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Evolution

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

Evolution Gif Collection Sticky

A topic by Keiwan created Nov 19, 2017 Views: 44,712 Replies: 122
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can anyone tell me how to make a gif

gif at 30 externalfile:dmboannefpncccogfdikhmhpmdnddgoe:~%2FDownloads%2FRecovered files fr...

This spinning wheel creature gets really fast and learns easily. If you don't get a bugged seed, it will outrun nearly any other creature!

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Very minimalist but I love it only 10 gen and he can jump !

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Wow this is an incredible sim. These little guys are efficient. When they were younger they would take great big leaps and cover a lot of distance, and sometimes fall over. But their training eventually taught them to take smaller more reliable strides. I think the same thing happened to me.

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My little creations

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Thats so cute! All my tries with more than 4 legs ended so badly ( n ,-  v-)n 

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This game is becoming my obsession XDDD
I also didn't think the last 2 would work so well!

was busy evolving a super fast creature when it ran out of memory :(

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Walking happy creature :D

wow its like a person

Sad is i cant learn him to do enything else, doesnt care how much time i wait or how i edit his neural network... It always end here.

I have never seen - and never expected - this kind of movement...

A combination of rolling and jumping:


Already Done Mate

noice user face box thing picture

cant get higher speed 

oof

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He's my bestest boi, the jumpiest boi, i will give up if someone can imitate his style of movement and beat his fitness

I wanted to make a creature based on a wheel with a moving center of gravity, but I can't seem to train it effectively, regardless of network setup. The moving arms method will at least learn to rotate forever, but never optimizes the arm position for increased speed/distance.
The pendulum method will either learn to bounce, or rotate for a few seconds before coming to a stop.
I wonder what inputs the network is using. Are velocity and rotation being used as input? 





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Super interesting idea! The help page in the sim (question mark on the left of the building UI) describes the inputs that the brain uses - and since I have it up, here's the list:

  • Distance of creature from the ground
  • Current velocity (horizontal and vertical component)
  • Rotational velocity
  • Number of points currently touching the ground
  • Creature's rotation (= the average of all bone rotations)

At least, this is what it generally uses. It also specifies that it may use more inputs based on the task (obstacle jumping uses another input for the distance between the creature and the obstacle).

One other thing is that it says there's two parts to being able to perform a task - how the body is built and how the brain controls that body. It would be nice if there could be a "manual" mode where you can somehow manually control the creature to test whether its given body is even capable of achieving such speeds...but I realize this could be complicated to use, esp if the number of muscles is high.

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Yeah. I found that input list shortly after posting this. I'm wondering if somehow that average bone rotation is resulting in a static rotation value on a creature like this. Depending on how the rotation of a single bone is determined, it seems like a wheel's average may just cancel itself out. If that's the case, then:
- distance from the ground is always the same
- current velocity has no direct correlation to current rotation, and may actually cause more harm than good
- rotational velocity has the same problems as current velocity
- number of points touching will always be the same
And we end up with no usable inputs.
It would be cool if there was an input list to select from, so that we could fine tune the creature's "senses", including multiple variants on rotation input, or even tying some of the inputs to a property of a specific bone or muscle. 

I bring you minimalist bunny, I hoped it would bend its front leg more, but hadn't seen any improvement in 100 generations so I stopped there.

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