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This is resource WX6M91L, a Archived Thread.
Discovered:24/1 -2011 23:59:22

Ended:25/1 -2011 03:29:55

Checked:27/1 -2011 14:33:12

Original location: http://boards.4chan.org/f/res/1456687
Recognized format: Yes, thread post count is 56.
Discovered flash files: 1


102223.swf
FIRST SIGHT [W] [I] | WIKI



 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"



http://swfchan.net/8/WX6M91L.shtml
Created: 24/1 -2011 23:59:22 Last modified: 31/1 -2011 00:15:31 Server time: 22/12 -2024 14:38:33