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Compare genotypes and creatures

Is there any built in functionality to compare two genotypes? I notice when the mutation is performed it includes something like "3.1% mutation of...".
How is that calculated? Is the code available?

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Code to implement Noise

Hi guys,
I'm going to be using Guassian noise in a few additional places, and thought I might as well keep it consistent by doing it the same as you. Is the code you used available?
thanks!

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"Mutate" button not working

Very excited about the new release guys!
Just wanted to mention a quick bug I've been noticing in 3.1.
The 'Mutate' button in the GUI doesn't seem to be doing anything. If you're having trouble re-creating the problem just let me know and I'll write up some steps.
By the way, if you'd prefer I just emailed you about these sorts of things instead of posting them just let me know :)
Thanks

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Adding noise to neurons

I'm looking at adding a small amount of noise to the inputs of the touch and gyro neurons, as well as the output of the bend and rotation muscles.

I know that I could just place a noisy neuron in front/behind these neurons, but it might not work the same once a mutation operation is performed. And it is important that everyone of these neurons have noisy input/output.

Is the code available for these 4 neurons? I so, it would be simple for me to add the noise directly and there would be no risk from mutation. There are some .neuro files in /scripts/ but not for these 4.

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>100 food items?

Hey guys is there an easy way of creating more than 100 food items? I'm working with some larger populations right now and need it. How would you do it? Create another population? Or is there a setting somewhere that can just be changed?

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Mutate() creating invalid Genotypes

I'm getting a lot of rejections after running the Genotype.mutate() function lately. Here's a minimal example that you can run in the console:

Genotype.genotype = "(, LLLCFFMMMMQQ(, cX[|1:2.533, 0:0.901,0:1], LCMqX[@T:4.852][@0:-676.863, 1:-4.384][@/:-1.981, 0:-54.120, 1:0.569]LX[@1:0.643][|=:3.615, 0:2.818]";
Simulator.print(Genotype.isValid);
Genotype.mutate();
Simulator.print(Genotype.isValid);

The results are:
Script::Message - 1
Script::Message - 0

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onKill() question

Occasionally I call Populations.createFromGenotype() inside the onKill() function - and I've noticed that sometimes the newly generated creature is automatically killed off as well. Any idea how to avoid this? (it happens about half the time).

To clarify - Creature1 runs out of energy and the onKill function is called. In that function Creature4 is generated with the createFromGenotype() function. The system kills off Creature1, and then for some reason calls onKill for Creature4 before it has even stabilized.

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50% Crossover

Hi again,

I'm using proportional crossover and would like to ensure both parent genotypes contribute equally (close to 50% each). Is there any way to program this without writing my own crossover function? (so you don’t get 98% of creature A and 2% of creature B)?

I'm pretty sure I could write something that works, but i thought I'd check if there was any prebuilt functionality or even the code from your current crossover function.

Thanks again! So far everything is working REALLY well with the system.

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List of all event functions?

Is there a list of the functions such as onKill and onStep? I couldn't find them in the http://www.framsticks.com/files/classdoc/ has some but not all (such as onCreatureStep). Just wondering what's available...

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Multiple GenePool sets

I'm trying to work with 2 Genepool sets instead of just one. I create the second genepool in the onExpDefLoad() function .
If I populate both GenePool with genotypes, and then save the experiment state, and then reload the experiment state only the first Genepool genotypes are there. The second genepool is always empty. The same happens if I do a 'save genotypes as' and then reload them - the second genepool is always empty.
Is there any way to save both genepools?

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