File[102223.swf] - (78 KB)
[_] [?] 102223 01/24/11(Mon)17:11 No.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).
>> [_] Anonymous 01/24/11(Mon)17:14 No.1456688
HOW THE FUCK DO YOU GET THE CARS TO MOVE?!
>> [_] Anonymous 01/24/11(Mon)17:15 No.1456689
>>1456688
just wait, it'll correct itself after a few evolutions.
>> [_] Anonymous 01/24/11(Mon)17:18 No.1456690
all aboard the derpmobile!
>> [_] Anonymous 01/24/11(Mon)17:20 No.1456691
my car looks like a shrimp holding a beer bottle... I like this!
>> [_] Anonymous 01/24/11(Mon)17:26 No.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.
>> [_] Anonymous 01/24/11(Mon)17:44 No.1456697
>>1456692
try a higher evolution rate to get rid of them.
>> [_] Anonymous 01/24/11(Mon)17:49 No.1456699
Why do I have small wheels? I can't get up A slope at 130 points, NONE OF MY CARS CAN!
>> [_] Anonymous 01/24/11(Mon)17:55 No.1456702
HAHAHAHA
I ENDED UP WITH A SHARKMOBILE
IT HAD A FIN AND EVERYTHING
>> [_] Anonymous 01/24/11(Mon)18:07 No.1456714
how do I get past a giant ditch?
>> [_] Tass !bDI1K0uGHI 01/24/11(Mon)18:12 No.1456719
Next step: Changing when and how they regen, giving player control.
>> [_] Anonymous 01/24/11(Mon)18:22 No.1456726
>>1456719
We don't know who made this.
>> [_] Anonymous 01/24/11(Mon)18:32 No.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.
>> [_] Anonymous 01/24/11(Mon)18:47 No.1456741
whats the point of the score if it restart even when it could pass the whole level
>> [_] Anonymous 01/24/11(Mon)18:58 No.1456745
>>1456741
evolution process in-game makes it that cars that reach the score mark are a priority design when
making new cars.
>> [_] Anonymous 01/24/11(Mon)19:03 No.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
>> [_] Anonymous 01/24/11(Mon)19:05 No.1456748
>>1456746
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.
>> [_] Anonymous 01/24/11(Mon)19:07 No.1456749
>>1456748
>>1456746
Getting the best results with 25%
>> [_] Anonymous 01/24/11(Mon)19:12 No.1456750
49.5 in 3 gens but it coulda kept going... damn thing took off
>> [_] Anonymous 01/24/11(Mon)19:14 No.1456751
99.6 by gen 4 again coulda gone much further damn targets
>> [_] Anonymous 01/24/11(Mon)19:21 No.1456756
genome 11 is awesome all the others are faggots... self fertilization ftw
>> [_] Oblivion W. Casinos !IPiPBOY0m2 01/24/11(Mon)19:23 No.1456759
Why does it just stop them sometimes even when some of them could keep going for a long time
afterwards?
>> [_] Anonymous 01/24/11(Mon)19:24 No.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?
>> [_] Anonymous 01/24/11(Mon)19:25 No.1456763
>>1456759
they have reached the target for that generation
>> [_] Anonymous 01/24/11(Mon)19:25 No.1456766
>>1456759
It extrapolates the physics and sometimes stops when it can tell it's going to flip or fuck up
>> [_] Oblivion W. Casinos !IPiPBOY0m2 01/24/11(Mon)19:28 No.1456768
>>1456763
Oh, I see how this game works now.
Neat.
>> [_] Anonymous 01/24/11(Mon)19:29 No.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
>> [_] Anonymous 01/24/11(Mon)19:31 No.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?
>> [_] Anonymous 01/24/11(Mon)19:34 No.1456774
trollollo
>> [_] Clappy Finkleson 01/24/11(Mon)19:40 No.1456778
I think Subaru had a hand in this generation. Every single spawn save for one got to the mark.
>> [_] Anonymous 01/24/11(Mon)19:43 No.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.
>> [_] Anonymous 01/24/11(Mon)19:58 No.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?
>> [_] Anonymous 01/24/11(Mon)20:01 No.1456792
>>1456788
A basic script that favours cars with higher scores when more cars are made.
>> [_] Anonymous 01/24/11(Mon)20:03 No.1456795
generation nine 208.6
>what the fuck is with that spike at 205?
>anyone overcome that yet?
>> [_] Anonymous 01/24/11(Mon)20:04 No.1456796
Generation 30. I got one to reach 247.1 but they're getting more retarded by the minute.
>> [_] Anonymous 01/24/11(Mon)20:06 No.1456797
>>1456795
i've had one vehicle make it past the spike at 178. everything else is crapping out at the 115
mark.
Generation 27
>> [_] Anonymous 01/24/11(Mon)20:06 No.1456799
Does this eventually start making good ones or is this pure derp the whole time?
>> [_] Anonymous 01/24/11(Mon)20:09 No.1456800
>>1456799
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.
>> [_] Anonymous 01/24/11(Mon)20:10 No.1456802
PROTIP: the map is different every refresh :P
>> [_] Anoynmous 01/24/11(Mon)20:13 No.1456803
Generation 4 364
>> [_] Anoynmous 01/24/11(Mon)20:15 No.1456805
>>1456803
14*
>> [_] Anonymous 01/24/11(Mon)20:17 No.1456806
Mutation rate doesn't seem to affect anything.
>> [_] Anoynmous 01/24/11(Mon)20:19 No.1456807
>>1456806
same here, I leave it at 5 or 3
>> [_] Anonymous 01/24/11(Mon)20:25 No.1456813
>>1456806
ramp it too 100 at after alot of 1
>> [_] Anonymous 01/24/11(Mon)20:28 No.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/research/antenna.htm
>> [_] Anonymous 01/24/11(Mon)20:29 No.1456818
change the file name to derpmobile from now on
I'm pretty sure that'll catch on
>> [_] Anonymous 01/24/11(Mon)20:32 No.1456819
>>1456746
>>1456748
>>1456750
>>1456751
>>1456763
>>1456774
>>1456779
>>1456799
>>1456800
>>1456802
>>1456803
>>1456805
>>1456806
>>1456807
all have noko in their email field
>> [_] Anonymous 01/24/11(Mon)20:32 No.1456821
>>1456818
>42 replys, 3 maxxed threads on /v/
>> [_] Anonymous 01/24/11(Mon)20:34 No.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.
>> [_] Anonymous 01/24/11(Mon)20:35 No.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.
>> [_] Anonymous 01/24/11(Mon)20:41 No.1456831
i find keeping the mutation rate at 0% for the first few gens then going up to 5% minimises
useless designs and spikes.
>> [_] Anonymous 01/24/11(Mon)20:59 No.1456841
what do the colors mean?
>> [_] Anonymous 01/24/11(Mon)21:05 No.1456844
Cant past 196.1
my car stay stuck in a hole
>> [_] Anonymous 01/24/11(Mon)21:09 No.1456847
>>1456841
weight
yellow is the heaviest
>> [_] Anonymous 01/24/11(Mon)21:13 No.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.
>> [_] Anonymous 01/24/11(Mon)21:14 No.1456851
I fucking hate this: I get one design that clears 200+, then it's like "nope, we're not doing
THAT again"