i think it would be useful to add like a vertical laser that follow the creature; to improve the speed and avoiding to go back
Hello! Just got my copy, and I've actually been doing some coding with neural networks of my own.
I noticed that there are only 6 inputs for a creature. Seems like this would ultimately limit what a creature could ever "learn" resulting in (theoretically) a lot of "stalls" (ie, creature moves until it gets to a certain position, then simply can't any more).
What are the odds that we could have a mode where each "joint" is in fact an input, or even a series of inputs (ie: the joint's current Y position, and orientation, for example.) Also, the "state" of each muscle could be an additional input.
This would allow for VERY intelligent and complex actions to be learned over time. For instance, creatures may even be able to learn how to stand back up once they fall down.
If people are concerned about the additional overhead of the math, it could be a toggleable series of options, maybe?
Love the tool!
Oh, and another nice feature would be the ability to "hide" or "dim" bones/joints/muscles. So when editing a complex creature, we can click on "onion skin" or something, and then click those things we want to make less visible, and they'd be dimmed out. While dimmed, they wouldn't be collidable (ie: you wouldn't be able to attach muscles to them). For more complex creatures, this could be super helpful!
A big thing for me would be a mute button. The music is very nice, but to mute it, I have to mute all things chrome/chromium. That said, this is exactly the thing I have been hoping to see for a long time. I really hope you expand on this idea even further. I really enjoy it a lot. I'd also love to see generations displayed in parallel in tiled windows, so I could watch a lot of them at the same without them being overlayed on top of each other. But the priority for me would be an option to disable audio. I suspect this will see a lot of run time!
I think a good idea would be to add tabs, as in be able to create and evolve multiple creatures at a time, because some creatures slowly evolve and then you could work on another one. I do realise that this might make it really laggy if you have lots running at the same time but i think it is worth it if you just use batches and dont do to many at a time :)
Thanks, it would be really great if you could add this
Is there a log output file, cause if not i would like to know why my significantly powerful pc was completely frozen when I got home from a 9 hour shift. Not only that but it was only on stage 302. Given the time frame it was supposed to be on stage 2163. I'd like to know the method of movement that gave my computer a brain aneurysm. So if there is a output file can you point me in a direction if not then it wouldn't be a bad idea to have one.
the best creature in the current gen can be on the screen next to the best creature in the last gen. You should also make it so you can control how the simulation determines the best creatures each gen in the settings. Example: u could put fitness proportional so the best creature is determined by its fitness & other options.
Some simple requests:
1. Timer. It makes it more fun to watch, almost like a race. In the last few seconds, the current generation might do better!
2. Current Fittest Highlight. Highlight the creature in the current generation that is currently the fittest (e.g. furthest along track). This makes it more fun and clearer to compare the current generation with the previous best, again a bit like a race.
3. Continue Simulation. Once we click "Back" the only way to get back into the simulation and carry on where you left off is to load it. Can we not please just click Evolve again, if the creature has not been changed?
4. Improvement Indicator. Clearly notify us if a newly evolved creature has outdone the existing best, and if so by how much, e.g. 1% improvement in fitness.
More complex requests:
5. Simulation Speed Dial. Please let us turn up the speed of simulation so we can quickly discover if creatures are evolving in the right direction, or need to be fundamentally changed.
6. Custom Optimisation Goals. Let us control/add the parameters to create new challenges. I would love to combine switches for: Maximise/Minimise Horizontal/Vertical Distance; Keep Selected Joint Above/Below/Front/Back.
7. Manual Centre of Gravity. Let us manually position this point (i.e. the point where the flag marker is placed) by selecting a number of joints (the marker is placed at the mean position of selected joints). This means e.g. I can force the marker to be between my creature's two feet (if I want it to walk) and it won't always think it's being fitter by finishing its attempt with falling forward.
Much more complex requests:
8. Give Creatures Hints. Let us pause the simulation and select a muscle, causing it to toggle its contract/expand state. This change would be backpropagated to create a manual mutation ("the hand of god"!) and is like the player saying "try this" rather than waiting and hoping for a random mutution to cause it. This instantly creates a new generation with a new offspring containing the manual mutation.
9. Hardware Utilisation. When I dial up the parameters the simulation slows down a lot. I'm running a Core i9 9900K at 4.7GHz on 8 cores, with an RTX graphics card. While the simulation slows down, I can see that Evolution is not using more than 20-30% of my CPU/GPU. Can you make more use of multiple threads, and the tensor cores in RTX cards which are designed for ML?
Thanks -- what a fantastic game.