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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: 22,693 Replies: 248
Viewing posts 140 to 159 of 182 · Next page · Previous page · First page · Last page
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Seeing what appears to be an evolution inefficiency when reviewing best creatures of generations, especially for climbing when all creatures are at 0% fitness (initialization) and when all creatures are at 100% fitness (yet with more untapped potential in the body that creatures which do tap into it seem to go unrewarded for tapping into it), I'd like to suggest an alternative fitness measurement to address this; ((self)-(worst))/((best)-(worst))=x% [within generation].

That is, for either climbing or running; the creature within the generation that moves the most to the right (or falls the least to the left) will always be marked as 100%, and the creature that moves the least to the right (or falls the most to the left) will always be marked as 0%. For creatures between, their fitness is the % of the best that they reach after subtracting the worst from both itself and the best; so if the best climber falls -2m to the left and the worst climber falls -8m to the left, a creature that gets -5m will have a fitness of ((-5)-(-8))/((-2)-(-8))=3/6=1/2=50%. The best gets ((-2)-(-8))/((-2)-(-8))=100%, while the worst gets ((-8)-(-8))/((-2)-(-8))=0%; thus mechanically serving as the clamps for their generation.

I believe this would help optimize evolution efficiency most notably in climbing initiation, where with the current method if all creatures get 0% it doesn't (seem to, as far as I can tell,) matter if one fell -5m left and another fell -15m left. Having fitness effectively 'unclamped' while being mechanically bound between 0 and 1 by the nature of the formula itself anyway, I believe would also incentivize constant improvement at the task; currently, if fitness does reach 100% at any task then no further improvement seems to be expressly selected even if the body still has more potential that several creatures go effectively unrewarded for tapping into.

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Be able to rotate and/or flip your creatures. Because I built a creature that went backwards better than forwards and I wish I could just rotate it.

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As many already have asked for, a "head."

Evolution tends to favor those that don't die, but in the simulator there is no death or risk, causing many "species" to move using methods that should kill any.

This could also give the obstacle jump a boost in evolution, forcing creatures to learn to jump earlier/faster.


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smarter brain

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you should make it so you can speed up the simulation speed

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You can't exactly do this. It is like asking a baby to move faster.

It takes a long time but the baby (your creature) will learn.

You actually can, Unity MLAgents does it by default. Code Bullet's Creature Creator also has that option. Simulations aren't babies

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I know this is SUPER old, but I personally feel like it would be better if there was a checkbox option to have limbs have collision with other parts of the body, instead of it going through itself. I request this because it just makes sense, it would bring more stability in the creatures.

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Hi Keiwan, just getting back into the game after a little break. It would be nice to see the current speed of the creature being viewed. I have a creature that starts slow and then goes really fast, so I would like to know the max speed that the creature reaches. In fact, maybe there could be a max speed achieved and current speed added into the game? Thanks

Very interesting game. Thanks.

You could consider having a contest : e.g. fastest creature running for 20s.  What do you think?

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i know this hasn't been updated in forever but maybe an option to make certain bones kill the creature when it touches the ground, to get rid of creatures crawling on their face

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Played this game since 13, an amazing project to have fun and explore biology and AI. It would be cool to add some kind of dimensionality, but all-in-all the game is super fun.

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I think that the joints slip too much on the ground. Maybe the game would benefit from an increase of adhesion?

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Another suggestion: 

When stopping a simulation at the nth generation, it would be cool to be able to move some joints while keeping the neurones weights and so resume the simulation from this nth generation. In other words, neurones weights are erased in case joints, bones or muscles are deleted or added, but not in case of just moving the joints around. 

I would like to grow my creature using different "learning rates", and by that I mean mutation rate. For that it would be very useful to have a dashboard, similar to tensorflow dashboard. I'm sure you know exactly what I'm referring to. 

Keeping track of the settings and fitness would be very helpful in growing a successful creature.

Support for adaptive learning rate mutation rate based on the fitness would be too much to ask, but would be amazing.


Thank you!

maybe add a grid option to the build screen

A Debug menu would be cool

Like, let's say we have a random evolution. What if you could add no gravity or a part maker

But, a customizable task editor is just dope. Ex: you could make a ramp.

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Two modes in which the creatures move in fluid, one with gravity and one without.

The ability to see a creature's neural net during a simulation.

Modifiable part friction and adhesion.

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Great "game" !

Some features that would interest me :

- non mobile joints (to make fixed angles with bones)

- to be able to edit (add or delete or move joints, bones, or muscles) after several steps (generations). This could be useful to first learn "basic" behavior (like walking) to a quite simple but secured pile of bones, joints and muscles (secured in the sense they cannot fall easily), and then remove or add components so they are more efficient.

- to record data in a csv file, data like the best scores over time, or all scores over time ...

- and would it be possible to have a look to the configuration of the "neural net" of best creatures (as a list of parameters for example)

Have an option where the creature could mutate extra limbs or muscles

PLEASE ADD THE OPTION TO ROTATE :DD

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Put it on tablets and phone ok

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