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Genetic Algorithm to evolve cars! - Page 6

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darmousseh
Profile Blog Joined May 2010
United States3437 Posts
January 24 2011 19:30 GMT
#101
Here's my best one so far

[image loading]
Developer for http://mtgfiddle.com
FaCE_1
Profile Blog Joined December 2006
Canada6184 Posts
January 24 2011 21:45 GMT
#102
Best one i got so far (that I saw)

[image loading]
n_n
Souly
Profile Joined September 2010
Austria25 Posts
January 24 2011 22:11 GMT
#103
my best one so far after only 10 generations :D

[image loading]
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
January 24 2011 22:41 GMT
#104
So I have done like 10 different trials and this is my best so far.

[image loading]
Developer for http://mtgfiddle.com
rabidch
Profile Joined January 2010
United States20289 Posts
Last Edited: 2011-01-25 00:50:36
January 25 2011 00:13 GMT
#105
so what i thought was impossible (deep pit preceding a long steep hit) was actually beaten, but it seems that it gets harder because those types of cars mess up later on


edit:
lol i just watched one car completely flip over and then continue onward
LiquidDota StaffOnly a true king can play the King.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
January 25 2011 01:10 GMT
#106
Ah, this remembers me of the year before last year when I took the AI course in my uni.

We had to implement a generic algorithm back then, but none of them was as cool as this lol

[image loading]

What a bike
"When the geyser died, a probe came out" - SirJolt
Duban
Profile Joined July 2009
United States548 Posts
January 25 2011 01:21 GMT
#107

lol i just watched one car completely flip over and then continue onward


I can do one better. I had an entire line of cars who had very rounded, top heavy, roofs because they would flip at the bottom of a very large downhill slope. About 1 in 3 or 4 would do the full flip, just enough to keep the dome top until the trait died off ater 4-5 generations. It was an epic trait.
An ignorant person makes a mistake. A stupid person makes it again.
rabidch
Profile Joined January 2010
United States20289 Posts
January 25 2011 01:36 GMT
#108
generation 190: 557.4
why is it so damn hard?
LiquidDota StaffOnly a true king can play the King.
maro
Profile Joined August 2010
Netherlands134 Posts
January 25 2011 09:37 GMT
#109
[image loading]

Let it running overnight, doesn't look like it'll ever get up this hill though
I'm gonna get wasted on this sodaaa
Captain Mayhem
Profile Blog Joined August 2009
Sweden774 Posts
January 25 2011 11:59 GMT
#110
Heh. Screw your raised-midsection designs. My game found a different solution for those spikes that might catch you.

Fly over them with pure speed.

[image loading]
Gravity is just a theory anyway.
GizmoPT
Profile Joined May 2010
Portugal3040 Posts
January 25 2011 12:46 GMT
#111
lol
[image loading]
Snipers Promod & Micro Arena Creator in SC2 Arcade - Portuguese Community Admin for SC2, HotS and Overwatch - Ex-Portugal SC2 Team Manager, Ex- Copenhagen Wolves and Grow uP Gaming Manager in SC2. Just Playing games now!
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
Last Edited: 2011-01-25 13:18:37
January 25 2011 13:09 GMT
#112
what the hell is up with this regression, some bad front-heavy trait took over while I was asleep last night, ruining my sleek designs.

[image loading]

They all used to look like this:

[image loading]
Carefree
Profile Blog Joined November 2007
United States1571 Posts
January 25 2011 20:54 GMT
#113
Would it be possible to add a button to display the best run so far? I noticed that the run cuts off when it reaches the previous best, but still records the rest of the run in the parentheses.
DebOnAire - 「 Bisu[Shield] 」
Kinky
Profile Blog Joined September 2008
United States4126 Posts
January 25 2011 23:03 GMT
#114
I can't believe I watched this run while eating breakfast. I find it so interesting
Captain Mayhem
Profile Blog Joined August 2009
Sweden774 Posts
January 27 2011 22:02 GMT
#115
On January 26 2011 05:54 Carefree wrote:
Would it be possible to add a button to display the best run so far? I noticed that the run cuts off when it reaches the previous best, but still records the rest of the run in the parentheses.

I think the parenthesis is the top distance that the current generations cars can get up to, to be considered complete successes, and it's always double of the previous generations top score. When it reaches the number in the parenthesis, it doesn't deem it necessary to keep recording (for some stupid reason) so it restards. Noticed it one time when I restarted, always got confused by that number at first.
Gravity is just a theory anyway.
Meta
Profile Blog Joined June 2003
United States6225 Posts
January 27 2011 22:12 GMT
#116
I've had a simulation running for two days. The track mine spawned has a very large hill at around a distance of 180. It took over 150 generations before a car spawned that could climb it. I wasn't around to witness it though, and it couldn't recreate that success. Yesterday I got home and saw that there were a bunch of generations around 260-280 that built cars that could climb the hill, and luckily enough the first car I watched after I got home made it up successfully. Turns out, the best cars to get up a hill have slim bodies with a small-medium back wheel and a large front wheel.

But, once again it could never recreate it. I left this morning when it was at generation 490 and there's been no further success.
good vibes only
kerr0r
Profile Joined September 2008
Norway319 Posts
Last Edited: 2011-01-27 23:29:35
January 27 2011 23:29 GMT
#117
This is truly mesmerizing to watch, and it makes me think a lot. How does the selection work? What about mutations? What if you could set different mutation rates for various traits? What if you could have more traits than there are? (Number of vertices, number of wheels, spring coefficients...)
I feel like a version 2 is in order. With various modes of selection, user-made tracks, per-generation random tracks and everything I mentioned above. And blackjack. And hookers.
/goes to read up on Box2D
ain
Profile Joined July 2010
Germany786 Posts
January 28 2011 00:00 GMT
#118
On January 28 2011 08:29 kerr0r wrote:
This is truly mesmerizing to watch, and it makes me think a lot. How does the selection work? What about mutations? What if you could set different mutation rates for various traits? What if you could have more traits than there are? (Number of vertices, number of wheels, spring coefficients...)
I feel like a version 2 is in order. With various modes of selection, user-made tracks, per-generation random tracks and everything I mentioned above. And blackjack. And hookers.
/goes to read up on Box2D


TL should work together to create an advanced version of this tbh. I would help but my programming skills are limited.
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
January 28 2011 00:22 GMT
#119
the cars in that thing dont really seem to be evolving, every once in a while there will be one that goes a long way, and then the next one ends up being complete shit
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
Last Edited: 2011-01-28 19:23:53
January 28 2011 19:21 GMT
#120
It seems that a new version is out, with the ability to up/down vote the individual cars (?) and some additional options.

http://www.boxcar2d.com/
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