![[image loading]](http://i.imgur.com/p1o8Q.jpg)
0% Mutation means very little variation. The tail of the car is useful, because whenever it flips back, instead of going all the way to it's back, it'll land back on it's wheels.
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keeblur
United States826 Posts
![]() 0% Mutation means very little variation. The tail of the car is useful, because whenever it flips back, instead of going all the way to it's back, it'll land back on it's wheels. | ||
evanthebouncy!
United States12796 Posts
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Mr.Loki
Germany136 Posts
![]() Unfortunatley the vehicles and especially the score is not really compareable, since it depends so much on the generated track. I for example, just have a track that's really easy in the beginning, then there come some "hills" which are difficult and at one spot there's just a non passable mountain. Don't think any car could manage to overcome this, they just don't have enough power: ![]() Also the 20 samples are a bit too few, in my opinion. In my previous try, after some generations all cars had their wheels fixed to the same triangle, which doesn't allow an edge to the inside between the wheels and thus all cars had problems with sharp tips on the track, when I did it the second time, some looked similar to the one in the above picture and suddenly most of my cars did pretty well. (Edit: Maybe I should have turned the mutation rate higher.) | ||
hifriend
China7935 Posts
Then I get back home only to find this little number. ![]() | ||
Marradron
Netherlands1586 Posts
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Jswizzy
United States791 Posts
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Duban
United States548 Posts
Also around generation I0 would get 2-3 vehicles per generation that would make it past the 125m mark. But the the unreliable traits that would let it make it past the 125m hill died off in favor of traits that would reliably make it to 125m, and then die constistantly. :-(. So far my best run is 227m at generation 12, but the traits that let it happen have long since died out. | ||
trainRiderJ
United States615 Posts
I've been waiting to see a car like this, but it never happens. ![]() | ||
howerpower
United States619 Posts
On January 25 2011 01:14 trainRiderJ wrote: Is the car allowed to flip over entirely? I've been waiting to see a car like this, but it never happens. ![]() If it it flipped it would just start going in the wrong direction | ||
darmousseh
United States3437 Posts
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. Yeah, that's the problem with genetic algorithms, they tend to converge at local maxima. | ||
Mr.Loki
Germany136 Posts
On January 25 2011 01:18 howerpower wrote: Show nested quote + On January 25 2011 01:14 trainRiderJ wrote: Is the car allowed to flip over entirely? I've been waiting to see a car like this, but it never happens. ![]() If it it flipped it would just start going in the wrong direction No it would not...roll a paperwheel, or whatever lies around in your room and try flipping it, so, that it rolls in the other direction. But you mustn't flip it out of it's two dimensions (how to explain...just only flip it the way, it could in the car-simulation). And btw., I had a car that could flip around, but it happend only about three, or four times and one time, the run stopped, even if it could have gotten further... Edit: ![]() | ||
darmousseh
United States3437 Posts
On January 24 2011 18:46 uNiGNoRe wrote: Show nested quote + 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. There is an algorithm called SARSA which basically adapts as it learns and contains a "mutation". It is also adaptable meaning if the course changes, it will adapt quickly. | ||
trainRiderJ
United States615 Posts
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Coutcha
Canada519 Posts
On January 25 2011 02:19 trainRiderJ wrote: Also, it's really annoying when the simulation gives up early on my cars when they clearly would be able to continue. Happens most often when the car is traveling fast slightly downhill into a up-slope and bounces straight in the air. It SHOULD land and continue but it ends the run while the car is still in the air. its because it "reach" the goal (the right number) and then they just make a new generation | ||
trainRiderJ
United States615 Posts
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JeeJee
Canada5652 Posts
there's 2 parts to it: at about 100, there's a long hill which needs power to work past it. average-sized wheels don't work: ![]() they just can't make it up. it eventually came up with a design to overcome it: ![]() I guess the small wheel can generate more force/push and let the bike come up the hill. As a result though, this design has to be front-weighted so as to prevent wheelie-flips from the small wheel on even ground (because the small wheel generates so much power it just flips it backwards) but then at 130 it runs into a V shaped trap, where a front-weighted car will just flip forward like so: ![]() soo i think on this track this alg isn't going past 130 maybe i'll be pleasantly surprised but i doubt it | ||
rabidch
United States20289 Posts
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jacen
Austria3644 Posts
![]() got to 540 while i was afk but now most of the time they top out at 200 - 270 | ||
Osmoses
Sweden5302 Posts
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LaughingTulkas
United States1107 Posts
On January 25 2011 01:18 howerpower wrote: Show nested quote + On January 25 2011 01:14 trainRiderJ wrote: Is the car allowed to flip over entirely? I've been waiting to see a car like this, but it never happens. ![]() If it it flipped it would just start going in the wrong direction No it wouldn't. The wheels will turn clockwise no matter how the car flips. | ||
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