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Genetic Algorithm to evolve cars! - Page 5

Forum Index > General Forum
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keeblur
Profile Joined April 2010
United States826 Posts
Last Edited: 2011-01-24 12:02:31
January 24 2011 12:01 GMT
#81
[image loading]

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.
Isn't it ironic and selfish to say that God made man in his image, when God was made in man's image?
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 24 2011 12:20 GMT
#82
gonna let it run overnight with 1% mutation... gonna see what's up
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!
Mr.Loki
Profile Joined February 2010
Germany136 Posts
Last Edited: 2011-01-24 17:13:17
January 24 2011 12:59 GMT
#83
It's quite fun to watch, thx.
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:

[image loading]

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
Profile Blog Joined June 2009
China7935 Posts
Last Edited: 2011-01-24 13:28:35
January 24 2011 13:28 GMT
#84
I had some pretty good bike-like genetic setup going before I went to class, never spawning disabled and reaching nearly 400.

Then I get back home only to find this little number.

[image loading]
Marradron
Profile Blog Joined January 2009
Netherlands1586 Posts
Last Edited: 2011-01-24 13:46:40
January 24 2011 13:42 GMT
#85
I had a very very good car at one point the back wheel was like a dot but it had insane momentum. The car had a very good baseheight and could climb any cliff. It could have gone very far. If it was not only just the 4th generation and I could only go to 100 lol. IT was very slow but unstopable cause of the moment the backwheel could deliver
Jswizzy
Profile Joined March 2010
United States791 Posts
January 24 2011 13:50 GMT
#86
This is actually pretty entertaining
I always try to give a sensitive, reasoned answer. This is usually awkward, time consuming and pointless.
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-01-24 16:11:27
January 24 2011 16:09 GMT
#87
Ugh, this is getting frustrating. I went backwards and hit a brick wall at generation 10, i'm at 22 now. My car's traits are being destroyed by a few poisonous genes that are dominating. For example 99% of my cars now have a point sticking strait up that makes it top heavy. It took me forever to realize that at the 125m point, where most of my creations fail, it causes the cars to flip, roll over, and gain an extra 3 or 4 extra points. Of course this is terrible for the stability that I need to actually make it over the 125 hill...

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.
An ignorant person makes a mistake. A stupid person makes it again.
trainRiderJ
Profile Joined August 2010
United States615 Posts
January 24 2011 16:14 GMT
#88
Is the car allowed to flip over entirely?

I've been waiting to see a car like this, but it never happens.

[image loading]
howerpower
Profile Blog Joined June 2010
United States619 Posts
January 24 2011 16:18 GMT
#89
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.

[image loading]


If it it flipped it would just start going in the wrong direction
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
January 24 2011 16:22 GMT
#90
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.
Developer for http://mtgfiddle.com
Mr.Loki
Profile Joined February 2010
Germany136 Posts
Last Edited: 2011-01-24 17:23:28
January 24 2011 17:12 GMT
#91
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.

[image loading]


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:
[image loading]
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
January 24 2011 17:14 GMT
#92
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.
Developer for http://mtgfiddle.com
trainRiderJ
Profile Joined August 2010
United States615 Posts
January 24 2011 17:19 GMT
#93
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.
Coutcha
Profile Joined November 2010
Canada519 Posts
January 24 2011 17:25 GMT
#94
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
This is what the world is for Making ELECTRICITY :D
trainRiderJ
Profile Joined August 2010
United States615 Posts
January 24 2011 17:33 GMT
#95
What goal? It doesn't create a new generation when that happens. At least I don't think so, I just have it running in the background and look every now and then.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
Last Edited: 2011-01-24 17:53:17
January 24 2011 17:49 GMT
#96
well my new track is totally owning this algorithm
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:
[image loading]
they just can't make it up.

it eventually came up with a design to overcome it:
[image loading]
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:
[image loading]

soo i think on this track this alg isn't going past 130
maybe i'll be pleasantly surprised but i doubt it
(\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 ☺)
rabidch
Profile Joined January 2010
United States20289 Posts
January 24 2011 18:08 GMT
#97
I'm on generation 82 with 4% mutation. Even though I think most of them are great this particular track I have has some impossible hills around 160 :/. I'll post screenshots later
LiquidDota StaffOnly a true king can play the King.
jacen
Profile Blog Joined April 2004
Austria3644 Posts
January 24 2011 18:56 GMT
#98
[image loading]

got to 540 while i was afk
but now most of the time they top out at 200 - 270
(micronesia) lol we aren't going to just permban you (micronesia) "we" excludes Jinro
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
January 24 2011 19:04 GMT
#99
I declare this the best thing ever. I'm only at gen 10 with a 5% mutation rate and those things are flying down the track!
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
LaughingTulkas
Profile Joined March 2008
United States1107 Posts
January 24 2011 19:09 GMT
#100
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.

[image loading]


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.
"I love noobies, they're so happy." -Chill
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