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Genetic Algorithm to evolve cars! - Page 3

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munchmunch
Profile Joined October 2010
Canada789 Posts
January 24 2011 01:51 GMT
#41
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.
Thratur
Profile Blog Joined June 2008
Canada917 Posts
January 24 2011 01:51 GMT
#42
I'm getting mostly monster trucks now. Stuck at 189 all the time.
hacklebeast
Profile Blog Joined April 2010
United States5090 Posts
January 24 2011 01:54 GMT
#43
I just realized that it won't run if I'm not looking at it, darn.
Protoss: Best, Paralyze, Jangbi, Nal_Ra || Terran: Oov, Boxer, Fantasy, Hiya|| Zerg: Yellow, Zero
semantics
Profile Blog Joined November 2009
10040 Posts
January 24 2011 01:54 GMT
#44
Anyone get past 212 on theirs mine always flips over right there
Traveler
Profile Blog Joined September 2009
United States451 Posts
January 24 2011 01:57 GMT
#45
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.
Can you ever argue in favor of something without first proving it?
OpticalShot
Profile Blog Joined October 2009
Canada6330 Posts
January 24 2011 02:01 GMT
#46
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)
[TLMS] REBOOT
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 24 2011 02:01 GMT
#47
lol... I got 360 with 0% mutation...

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!
Icemind
Profile Joined May 2010
Germany570 Posts
Last Edited: 2011-01-24 02:10:14
January 24 2011 02:06 GMT
#48
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
AlienAlias
Profile Joined June 2009
United States324 Posts
January 24 2011 02:07 GMT
#49
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.
Beamer
Profile Joined March 2010
United States242 Posts
Last Edited: 2011-01-24 02:13:44
January 24 2011 02:13 GMT
#50
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.
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
Last Edited: 2011-01-24 02:32:57
January 24 2011 02:17 GMT
#51
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.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
January 24 2011 02:28 GMT
#52
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?
Starfox
Profile Joined April 2010
Austria699 Posts
January 24 2011 02:30 GMT
#53
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
Greek Mythology 2.0: Imagine Sisyphos as a man who wants to watch all videos on youtube... and Tityos as one who HAS to watch all of them.
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
Last Edited: 2011-01-24 02:55:50
January 24 2011 02:47 GMT
#54
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]

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.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
rabidch
Profile Joined January 2010
United States20289 Posts
January 24 2011 03:01 GMT
#55
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
LiquidDota StaffOnly a true king can play the King.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
January 24 2011 03:06 GMT
#56
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]
(i turned up mutation rate to 30%)
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
mucker
Profile Blog Joined May 2009
United States1120 Posts
January 24 2011 03:12 GMT
#57
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

[image loading]
It's supposed to be automatic but actually you have to press this button.
CosmicAC
Profile Blog Joined January 2009
United States238 Posts
January 24 2011 03:40 GMT
#58
I'm confused, how exactly does it decide when a new generation is going to start?
To follow the path: look to the master, follow the master, walk with the master, see through the master, become the master.
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
January 24 2011 03:55 GMT
#59
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.
twitter: @terrancem
Lexpar
Profile Blog Joined March 2009
1813 Posts
Last Edited: 2011-01-24 04:08:12
January 24 2011 04:06 GMT
#60
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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