Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Evolution

Create creatures and let them evolve to see how they master various tasks. · By Keiwan

Suggestions & Ideas Sticky

A topic by Keiwan created May 06, 2018 Views: 22,913 Replies: 248
Viewing posts 61 to 80 of 182 · Next page · Previous page · First page · Last page
(+1)

Suggestion: COMPETING CREATURES --- I would like to see a way that a user could clone a creature and modify its clone and then test the fitness of both at the same time, with a way to switch back and forth or cycle through the creatures intended to compete in the same activity. Offspring would generally be of one or the other, usually avoiding breeding of neural networks between different body types, but if enough of the parts could be matched up to consider them structurally compatible with each other, their bodies could even be occasionally be included in the process of breeding, producing offspring with, potentially, physical and mental features from both parents. Perhaps the most fit of such hybrids could even be made available in the creature building area.

(+1)

Suggestion: BODY EVOLUTION --- Okay, so technically the body of a creature in this evolution engine evolves as its designer adds changes to it, but I would also like to see an option to turn on (or off) the inclusion of body mutations in the breeding process which might move a joint a little bit in some direction, switch an attribute on or off such as EXTRA SOLID on a bone, or "UNBENDABLE" on a joint. One such change should not make the resulting offspring structurally incompatible with other offspring of sufficiently similar creatures, so the body could then be included in what's inherited and perhaps exchange "genes" when reproducing in a similar way to what's currently done with the neural networks.

(+1)

Suggestion: GROSS MUTATIONS --- This is mainly meant as an extension to my BODY EVOLUTION suggestion, but could be implemented with or without it... although it wouldn't make nearly as much sense without it. The idea is that is bodies were inherited rather than only the neural networks, once in a while a body could have a mutation that connects a muscle between two bones (preferably which are connected to each other by a joint, though they wouldn't have to be) or could have a muscle deleted, or perhaps even have a short bone added dangling from an existing joint, or a bone added between two existing joints. Most such mutations would be detrimental, so such "GROSS MUTATIONS" would be turned off by default, but if switched on they would be allowed to happen, the detrimental ones would likely be quickly weeded out. Neutral ones might end up with a few offspring, and the rare beneficial mutations might even end up dominating the population. :) This might actually be very beneficial in terms of autonomously eliminating useless extra weight (such as an unneeded "head" which the brains are not stored in anyway) or muscles which do more harm than good with regard to a specified fitness task.

I'm suggesting the use of the term "evolation", as an extension of the family of words including "simulation" and "emulation". The word "evolation" is formed from "evo" used as a prefix and "lation" meaning local motion or local disturbance and indicating a local system of change. Indicating a system of evolutionary relation as conforming to, generated by, or viewed from the perspective of local conditions.

(+1)

Gravity adjustment and/or other environment adjustments.

(+1)

Environment viscosity, to enable flight or swimming. That is, add optional simulation of air or water or whatever "substance" one might consider the creatures to be moving inside of. A viscosity setting could allow adjustment of such simulated substance to act as air or water or perhaps even something like tar or quicksand.

(+1)

Ability to lock parts of the neural network, so that mutations will not occur in those specific neural network locations. This would not limit gene exchange when producing offspring.

(+1)

Ability to inhibit mutation of certain parts of a creature, so that evolving structure from generation to generation would not involve mutating those specific features. This would not limit gene exchange when producing offspring.

(+1)

Allow selection of fitness environment and fitness criteria in various combinations. For example, running criteria (movement to the right) in the climbing environment. (Which might just already be measuring movement to the right, but it what the only example I could think of while making a video and thinking about other things and reading what I'm writing at the same time so that my video will hopefully be more interesting.)

(+2)

Hey, Keiwan... How about a feature to ignore the first second or the first n seconds of the simulation with regard to the fitness criteria? 

In other words, the recorded starting position or other condition with which to compare for fitness calculations would be reset for each member of a batch (or generation) after the chosen number of seconds, one time, to reflect the creature's position or state at that time rather than what it was set to at the beginning of the simulation. This would eliminate (or at least partially eliminate) things like scoring an immediate fall to the right as good running skills, since the fall would generally happen in the first second or two. The setting could default to 1 except when the time per batch is set to 1 second (or less) in which case it would be turned off (set to zero). It could be changed from the Pause screen to any non-negative number which is smaller than the number of seconds per batch.

(+1)

How about negative fitness scores? For example, if a movement of +x counts as 100% fitness, then a movement of -x would count at -100% fitness. It appears this is already being done internally, but simply not displayed. This would allow creatures which move in the wrong direction to still be compared, so that badly wrong could be distinguished from slightly wrong.

(1 edit)

I think that the input for the number of joints that touch the ground might be a bit arbitrary. Maybe if we had a 1/0 input for every joint it would improve performance

Can we get joints with a custom range of motion? 360, 270, 180, 90, 45, etc., as well as the ability to rotate them before placing. Shoulders, knees, elbows, hips, etc. all have this limitation in nature. I think it would add interesting dynamics to this simulation.

Also, It's probably been suggested before, but can we have stats on how far the best creature jumped, walked, climbed, etc.? 

Thanks! 

(+1)

It would be interesting if there was a choice of random mutations in the body

Like another muscle or a larger rib or another leg and so on

Then the creature will develop in terms of control and body

also it would be nice if you could turn it off/on in case you don't want it to physically change

(+1)

can you make it possible to limit the angle joints can rotate?

thats all this really needs to be perfect

(3 edits) (-1)

1. I'd like to be able to share my creations.

2. To be able to add  environmental objects such as a Trampoline or walls to climb.

3. To be able to add Static or dynamic clothing (Draw on or preselected clothes)

(1 edit)

Restrict muscles so that they cannot pass through other muscles and bones in your initial build.

Also there is a glitch when you connect two unconnected bones by only a muscle you get crazy results.

(+2)

if we could have a button that could cancel a generation that would be great. I have had this problem many times when my creatures just degrade very badly in a generation. Once my creature had got to 4.05 m/s and 36% fitness and I was super happy and excited about the next generation expecting it to go up to like 4.95 m/s or something but nooooooo. It went down all the way to a mere 0.61 m/s and 5% fitness. So it would be great if we could restart generations. And by the way, I have a question. Is the fitness of a creature the percent of chance it has to go on to the next generation?

Make it possible to select points and copy, and also so that a person can choose the dimensions of the building field during creation of the creature, and make that if two bones are in one place create different layers on which these bones are located and the possibility of transition between these layers.

Viewing posts 61 to 80 of 182 · Next page · Previous page · First page · Last page