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This is the wiki page for Flash #94200
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102223.swf
77,6 KiB, 00:00 | [W] [I]

Threads (2):

[G4EVZNJ]! http://boards.4chan.org/f/res/1522525
ARCHIVEDDiscovered: 11/6 -2011 18:34:18 Ended: 12/6 -2011 01:44:35Flashes: 1 Posts: 13
File[Evolution.swf] - (78 KB)
[_] [?] Anon 1522525
>> [_] Anon 1522535 wut?
>> [_] Anon 1522561 that is very nice, leave your pc a few hours and cry D:
>> [_] Anon 1522576 how does this work exactly?
>> [_] Anon 1522578 whta the fuck is this? no seriously, i've seen this shit amany times ago and still dont know what is this or what the hell it does
>> [_] Anon 1522579 wtf is this?
>> [_] Anon 1522580 they slowly evolve to be better and better by throwing out random variations just like in the real world but how this simulation works vexes me
>> [_] Anon 1522582 Fuckin weird... some of these come out to be very plausible but the timer cuts out at what seems to random intervals, keeping them from going any farther. Starting to think this is plain retarded.
>> [_] Anon 1522583 >># if the shocks take to much dmg the strain dies also if any part hits something to hard
>> [_] Anon 1522590 >># Gotcha. Kinda interesting now that we know some details.
>> [_] lol lol 1522591 http://www.boxcar2d.com/ has the updated versions...
>> [_] Anon 1522592 >># also over time the shock be come more resilant
>> [_] Anon 1522718 optimum mutation rate?


[WX6M91L]F !!! http://boards.4chan.org/f/res/1456687
ARCHIVEDDiscovered: 24/1 -2011 23:59:22 Ended: 25/1 -2011 03:29:55Flashes: 1 Posts: 56
File[102223.swf] - (78 KB)
[_] [?] 102223 1456687 Genetic Algorithm used to build a car with the Box2D physics library. The colors show the crossover and mutation for each member of the population. Say goodbye to the next 2 hours of your life. Marked for deletion (old).
>> [_] Anon 1456688 HOW THE FUCK DO YOU GET THE CARS TO MOVE?!
>> [_] Anon 1456689 >># just wait, it'll correct itself after a few evolutions.
>> [_] Anon 1456690 all aboard the derpmobile!
>> [_] Anon 1456691 my car looks like a shrimp holding a beer bottle... I like this!
>> [_] Anon 1456692 I know it's an algorithm and all, but HOLY FUCK SPIKES DON'T HELP. Spikes didn't improve the design the last hundred iterations, maybe you should stop putting huge fucking spikes between the wheels? No? More spikes you say? FUCK.
>> [_] Anon 1456697 >># try a higher evolution rate to get rid of them.
>> [_] Anon 1456699 Why do I have small wheels? I can't get up A slope at 130 points, NONE OF MY CARS CAN!
>> [_] Anon 1456702 HAHAHAHA I ENDED UP WITH A SHARKMOBILE IT HAD A FIN AND EVERYTHING
>> [_] Anon 1456714 how do I get past a giant ditch?
>> [_] Tass !bDI1K0uGHI 1456719 Next step: Changing when and how they regen, giving player control.
>> [_] Anon 1456726 >># We don't know who made this.
>> [_] Anon 1456732 Generation 22, i can't get 200. Game even took pity on me and lowered the requirements to reach. The game is mocking me.
>> [_] Anon 1456741 whats the point of the score if it restart even when it could pass the whole level
>> [_] Anon 1456745 >># evolution process in-game makes it that cars that reach the score mark are a priority design when making new cars.
>> [_] Anon 1456746 Once you've obtained a fit 'genotype', jacking up the mutation rates has the same effect as nearly eliminating it, maybe worse. Once you break 200, wait a generation and jack it up to 100%. Watch your line graph plummet. Overzealous mutation of an 'allele' is regressive. There's probably a normal distribution for ideal mutation rate, with the perfect value approaching infinity. I like this; it's neat
>> [_] Anon 1456748 >># Holy shit, my genome STILL hasn't recovered. The cars are just as bad as when I first started. Haha, I guess it's like simulating if the entire world had their crotches blasted with high powered radiation and was forced to conceive.
>> [_] Anon 1456749 >># >># Getting the best results with 25%
>> [_] Anon 1456750 49.5 in 3 gens but it coulda kept going... damn thing took off
>> [_] Anon 1456751 99.6 by gen 4 again coulda gone much further damn targets
>> [_] Anon 1456756 genome 11 is awesome all the others are faggots... self fertilization ftw
>> [_] Oblivion W. Casinos !IPiPBOY0m2 1456759 Why does it just stop them sometimes even when some of them could keep going for a long time afterwards?
>> [_] Anon 1456761 >1-3 gen, nothing moves more then 10 >4th gen suddenly motorbike like design goes to score everytime, when there isn't random crap ones >8th gen at 236 a spike in the floor mt design can't get past because of the gap between the wheels Why?
>> [_] Anon 1456763 >># they have reached the target for that generation
>> [_] Anon 1456766 >># It extrapolates the physics and sometimes stops when it can tell it's going to flip or fuck up
>> [_] Oblivion W. Casinos !IPiPBOY0m2 1456768 >># Oh, I see how this game works now. Neat.
>> [_] Anon 1456770 well fuck... gen 6 was a complete failure... just as i thought it was getting somewhere it suddenly made all the bases smaller and so can't get over the basic ramp
>> [_] Anon 1456773 btw what do the blue and red bars in the center graphing out? i'm guessing red is max for that gen and blue is avg?
>> [_] Anon 1456774 trollollo
>> [_] Clappy Finkleson 1456778 I think Subaru had a hand in this generation. Every single spawn save for one got to the mark.
>> [_] Anon 1456779 Gen.6 164.3 I have to designs, a motorcycle one that's pretty sleak and a derpmobile with hueg spikes at it's back and the two wheels almost togehter. I call it monospike.
>> [_] Anon 1456788 Is this thing a learning computah or does it just try to randomize the number of spikes it can use to inhibit forward movement?
>> [_] Anon 1456792 >># A basic script that favours cars with higher scores when more cars are made.
>> [_] Anon 1456795 generation nine 208.6 >what the fuck is with that spike at 205? >anyone overcome that yet?
>> [_] Anon 1456796 Generation 30. I got one to reach 247.1 but they're getting more retarded by the minute.
>> [_] Anon 1456797 >># i've had one vehicle make it past the spike at 178. everything else is crapping out at the 115 mark. Generation 27
>> [_] Anon 1456799 Does this eventually start making good ones or is this pure derp the whole time?
>> [_] Anon 1456800 >># In the beginning I jacked up the mutation rate, then set it back to 10% after I get some sleek motorcycle / batpod style vehicles going. So yes the vehicles get better, I think key is the toy with the mutation rate right. I'm stuck around 200 now tho.
>> [_] Anon 1456802 PROTIP: the map is different every refresh :P
>> [_] Anoynmous 1456803 Generation 4 364
>> [_] Anoynmous 1456805 >># 14*
>> [_] Anon 1456806 Mutation rate doesn't seem to affect anything.
>> [_] Anoynmous 1456807 >># same here, I leave it at 5 or 3
>> [_] Anon 1456813 >># ramp it too 100 at after alot of 1
>> [_] Anon 1456816 GAs are pretty cool. NASA used one for an antenna that looks like a tree, but beats traditional performance. http://ti.arc.nasa.gov/projects/esg/rese arch/antenna.htm
>> [_] Anon 1456818 change the file name to derpmobile from now on I'm pretty sure that'll catch on
>> [_] Anon 1456819 >># >># >># >># >># >># >># >># >># >># >># >># >># >># all have noko in their email field
>> [_] Anon 1456821 >># >42 replys, 3 maxxed threads on /v/
>> [_] Anon 1456822 Loads of fun. Suggestions: - Instead of having the program try to figure out when the car has stopped moving, instead add an "advancing wall of death" that starts off a bit behind the car and ends the simulation if it touches it. Simpler to program, more fun to watch, and doesn't end the lives of promising cars just because they bumped into a wall and stopped momentarily.
>> [_] Anon 1456823 - Genetic evolution isn't just about survival, it's also about doing it while looking sexy enough to reproduce. Model this by adding a bonus counter that begins counting up whenever one of the car's wheels leave the ground (triple speed counting whenever both wheels leave the ground). If the same wheel(s) that started the bonus counter touch the ground before any other part of the car, the bonus is added to the distance score; any other part of the car touching ground first resets the counter to zero. Basically, the car not only has to take off to look nice, but it also has to stick the landing, otherwise it gets an epic fail.
>> [_] Anon 1456831 i find keeping the mutation rate at 0% for the first few gens then going up to 5% minimises useless designs and spikes.
>> [_] Anon 1456841 what do the colors mean?
>> [_] Anon 1456844 Cant past 196.1 my car stay stuck in a hole
>> [_] Anon 1456847 >># weight yellow is the heaviest
>> [_] Anon 1456850 You won't believe it, some random mutation got to the bump near the 70 mark and made a whole fucking flip in the air before landing on its wheels and continuing normally. The game definitely needs to have bonuses for stunts like that.
>> [_] Anon 1456851 I fucking hate this: I get one design that clears 200+, then it's like "nope, we're not doing THAT again"



http://swfchan.net/19/94200.shtml
Created: 25/1 -2011 00:47:56 Last modified: 26/3 -2019 08:16:14 Server time: 07/05 -2024 11:47:18