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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]](http://imgur.com/2Zshy.jpg)
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]](http://imgur.com/4coVG.jpg)
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.
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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.
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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.
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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.
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I managed to get to 369 at a 28th generation. It gets harder from there.
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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.
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broke 400
![[image loading]](http://oi53.tinypic.com/1znpzyc.jpg)
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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.
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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]](http://img248.imageshack.us/img248/2583/ss20110124210102.png)
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.
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United States17042 Posts
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.
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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.
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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
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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.
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This is really cool reminds me of a computer program Richard Dawkins made in one of his books.
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![[image loading]](http://i.imgur.com/wLart.png) the spike in the front wheel prevents it from going to fast an tip over lol
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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.
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With 246.5 this was the best car I had so far:
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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.
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![[image loading]](http://imgur.com/p7TWD.jpg)
Had it working overnight and now there are quite a few looking like real motorcycles. Interesting program, nice find!
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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...
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