8/3/2011- Evolution Simulator V6.2
57 posts • Page 1 of 3 • 1, 2, 3
8/3/2011- Evolution Simulator V6.2
Update V6.2:(Aug/3/11)
-Changed size
-Removed middle colony
Update V6.1:(Aug/1/11)
-Attraction is now hereditary. This usually forms two separate pools of circles, however using the drag tool can create even more or blend the two.
-Population is now counted and displayed along with gender population. More statistics may be made available over time.
-Containment Ring is now colored based on the average color of all living circles.
-Gender is now visible based on texture image.(used to be stored in texture, but there was not an actual image)
-Circle cake(recessive gene) is now started on only two of the first generation circles.
-Both parents now age for just one child.(1/14 per parent)
-First Generation now starts mature.(4/14)
-Life is increased to 14 periods. Fertility is now only in periods 4-10.
-Gender is now completely random, generated using the Genetic Coin.
-Added Genetic Coin: Allows for the completely random allocation of genetic traits.
WARNING: There is a bug experienced with Algodoo that causes this scene to sometimes stop working if Algodoo hasn't been reset recently. If you experience this, merely restarting Algodoo will fix it.
V6.0(Jul/27/11)
Edit V6.01: Added Restitution to promote initial breeding.
V5 Features:4/6/2010
[*]Life and Evolution Simulation
[*]Reproduction involving two parents per child
[*]0-3 Children per Adult
[*]Maturing Process requires 4 Seconds
[*]Genetic Traits are passed from a blend of parents traits
[*]Genetic traits can skip upto two generations
[*]Traits include: Size, Color, Genetic Disease/mutation, plus more
[*]Genetic Disease is represented by "Protractor" lines on the circle
[*]Sexually Transmitted Disease is represented by a "Circle Cake"
[*]Sexually Transmitted Disease does not pass through generation, but through parents
[*]PLEASE TELL ME IF YOU KNOW ANY FEATURES I FORGOT TO LIST
V5 added genders that are passed evenly. Two males, or two females, cannot reproduce. Also, V5 has added a Sexually Transmitted Disease. Generations are recorded as the friction count, counter failed, expect viewable generations other than friction in V6.
V6 will have viewable Generation counter. Also, a new disease will be added.
Below this line is older version info
____________________________________________________
V4 has added children, death, generations(will be viewable in V5), Recessive Genetic Disease(currently represented by protractor setting), less random mutation, a population-controlling border, and a few more smaller things. Also, beside the current version is an almost unedited version of the original, so you can compare.
Genetic Disease can lay dormant for up to 2 generations before it is gone, or appears.
Each circle can have upto 3 children, though may have 1, 2, or in some cases none.
Death happens along with the final child.
Generations are only sometimes shown, and in the download will most likely disappear completely, so sorry but no generation count for now.
NOTE: Each new child, and the first generation, will have about 4 seconds until it can have its own child, and the same amount in between each child.
V4.1 Release Patch- Collision mishap fixed
-Changed size
-Removed middle colony
Update V6.1:(Aug/1/11)
-Attraction is now hereditary. This usually forms two separate pools of circles, however using the drag tool can create even more or blend the two.
-Population is now counted and displayed along with gender population. More statistics may be made available over time.
-Containment Ring is now colored based on the average color of all living circles.
-Gender is now visible based on texture image.(used to be stored in texture, but there was not an actual image)
-Circle cake(recessive gene) is now started on only two of the first generation circles.
-Both parents now age for just one child.(1/14 per parent)
-First Generation now starts mature.(4/14)
-Life is increased to 14 periods. Fertility is now only in periods 4-10.
-Gender is now completely random, generated using the Genetic Coin.
-Added Genetic Coin: Allows for the completely random allocation of genetic traits.
WARNING: There is a bug experienced with Algodoo that causes this scene to sometimes stop working if Algodoo hasn't been reset recently. If you experience this, merely restarting Algodoo will fix it.
V6.0(Jul/27/11)
Edit V6.01: Added Restitution to promote initial breeding.
V5 Features:4/6/2010
[*]Life and Evolution Simulation
[*]Reproduction involving two parents per child
[*]0-3 Children per Adult
[*]Maturing Process requires 4 Seconds
[*]Genetic Traits are passed from a blend of parents traits
[*]Genetic traits can skip upto two generations
[*]Traits include: Size, Color, Genetic Disease/mutation, plus more
[*]Genetic Disease is represented by "Protractor" lines on the circle
[*]Sexually Transmitted Disease is represented by a "Circle Cake"
[*]Sexually Transmitted Disease does not pass through generation, but through parents
[*]PLEASE TELL ME IF YOU KNOW ANY FEATURES I FORGOT TO LIST
V5 added genders that are passed evenly. Two males, or two females, cannot reproduce. Also, V5 has added a Sexually Transmitted Disease. Generations are recorded as the friction count, counter failed, expect viewable generations other than friction in V6.
V6 will have viewable Generation counter. Also, a new disease will be added.
Below this line is older version info
____________________________________________________
V4 has added children, death, generations(will be viewable in V5), Recessive Genetic Disease(currently represented by protractor setting), less random mutation, a population-controlling border, and a few more smaller things. Also, beside the current version is an almost unedited version of the original, so you can compare.
Genetic Disease can lay dormant for up to 2 generations before it is gone, or appears.
Each circle can have upto 3 children, though may have 1, 2, or in some cases none.
Death happens along with the final child.
Generations are only sometimes shown, and in the download will most likely disappear completely, so sorry but no generation count for now.
NOTE: Each new child, and the first generation, will have about 4 seconds until it can have its own child, and the same amount in between each child.
V4.1 Release Patch- Collision mishap fixed
Last edited by Blazemann on Thu Aug 04, 2011 6:59 am, edited 5 times in total.
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 4/6/2010- Evolution Simulator V5.0
This is more and more trying to represent humans which is weird since they have no genitalia.
EDIT: That's Not a request by the way. Besides it would be too hard to make, these little guys get into an blood bath of an orgy every 5 - 10 seconds.
EDIT: That's Not a request by the way. Besides it would be too hard to make, these little guys get into an blood bath of an orgy every 5 - 10 seconds.
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Mystery - Posts: 2802
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- Location: Southern Australia
Re: 4/6/2010- Evolution Simulator V5.0
Yes, I am trying to make them more and more human like. I am honestly considering a village.(No joke) Less reproduction though. Next revision will have a longer maturing time.
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 4/6/2010- Evolution Simulator V5.0
if you want to be more like humans get rid of the 0-3 kid thing that's donkey crap. Make them come to each other by attraction no by the walls pushing them. Mating doesn't just happen since prehistoric ages males have had to prove them-selfs or take by force
But thats rape and there is nothing funny about rape.
But thats rape and there is nothing funny about rape.
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Mystery - Posts: 2802
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- Location: Southern Australia
Re: 4/6/2010- Evolution Simulator V5.0
I haven't fully made them like humans yet. This is a very gradual change. Next release will mostly change things rather than add things, though there will be a new type of disease. And yes, the 0-3 will be changing. But think, most adults have 0-3 children, the problem is that right now that can add to 6 per pair, which must be halfed. Also, maturing will take fifteen seconds rather than 4.
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 4/6/2010- Evolution Simulator V5.0
Most Modern Humans have 0-3 cavemen humans (Such as yours) keep going because children were highs likely to die.
Btw make children Die better.
Btw make children Die better.
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Mystery - Posts: 2802
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- Location: Southern Australia
Re: 4/6/2010- Evolution Simulator V5.0
All will be able to die, but death is fully independent of the circles themselves.
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 7/28/2011- Evolution Simulator V6.0
I have just, over a year later, released an update to this Sim. I love it. Please make suggestions.
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 7/28/2011- Evolution Simulator V6.0
Sorry, but I think that something must be wrong and I am using the same version of Algodoo you used to build your simulation (1.9.8) and the first time the circles touch they reproduce and then I wait around 5-6 minutes and nothing happens.
EDIT: I ran another test and in this one I waited around 10 minutes (600 seconds) and nothing happened.
I don't see any possible reason to this besides it may be a litle error on your coding..
EDIT: I ran another test and in this one I waited around 10 minutes (600 seconds) and nothing happened.
I don't see any possible reason to this besides it may be a litle error on your coding..
Gears are my favorite mechanism. Why do you think I have this username ? 
Make sure to spend some time to see my work http://www.algodoo.com/algobox/profile.php?id=96, just to kill sometime
PS: Gear97™ Is a trademark from me. Any unauthorized use of the term "Gear" for usernames or other naming ideas will be punished.
Make sure to spend some time to see my work http://www.algodoo.com/algobox/profile.php?id=96, just to kill sometime
PS: Gear97™ Is a trademark from me. Any unauthorized use of the term "Gear" for usernames or other naming ideas will be punished.
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Gear97 - Posts: 146
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- Location: Brazil
Re: 7/28/2011- Evolution Simulator V6.0
Try giving a nudge with the drag tool. There is currently a problem with the fact that I space them geometrically. The coding is solid, it must be that they weren't moving after the first collision. I am going to try and add restitution to allow it to work better. I hadn't this problem until recently. They mature to first breeding in only four seconds, I am sorry that your fist experience wasn't good. Believe me, they breed fast.
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 7/28/2011- Evolution Simulator V6.0
I just added an update with restitution to promote initial breeding. If it is re-downloaded it should work perfectly.
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 7/28/2011- Evolution Simulator V6.0
OK
But I tried everything and nothing worked, the simulation stills inactive after that the second generation is created. This is bad
I like your simulation so much, what else could be wrong ? 
Gears are my favorite mechanism. Why do you think I have this username ? 
Make sure to spend some time to see my work http://www.algodoo.com/algobox/profile.php?id=96, just to kill sometime
PS: Gear97™ Is a trademark from me. Any unauthorized use of the term "Gear" for usernames or other naming ideas will be punished.
Make sure to spend some time to see my work http://www.algodoo.com/algobox/profile.php?id=96, just to kill sometime
PS: Gear97™ Is a trademark from me. Any unauthorized use of the term "Gear" for usernames or other naming ideas will be punished.
-

Gear97 - Posts: 146
- Joined: Sat Jan 02, 2010 5:34 pm
- Location: Brazil
Re: 7/28/2011- Evolution Simulator V6.0
I might suggest adding Attraction and Restitution into the mix of evolving traits, as well as a random number generator to help it along, which I think you already have in there. This way, we can see how these values evolve.
Also, works fine in 1.9.8 for me. Good job.
Also, works fine in 1.9.8 for me. Good job.
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I love my brain...
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Due to this, I may not be as active as usual for a while.
I love my brain...
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Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
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Re: 7/28/2011- Evolution Simulator V6.0
Gear97 wrote:OKBut I tried everything and nothing worked, the simulation stills inactive after that the second generation is created. This is bad
I like your simulation so much, what else could be wrong ?
I don't know why it wouldn't work. Thanks for the complement but it sounds like it is on your end. Try redownloading the latest version. And if you haven't recently, restarting algodoo.
Someone Else wrote:I might suggest adding Attraction and Restitution into the mix of evolving traits, as well as a random number generator to help it along, which I think you already have in there. This way, we can see how these values evolve.
Also, works fine in 1.9.8 for me. Good job.
Attraction is something I have wanted to work in, but it always is buggy when I do it. It has to do with the creation of the new circle. The popping effect ends up shooting them half way across the world no matter how high the attraction if there isn't an enclosure.
6.1(unreleased) has a real coin-flip for genetics, the simplest and only necessary random generation for genetics. But how would restitution change? Currently size changes a little every generation, that is from the original, but restitution is hardly noticeable.
I am going to try to release 6.1 within the hour. It might help with the... help.
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 7/28/2011- Evolution Simulator V6.0
Gear97 wrote:OKBut I tried everything and nothing worked, the simulation stills inactive after that the second generation is created. This is bad
I like your simulation so much, what else could be wrong ?
FOUND THE PROBLEM!!! I had it... You must restart Algodoo.
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 7/28/2011- Evolution Simulator V6.0
I think the only random number generator you need would be something like
For the coin-flip traits, (like protractor, drawBorder, y'daah) you might want to use the controller booleans to hold Mom's gene and Dad's gene. Which would be selected and passed on would depend on
For things like restitution, size, and attraction, which I think should somewhere between or slightly outside of the appropriate values for the parents, you might want
So scene.my.randGenetic(4, 14) will actually spit out a pseudorandom number between 3 and 15. Room for mutations.
- Code: Select all
scene.my.randInt = math.sin(system.time * 723)
For the coin-flip traits, (like protractor, drawBorder, y'daah) you might want to use the controller booleans to hold Mom's gene and Dad's gene. Which would be selected and passed on would depend on
- Code: Select all
scene.my.randBool = scene.my.randInt > 0
For things like restitution, size, and attraction, which I think should somewhere between or slightly outside of the appropriate values for the parents, you might want
- Code: Select all
scene.my.randGenetic = (a, b)=>{
{a > b} ? {
((scene.my.randInt * 0.5 + 0.5) * (a - b)) + b
} : {
((scene.my.randInt * 0.5 + 0.5) * (b - a)) + a
} + math.cos(sim.time * 327) * (a - b) * 0.1
}
So scene.my.randGenetic(4, 14) will actually spit out a pseudorandom number between 3 and 15. Room for mutations.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
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Re: 7/28/2011- Evolution Simulator V6.0
Someone Else wrote:I think the only random number generator you need would be something likeThis will spit out quasi-random number between 1 and -1.
- Code: Select all
scene.my.randInt = math.sin(system.time * 723)
For the coin-flip traits, (like protractor, drawBorder, y'daah) you might want to use the controller booleans to hold Mom's gene and Dad's gene. Which would be selected and passed on would depend onThis is a coin flip- true or false with basically equal probability.
- Code: Select all
scene.my.randBool = scene.my.randInt > 0
For things like restitution, size, and attraction, which I think should somewhere between or slightly outside of the appropriate values for the parents, you might wantSpits out a number between the two arguments, with a tolerance of one tenth of the range.
- Code: Select all
scene.my.randGenetic = (a, b)=>{
{a > b} ? {
((scene.my.randInt * 0.5 + 0.5) * (a - b)) + b
} : {
((scene.my.randInt * 0.5 + 0.5) * (b - a)) + a
} + math.cos(sim.time * 327) * (a - b) * 0.1
}
So scene.my.randGenetic(4, 14) will actually spit out a pseudorandom number between 3 and 15. Room for mutations.
Thanks for this. However will math.sin(system.time * 723) create multiple unique numbers at the same time? No... This is my current problem.
I have been using math.mod(system.time, 2) which suffers the same problem. However, I fixed it by storing two previous generations numbers in circle variables. One of which is the average of the two parents birth number. So I have three coin-flips right now. However they are taking up the ControllerAAC(useless anyway) and the RefractiveIndex(also useless).
Also, I already have a random mutation on size, if you need look. So adding it elsewhere wouldn't be a problem, though color mutations irk me. I like how you see which color takes dominance, but I also want the mutation sometimes.
I like the randGenetic function but it suffers the same problem with multiple random numbers, doesn't it?
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 7/28/2011- Evolution Simulator V6.0
YAY! It is WORKING ! And I've got say the simulation is amazing and the color changing for the new generations is AWESOME !
I thought there would be kinda of color "equalizing" but it seems that different colors keep poping out try to take over the population
Congratulations ! Nice work
OVER 9000/10 
I thought there would be kinda of color "equalizing" but it seems that different colors keep poping out try to take over the population
Congratulations ! Nice work
Gears are my favorite mechanism. Why do you think I have this username ? 
Make sure to spend some time to see my work http://www.algodoo.com/algobox/profile.php?id=96, just to kill sometime
PS: Gear97™ Is a trademark from me. Any unauthorized use of the term "Gear" for usernames or other naming ideas will be punished.
Make sure to spend some time to see my work http://www.algodoo.com/algobox/profile.php?id=96, just to kill sometime
PS: Gear97™ Is a trademark from me. Any unauthorized use of the term "Gear" for usernames or other naming ideas will be punished.
-

Gear97 - Posts: 146
- Joined: Sat Jan 02, 2010 5:34 pm
- Location: Brazil
Re: 7/28/2011- Evolution Simulator V6.0
Gear97 wrote:YAY! It is WORKING ! And I've got say the simulation is amazing and the color changing for the new generations is AWESOME !
I thought there would be kinda of color "equalizing" but it seems that different colors keep poping out try to take over the population![]()
Congratulations ! Nice work![]()
OVER 9000/10
Thanks a lot, and it is nice to see you got it working. Do you think having colors randomly mutate(just a little each generation) would be a bonus, or do you prefer how it is with it having a perfect blend?
P.S.: One of the first things I did that will be in the next update is make color a multi-allele gene. Meaning 2/3 is from one parent and 1/3 is from the other. But would it be cooler to say have 1/6 to 1/12 varation?
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Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 7/28/2011- Evolution Simulator V6.0
Hmm...
For producing different random numbers at the same time, you could take KarateBrot's route and do this:
For producing different random numbers at the same time, you could take KarateBrot's route and do this:
- Code: Select all
scene.my.memory = 0;
scene.my.randFloat = {
scene.my.memory = math.sin((scene.my.memory + 2) * system.time * 387);
scene.my.memory
};
scene.my.randBool = scene.my.randFloat > 0;
scene.my.randGenetic = (a, b)=>{
{a > b} ? {
((scene.my.randFloat * 0.5 + 0.5) * (a - b)) + b
} : {
((scene.my.randFloat * 0.5 + 0.5) * (b - a)) + a
} + scene.my.randFloat * (a - b) * 0.1
};
//Same as above
scene.my.randGeneticRestricted = (a, b)=>{
{a > b} ? {
((scene.my.randFloat * 0.5 + 0.5) * (a - b) * 0.5) + (b * 0.25)
} : {
((scene.my.randFloat * 0.5 + 0.5) * (b - a) * 0.5) + (a * 0.25)
}
}
/*
Will spit out a random number within the sub-range of the second and third fourths...
For example, scene.my.randGeneticRestricted(0, 4) will give a number between 1 and 3.
*/
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
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Re: 7/28/2011- Evolution Simulator V6.0
I am about to release a beta of a new color system for my circles. It works by taking the colors over and below the limits of the engine. It allows for colors to skip many generations only to pop up in unexpected places like a red-head in a family of blondes. I would like your opinion.
-

Blazemann - Posts: 151
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Re: 7/28/2011- Evolution Simulator V6.0
[scene]56585[/scene]
-

Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 7/28/2011- Evolution Simulator V6.0
Hm.. This one is a drastical change, I prefer the color mixing how it was before, but this one is also very nice
My suggestion is to make the colors of the circles be able to mix until something near a perfect blend BUT with color mutations happening very rarely and with a thing called "mutation strength" this would determine how the mutation will behave when exchanged between parents (how much of the color is going to be changed).
I don't really know if my suggestion is really possible, but I suggested it because I would like to see something similar to human skin, the skin tones vary but they work around the same color,kind of a "sepia".
I don't really know if my suggestion is really possible, but I suggested it because I would like to see something similar to human skin, the skin tones vary but they work around the same color,kind of a "sepia".
Gears are my favorite mechanism. Why do you think I have this username ? 
Make sure to spend some time to see my work http://www.algodoo.com/algobox/profile.php?id=96, just to kill sometime
PS: Gear97™ Is a trademark from me. Any unauthorized use of the term "Gear" for usernames or other naming ideas will be punished.
Make sure to spend some time to see my work http://www.algodoo.com/algobox/profile.php?id=96, just to kill sometime
PS: Gear97™ Is a trademark from me. Any unauthorized use of the term "Gear" for usernames or other naming ideas will be punished.
-

Gear97 - Posts: 146
- Joined: Sat Jan 02, 2010 5:34 pm
- Location: Brazil
Re: 7/28/2011- Evolution Simulator V6.0
Gear97 wrote:Hm.. This one is a drastical change, I prefer the color mixing how it was before, but this one is also very nice![]()
My suggestion is to make the colors of the circles be able to mix until something near a perfect blend BUT with color mutations happening very rarely and with a thing called "mutation strength" this would determine how the mutation will behave when exchanged between parents (how much of the color is going to be changed).
I don't really know if my suggestion is really possible, but I suggested it because I would like to see something similar to human skin, the skin tones vary but they work around the same color,kind of a "sepia".
Thanks for the opinion. That is why I released it as a seperate beta. I thought it might be too different, and that the old might have been better. I will continue work without the new color system. Also, I will be adding in slight mutable colors. This was an accident I thought worth sharing.
-

Blazemann - Posts: 151
- Joined: Tue Sep 01, 2009 1:19 am
Re: 7/28/2011- Evolution Simulator V6.0
Yeah, I think I like the old version of color mixing better... now I'm getting only six colors- red, green, blue, yellow, magenta, and cyan.
I think you should try implementing some of my random functions for mutations and such. Perhaps also remember radius so that can follow the randGenetic route also (I looked at your code).
Perhaps I should generate yet another function to take care of all of these genetic mutations...
a and b would be the values from the parents, factor would be the amount it can mutate from the average of these, as a fraction of the difference between the average and either one of the endpoints...
So scene.my.randGeneticPan(0, 1, 0) will always give 0.5, scene.my.randGeneticPan(0, 1, 1) will give a number anywhere between 0 and 1.
I *think* "pan" is the Greek for "all", so it seems fitting that scene.my.randGeneticPan would be able to manufacture any any mutation stemming from gazillions of separate simulated traits.
However, I think it would be even better if we had a random function that would spit out a Gaussian distribution. I think the sine-generated distribution that the current version of scene.my.randFloat uses is more likely to spit out a number closer to the ends of the possible range than the middle. This would, as it is, create more extreme mutations than lesser mutations.
I might also suggest you reserve a value for "genetic instability"- the "factor" in scene.my.randGeneticPan.
I will post a scene.my.randGauss when I construct it.
I think you should try implementing some of my random functions for mutations and such. Perhaps also remember radius so that can follow the randGenetic route also (I looked at your code).
Perhaps I should generate yet another function to take care of all of these genetic mutations...
- Code: Select all
scene.my.randGeneticPan = (a, b, factor)=>{
(a + b) / 2 + scene.my.randFloat * (a - b) * 0.5 * factor
}
a and b would be the values from the parents, factor would be the amount it can mutate from the average of these, as a fraction of the difference between the average and either one of the endpoints...
So scene.my.randGeneticPan(0, 1, 0) will always give 0.5, scene.my.randGeneticPan(0, 1, 1) will give a number anywhere between 0 and 1.
I *think* "pan" is the Greek for "all", so it seems fitting that scene.my.randGeneticPan would be able to manufacture any any mutation stemming from gazillions of separate simulated traits.
However, I think it would be even better if we had a random function that would spit out a Gaussian distribution. I think the sine-generated distribution that the current version of scene.my.randFloat uses is more likely to spit out a number closer to the ends of the possible range than the middle. This would, as it is, create more extreme mutations than lesser mutations.
I might also suggest you reserve a value for "genetic instability"- the "factor" in scene.my.randGeneticPan.
I will post a scene.my.randGauss when I construct it.
Matthias Wandel is epic, in my humble opinion.
I love my brain...
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
I love my brain...
TC42 wrote:Also, your sig is too big, please change it.
ARE YA HAPPY NOW?????
Thymechanic/Phundamentalist
Recently, I discovered something a lot of you probably already knew: Minecraft is awesome.
Due to this, I may not be as active as usual for a while.
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Someone Else - Posts: 1147
- Joined: Sun Nov 21, 2010 10:53 pm
- Location: The Milky Way Galaxy
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