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On January 24 2011 10:39 Turgid wrote:Show nested quote +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
I've had a few runs with this as well. It seems to depend on randomly getting this characteristic in the first generation.
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I'm getting mostly monster trucks now. Stuck at 189 all the time.
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I just realized that it won't run if I'm not looking at it, darn.
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Anyone get past 212 on theirs mine always flips over right there
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I ran this for hundreds of generations when I first saw the post for this on reddit (which is where it is from, since the general section of TL seems to be a 2 day lag of reddit)
Eventually I just got to this near perfect motorcycle design that could always get to a certain point around 250 score, but that part of the track was just impossible for anything to get over, so it had hit its evolutionary ceiling.
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Is the testing road generated randomly? My road seems to have a demonic valley around 125 mark that none of my simulated designs have been able to conquer yet. (Generation 13, 6% mutation)
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lol... I got 360 with 0% mutation...
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On January 24 2011 10:51 Thratur wrote: I'm getting mostly monster trucks now. Stuck at 189 all the time. I get stuck there all the time as well. My cars mostly have a big frontal wheel and a smaller one at the back. Unfortunately either the frontal one gets stuck at the peak at 190 or the car gets pierced by the peak if the frontal wheel should actually get over it
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I love this, this is so much fun, thank you for sharing o_o
lol... I got 360 with 0% mutation...
Nice! it seems perfecting your existing traits rather than introducing new ones worked out rather well. I'm going with a 1% mutation myself. I think the 5% you start with is a bit too much because it doesn't give the generations enough time to work out which mutations work well before introducing new ones. Also, 0% is probably optimal for a good number of beginning generations until you start leveling out on the logistic curve of your average distance traveled graph.
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On January 24 2011 11:01 OpticalShot wrote: Is the testing road generated randomly? My road seems to have a demonic valley around 125 mark that none of my simulated designs have been able to conquer yet. (Generation 13, 6% mutation)
You're right, it seems like it generates a different track for every person, so comparing scores is not very meaningful.
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Wow, this is fascinating. I've been watching this for over an hour at 3 in the morning.
My algorithm seems to develop a motorcycle-like archetype: large wheels, long distance between axes, large clearance height, low center of gravity, and no parts sticking out to the front or back.
My other test run develops a relatively tall type of vehicle with a small front wheel and extremely large ground clearance suited for the rough terrain that was generated. The body has an arc shape. It basically runs on stilts so the body never touches the ground.
It's funny how increasing the mutation rate can quickly destroy the progress made by past generations by breeding malformed abominations.
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What do the red and black graphs mean? I'm assuming them is average distance per generation or something but I can't figure it out.
Also, it seems like the colors have to do with mutation & crossover... can anyone figure out what they mean?
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On January 24 2011 11:28 Wr3k wrote: What do the red and black graphs mean? I'm assuming them is average distance per generation or something but I can't figure it out.
Also, it seems like the colors have to do with mutation & crossover... can anyone figure out what they mean? Generation #0 is all single colored designs, after that the colors show you from where it got the parts used
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Wish I could show you my everyday study I'm soon done with my master in science studying AI.
This is very simple compared to the heavy lifting AIs out there.
![[image loading]](http://img269.imageshack.us/img269/2541/94216613.png)
There's alot of luck getting the "perfect car". The GA algorithm will very fast find a local optima - when it does that, try setting the mutation to 20% and see it start searching other places in the search space.
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hmm i tried it for a while never got past that 212 ditch
i might try leaving it on for over a night with low mutation and see how that works
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my track seems to be very steep at times, and lots of mini-mountains at others, so right away i realized it will favor large wheels that are far apart, with an unusually high 'floor' to be able to move over the mini-mountains without getting stuck
looks like it's getting there:
![[image loading]](http://imgur.com/5rkqt.jpg) (i turned up mutation rate to 30%)
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Love it, thanks for posting. I wish that bouncing straight up in the air didn't end the run for a car, has hampered the progress on mine.
1% all the way so far, this bump in my terrain is proving difficult
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I'm confused, how exactly does it decide when a new generation is going to start?
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I had one get to 400.11, it wasn't so wide as most of the ones I see in the pictures here. Its wheels were the same size and just about touching, with a triangle tip pointing out the back of the rear wheel to keep if from flipping over.
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Really big wheels with a low riding shell seem to be the most popular trait of my cars (I'm simulating at a 10% mutation rate, more dramatic failures, but I think it will pay off with respect to my average success per generation).
I may be wrong though. They seem to be getting pretty top heavy.
On January 24 2011 11:01 evanthebouncy! wrote: lol... I got 360 with 0% mutation...
Creationist?
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