24 2011 01:39 GMT
#39
On January 24 2011 10:37 sushiman wrote:
Mine peaked at around the 6th generation, but then quickly devolved. Doesn't seem to keep many of the positive traits really.
Kinda pissed me off how many cars started more or less upside down, despite looking like a potentially good design.


Yeah all of mine are sorta unicycles to start out with, just the less front-heavy ones flop down so that the back wheel is on the ground. If one would evolve with the back wheel in a different spot I wouldn't even need these economy-sized wheels
(╬ ಠ益ಠ)
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
January 24 2011 01:44 GMT
#40
starting getting consistency (i.e. 3 successes in a row) in gen. 11, this is the standard bike, which looks backwards
[image loading]

I'm going to let it run overnight just to see what the "perfect design" is.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
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