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onBorn() message

Hello,

I'm getting the following error while running simulations:

onBorn() could not avoid collisions

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Deterministic Results

Hello,

I am using frams to run a number of experiments. Unfortunately, the results are deterministic (i.e., I get the same results every time). I am using the following to run the experiment:

frams "lo baseline_params.expt" "st 100000000" "sa baseline3.expt" "qu"

It would appear I need some way to seed a random number generator. How do I do this? Much thanks!

Cheers,
Donovan

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Resetting Performance Data

Hello,

I am running Framsticks under Windows XP. When I try to "reset
performance data" the GUI freezes. I've tried this several times,
reset the computer, etc... without any luck. It always freezes. As a
workaround, I was going to use the command line interface to reset the
performance data. However, I am unable to figure out how (or if) this
can be done from the command line.

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Dissimilarity on command line

Hi,
I am outlining an online science game which would be using framstick as
the evolutionary framework. I can expand on this if anyone is interested
but the gist is that player will manage a research group to find
"centiframes" and attempt to figure out where they come from and how
they evolved. For this to work, I need to have as many feature to work
on the command line so it can be handled by the web server.

Is there a way that I can compute dissimilarity measures between two
genomes from the command line?

Christian

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Evolving neural properties

Hi,

I want to run an experiment with neurons which have a bias which should
be evolved along with the weights. But I do not want any other neural
properties to be evolved aswell. Is this possible in some way. I have
tried to set the flags to 32 but then the values cannot be set from the
genotype which seems nicer. A possible way is of course to hardcode the
properties in the neuron but it seems a bit artificial.

Regards,

Tom

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selfmask and othermask and genotypelibrary.worst

I've been trying to map my old working colmask values Creatures : 4 and
Food : 148 to new ones. This way my creatures don't collide and are not
handled in the script and the food is only handled in the script
According to my understanding of the reference browser this should
translate to: Creatures -> selfmask:0x10000 othermask:0x20001 and Food
-> selfmask:0x20002 othermask:0x10002. But this only seems to work for
creatures. When a creature bumps into food nothing happens while it
should work because the AND values for a food-creature collision are
0x10000 or 0x20000 which should activate the handler in my script.

I am now back to the old colmask values but just wondered what I screwed
up.

Another thing is that it seems that the standard script only removes one
genotype INSTANCE as a result of the GenotypeLibrary.worst call instead
of the entire genotype and doesn't update the fitness. Does anyone know
anything about this. Because I first thought it removed an entire
genotype including all instances but that seems not to be the case.

Regards,

Tom

Forums: 

CreaturesGroup And GenotypeGroup in .sim files

Hi,

When I save parameters to a .sim file the CreaturesGroup and
GenotypeGroup parameters are saved as well. But when I want to load a
.sim file from my expdef file there parameters are not loaded and I have
to set them from the .expdef myself. Can anyone tell me why (only) these
parameters are not set from the .sim file?

Tom

Forums: 

Exporting as object coordinates

I see that there are a number of options for exporting 3D rendered versions
of framsticks runs, but is there a way to export a video (or just a still
frame) of only the 3D coordinates of the elements, such as the limbs, in a
scene?

Daniel Saunders

Forums: 

Scaling of physics

Hi there, I would like to use framsticks to make realistic-looking
creatures, and one of the issues I have to figure out is the size scaling of
the physics. How big are framsticks creatures? This has a meaning with
regard to the way other physical forces work: if we're looking at a scene
from an extreme closeup, the physics look different than if we're seeing an
object that looks the same size on the screen but that is actually being
viewed from a distance. So a spider can survive a fall off the equivalent of
a 30 story building.

So I'm trying to get a handle on the scaling of framsticks, if they move
more like very small creatures or very large ones. Is there any way to match
the units used in various parts of framsticks to units in the real world?
Like taking just gravity to start with: is a gravity setting of "1" (so
gravity cannot go to unusually high levels?) the equivalent of 9.8 metres
per second per second?

Daniel Saunders

Forums: 

Fred.jar and f0 genotype design

I have recently picked up Framsticks as a hoby and tried using Fred.jar. I
can't figure out how to rotate the bend muscles to where they move the legs
side to side instead of up and down. (right now my creature just flops
around)
Here's the code the program has written so far:

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