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Genetic Algorithm to evolve cars! - Page 4

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LasTLiE
Profile Blog Joined April 2009
United States428 Posts
Last Edited: 2011-01-24 05:18:58
January 24 2011 05:17 GMT
#61
Pretty interesting thing. About the graphs, I think the red is the farthest scorer of a generation. The black might be something like average of a generation.

I've had two running while i played some LoL matches. The first I had at 5% mutation, and it's currently at Gen. 69. The red graph seems to have plateaued, with the black graph slowly trending upwards. So if the graphs do represent farthest and average, that means that each generation is slowly improving overall, but no single one can get past the red line's plateau(which is ~170).
[image loading]

The second one running I set up to 25% mutation It's up to Gen. 175 and has made some intersting looking cars. Even though the mutation is still relatively low, it still manages to make several failures you'd expect to see in the earliest generations. The red graph is very inconsistent, with a few peaks of about equal height and a lot of random smaller peaks. But the black graph is somewhat more consistent(by comparison at least.)
[image loading]

So far it seems like no matter what the cars get limited by the track. Eventually, it generates some nearly-impassable portion. I'll leave them both up overnight and see what happens.
"[21:01] kjwcj: i wanna put an aftermarket heatsink on your northbridge, lastlie" http://twitter.com/ThatGuyLastly
GP
Profile Blog Joined September 2010
United States1056 Posts
Last Edited: 2011-01-24 05:50:53
January 24 2011 05:43 GMT
#62
Yeah at some point I had it so all twenty were consistently going from 140-180, I left it up all day and no matter what they would never pass the 180 point, it was a really steep incline after a set of two pits (at the 140 point) which would trap a good two thirds of the cars.
Azzur
Profile Blog Joined July 2010
Australia6260 Posts
January 24 2011 05:48 GMT
#63
For my honours thesis, I wrote genetic algorithms to solve the travelling salesman problem. The algorithm that I wrote was modeled on "island mutations". Each "island" had their own local mutations and the best of them would migrate unto other islands. This hopefully helped prevent local-optimums.
TimeOut
Profile Joined August 2010
Germany1277 Posts
January 24 2011 05:53 GMT
#64
Just got to generation 20 on default settings (5% mutation rate) and they are starting to adopt useful shapes.

Really fun to watch, thanks for the link.
Tdelamay
Profile Joined October 2009
Canada548 Posts
January 24 2011 05:57 GMT
#65
I managed to get to 369 at a 28th generation. It gets harder from there.
This road isn't leading anywhere...
BottleAbuser
Profile Blog Joined December 2007
Korea (South)1888 Posts
January 24 2011 07:18 GMT
#66
I'm pretty sure 100% mutation rate will make your cars completely random, like reloading the page for each generation, or even each car if you will.
Compilers are like boyfriends, you miss a period and they go crazy on you.
udgnim
Profile Blog Joined April 2009
United States8024 Posts
Last Edited: 2011-01-24 07:49:56
January 24 2011 07:26 GMT
#67
broke 400

[image loading]
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
Umbrella
Profile Blog Joined September 2007
Taiwan936 Posts
January 24 2011 07:51 GMT
#68
Interesting link, but my cars are peaking at 214.5 (431.3ish) since it drops down from a huge hill into a ditch where the frontal wheel gets stuck.
Dr. ROCKZO
Profile Joined May 2010
New Zealand396 Posts
Last Edited: 2011-01-24 08:03:00
January 24 2011 07:59 GMT
#69
These are what mine are looking like, and they work quite well, the spike keeps them from wheelie-ing, but jagged areas sort of stump them. I'll be interested to see what it develops to conquer that. I love this game.

[image loading]

EDIT: For a few generations it started to develop an annoying habit of getting stuck on the back wheel and stumbling through, it still worked but could have been so much faster. I guess it worked that out, because it's back to normal Dump Trucks now.

It'd be interesting to have the option to design our first car, and let it evolve from there, to see if evolution could make any improvements on what we decided to be perfection.
or something
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
January 24 2011 09:34 GMT
#70
there must be an optimal rate of mutation that's something between 5-15%. High Enough to make sure that you don't settle on a local maxima, but low enough so that you don't throw away the good stuff before it develops.
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
uNiGNoRe
Profile Blog Joined June 2007
Germany1115 Posts
January 24 2011 09:46 GMT
#71
On January 24 2011 18:34 GHOSTCLAW wrote:
there must be an optimal rate of mutation that's something between 5-15%. High Enough to make sure that you don't settle on a local maxima, but low enough so that you don't throw away the good stuff before it develops.

I think the best solution would be an adapting mutation rate: Increase the mutation rate if you cars seem to get stuck at a particular point, decrease as long as they are still making progress.
LRM)TechnicS
Profile Joined May 2008
Bulgaria1565 Posts
January 24 2011 10:03 GMT
#72
I started the webpage and on Generation 4 and Generation 5 I had some very good trips with a score as high as 150+ like 2-3 times

i like the sit a lot, thanks for sharing :D
Enjoy the game
BottleAbuser
Profile Blog Joined December 2007
Korea (South)1888 Posts
January 24 2011 10:20 GMT
#73
On generation 15-ish, my cars started developing the perfect shape to go off this hill and spin in the air exactly the number of times required to land on their wheels, past a few nasty ditches. Beautiful.
Compilers are like boyfriends, you miss a period and they go crazy on you.
fidelity
Profile Joined August 2010
Sweden410 Posts
January 24 2011 10:37 GMT
#74
This is really cool reminds me of a computer program Richard Dawkins made in one of his books.
yB.TeH
Profile Blog Joined November 2008
Germany419 Posts
January 24 2011 10:41 GMT
#75
[image loading]
the spike in the front wheel prevents it from going to fast an tip over lol
seiferoth10
Profile Joined May 2010
3362 Posts
January 24 2011 10:44 GMT
#76
So I was casually watching mine and I was pretty far along in generations so my cars were all looking similar, then I had a mutation that had all the normal components except it mutated without a front wheel. Think I woke up my neighbor from that laugh.
uNiGNoRe
Profile Blog Joined June 2007
Germany1115 Posts
January 24 2011 10:53 GMT
#77
With 246.5 this was the best car I had so far:
[image loading]
Scorch
Profile Blog Joined March 2008
Austria3371 Posts
January 24 2011 10:56 GMT
#78
It would be cool if you could "play god" and make one change per generation to guide evolution in a certain direction, or make a negative change and see how later generations eliminate the weakness.
lindrup
Profile Joined May 2010
Denmark115 Posts
January 24 2011 11:01 GMT
#79
[image loading]

Had it working overnight and now there are quite a few looking like real motorcycles. Interesting program, nice find!
It's better to burn out, yeah, than fade away!
HighTimes
Profile Blog Joined March 2008
Taiwan342 Posts
Last Edited: 2011-01-24 12:02:08
January 24 2011 11:47 GMT
#80
Damn... I clicked the link while very high...

edit: I can't take it anymore! When will they grow up and stop doing wheelies??
Also, I have a funny one with a very small back wheel, which looks like those penny-farthings :D

edit2: why is there a baby-carriage among my bikes?
this is amazing...
http://www.youtube.com/watch?v=1gvD9G5uDfo
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