The Fittest

A Slide Rule, a Sundial, and a Physicist walk into a bar
exfret
Posts: 584
Joined: Sun Jul 28, 2013 8:40 pm

Re: The Fittest

Postby exfret » Mon Sep 15, 2014 8:29 pm

Woo! I beat my brother's best in one more generation!!! Here:

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050690533904050782930022362250020253950205311850133182650050192430
Nobody ever notices my signature. ):

terfe
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Re: The Fittest

Postby terfe » Mon Sep 15, 2014 8:47 pm

Woo! Huge size! Andy, can you add a parent option where it also puts in the parent to prevent bad mutations?

exfret
Posts: 584
Joined: Sun Jul 28, 2013 8:40 pm

Re: The Fittest

Postby exfret » Mon Sep 15, 2014 9:46 pm

Here's some of my own pit raised creatures:

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050175600226004151935050100031018133940207142530107262947427280845606102038224110930


As you can see, they still haven't gotten through the first pit, but I found it funny how they looked like they were trying to grab for the ledge there.

Edit: Andy, you have a slight bug. Put this code (1 gen after ARP's) in and 1-on-1 it versus the centipede using the pits. It stops at seven seconds even though neither side has really fallen off.

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050625301518002500250030163842109405330100180643121170342012904030140100450543143747


Oh, also, could you have a push-the box mode where it's based on how far the box goes? Oh, and staired terrain. And tunnels. And spikes that they have to figure out a way over.

Bug 2: Sometimes, when you choose Mr. Punch-to-the-face w/o default terrain, it switches back to default terrain.

I was messing around with it, and it turns out that my 'failed centipede' goes 76 on pits (just put it versus speedy so you can get the original). It's also funny to see how it topples short stack on 'spiked' terrain.
Nobody ever notices my signature. ):

exfret
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Joined: Sun Jul 28, 2013 8:40 pm

Re: The Fittest

Postby exfret » Wed Sep 17, 2014 6:57 am

Born and raised in the pits... with the boxes in its way:

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050901101522016106034033115430022213130301150850002414134000335532550106243041125630


Also, I started evolving a creature against the centipede. At first, it was just the one that the centipede pushed out the furthest, but by generation 10 or so, they evolved a limb that helped them move. By generation 18, the evolution of another limb had also spread throughout the population. I just looked back and noticed that the creatures have three limbs at generation 18, so I'm not sure when the second one came about. Needless to say, the evolution of new limbs spreads quickly in these populations. Oh, and now they have four limbs just a few generations later :shock: . By generation 70, they've evolved a stabilizing stick with three limbs on one side to pull the creature along. At generation 160, I'm counting eight limbs. There is one primary limb and a series of limbs branching off of that, some with limbs of their own. It seems they've adopted a strategy where they try to push back the centipede at its head, which saves them a few meters. At generation 196, they're starting to be able to hold back the centipede for the whole time, though they still get distances around -10, the centipede at least doesn't just rush by them. Sadly, by generation 200, they go back to giving way to the centipede, but at least their primary way of gaining distance is by battling the centipede instead of just how fast they can go after the centipede leaves them in its dust. At generation 225, they're only able to keep the centipede at bay for six seconds or so. Finally, at generation 310, it beats centipede, resulting in a creature that has evolved from a string of 12 0's (I typed that in) to one that is able to hold off the centipede in 310 iterations:

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000425600310028513830010120349202106244020171050210106241050230745522103937220156244
Nobody ever notices my signature. ):

exfret
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Re: The Fittest

Postby exfret » Wed Sep 17, 2014 6:32 pm

Apparently, evolution isn't always good... I was watching the evolution after it had progressed a few hundred times, and there was pretty much no change. In fact, most of the time it was losing to the centipede. Then, suddenly, all six creatures got way worse, scoring -40 at most. In fact, both the centipede and my creature went off-screen. I wasn't quick enough to get that specific creature's code, but this creature is just a few generations afterwards:

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000446000729026714332011200147213165650023131041205104837046380443528274650220200536
Nobody ever notices my signature. ):

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testtubegames
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Re: The Fittest and new to TTG

Postby testtubegames » Wed Sep 17, 2014 11:26 pm

A Random Player wrote:A few more tooltips/helps (like for the mutation button), and what selecting a line thing actually does
Allow inputing DNA without choosing a starting creature
Setting different times (like 5 seconds or 20 seconds)
What about lower/higher gravity?
Love it.
exfret wrote:DNA modifier- input each part of the code to get the DNA string so 'artificial evolution' is easier. Components that rotate in harmonic motion and pistons (back and forth, also harmonic), because it's limiting to just use the same old rotating parts. Ability to have more legs. More save slots. More control over mutations (e.g. Max length added/taken away from arm, chance of adding new arm, max number of mutations, ability to mutate piston arms). Ability to choose the number creatures that take part and whether they have to be better than the parent to become the next parent. Different modes: cooperation-2 species work together in some way, race-get to goal as quick as you can, survival-wall of death approaches faster and faster and they must outrun it for the most distance, endurance- meet relay points at certain time intervals for as long as you can, speed round- one with the fastest max speed after set period of time wins. Also inclines and declines and slipperiness. Also, user-interference (e.g. Dropping bombs or speed-ups). Multi-event- creatures get combined score from selected multiple events and then mutate. Ability to alter wind conditions. 'Ladders' or stairs to see if they can climb up them. King of the hill- highest creature wins (as opposed to distance).

Love these ideas, too! I'll try to add in at least some of these variations. Actually, I've got piston-like limbs working (in order to make the human figures). They tend to not do very well, though. But I'll find a way to get those in, since heck, I did the hard part of making them already.
terfe wrote:Yes, I do still have the code. Here it is: 050690533903050782930022362250020253950205311850133182650050192430

Whoa, that's one fast creature! Also, parent option sounds like a good one. (It isn't necessarily as good as you'd expect. I find that sometimes evolution happens better when generations are allowed to get worse. Makes for more creativity.)
exfret wrote:Edit: Andy, you have a slight bug. Put this code (1 gen after ARP's) in and 1-on-1 it versus the centipede using the pits. It stops at seven seconds even though neither side has really fallen off.

Ah, whoops. Your creature thinks it has fallen off, because its tail hit the bottom. Obviously not what we want, since its still alive and well. I'll check out the punch-to-the-face bug, too.
exfret wrote:Born and raised in the pits... with the boxes in its way:

Haha, that's the most depressing childhood I can imagine for these creatures :)

A Random Player
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Re: The Fittest and new to TTG

Postby A Random Player » Thu Sep 18, 2014 4:53 pm

testtubegames wrote:
terfe wrote:Yes, I do still have the code. Here it is: 050690533903050782930022362250020253950205311850133182650050192430

Whoa, that's one fast creature! Also, parent option sounds like a good one. (It isn't necessarily as good as you'd expect. I find that sometimes evolution happens better when generations are allowed to get worse. Makes for more creativity.)
Parent is actually really important. I was running a sim (12*0 + pits vs Centi) that actually got to around 9 meters by gen ~1500 or so, but by gen ~2200 was back in the negatives.
exfret wrote:Born and raised in the pits... with the boxes in its way:

Haha, that's the most depressing childhood I can imagine for these creatures :)

Wait, that's not even their childhood! The creatures are terminated at the end of the 10 seconds, and reproduce, never to be seen again. The failing at pushing is actually their entire life! This is animal (stick-animal?) cruelty!
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testtubegames
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Re: The Fittest and new to TTG

Postby testtubegames » Mon Sep 22, 2014 12:18 pm

A Random Player wrote:Parent is actually really important. I was running a sim (12*0 + pits vs Centi) that actually got to around 9 meters by gen ~1500 or so, but by gen ~2200 was back in the negatives.
...
This is animal (stick-animal?) cruelty!

Yeah, parents are definitely going in as an option. It's tough to see a successful species start to fail!

And as for the stick-creature cruelty... what you don't see is at the end of each round, the stick-creatures are all gathered together and driven upstate, where there's a beautiful farm they can all run around and prance and be happy. ...then after 5 seconds of that, they're ground up into stick-sausage. Not entirely heartless, is it?

terfe
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Joined: Fri Sep 12, 2014 3:59 pm

Re: The Fittest

Postby terfe » Wed Sep 24, 2014 7:29 am

And as for the stick-creature cruelty... what you don't see is at the end of each round, the stick-creatures are all gathered together and driven upstate, where there's a beautiful farm they can all run around and prance and be happy. ...then after 5 seconds of that, they're ground up into stick-sausage. Not entirely heartless, is it?
Tottally cruel.

terfe
Posts: 6
Joined: Fri Sep 12, 2014 3:59 pm

Re: The Fittest

Postby terfe » Fri Sep 26, 2014 7:44 pm

I feel like people don't post here enough.



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